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Poll

Should Scaleplate/Chitinplate/Shellplate reduced to "Scale/Chitin/Shell", and "Rigid X-plate" to "X-plate". It would shorten names a lot.

Yes. Text gets cut off too often.
No. I dont care/like the names as they are.
Dont you have anything better to do then making such tiny adjustements?

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Author Topic: [DWARF] - Discussion & Suggestions - NEW POLL!  (Read 84244 times)

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #435 on: August 09, 2013, 04:02:11 am »

And 172 reactions later I am done.  8)

People can still build all new workshops, farming, diplomacy, trading, decorations, ovens, libraries, studies and misc buildings for their normal buildmats.

Laboratories, Machinery, new Smithing, new Smelting, Upgrading,  magic, supernatual , new siege-engines and magma-tech (golem and volcanic) need a scientific discovery first. Not sure what to do with the old blueprint system.

Another thing is that I dont know if I should put all the reagents into reaction #1 and make the rest for free (this way people can see everything they need and the research is not stopped half-way through because an item is missing, but people will also lose more reagents if it fails) or if I should keep it like it is.
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #436 on: August 09, 2013, 06:28:24 am »

Sounds interesting.

Not sure what to do with the old blueprint system.

The best thing about the blueprint system, imho, is that it gives flavor to the races. I think that can be done through other means.

Another thing is that I dont know if I should put all the reagents into reaction #1 and make the rest for free (this way people can see everything they need and the research is not stopped half-way through because an item is missing, but people will also lose more reagents if it fails) or if I should keep it like it is.

The real question is how many 'bug' reports do you want to read about it not working even though they have tons of <insert reaction #1 reagent>?

To kind of keep with the research theme, I would make them a bit randomized so that some research experiments are cheap to start, but then get progressively more expensive, maybe the max cost is reaction 3, or 2, or reaction 1 - 4 is free but 5 cost a ton. Just mix it up a bit between them. Harder to write, but adds a bit of flavor. That being said, I wouldn't the patience to deal with 'bug' reports over and over about it.
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #437 on: August 09, 2013, 07:33:13 am »

I finished the reagents now, 172, each reaction uses ONE. Most things are cheap, because it might fail. Golemforge for example has a 20% successrate, so you have to run it 5 times. And its 7 reactions long, no idea how much reactions that is in the end that a dwarf has to do on average, but probably ~25+-5

Spoiler: Full list of reagents (click to show/hide)

I also finished the 167 tools, 42 inorganic mats, and 41 announcements needed for all this to work. Tested ingame, it works. :)



I think I will keep blueprints from the Architect for the more advanced furnaces, I mostly want to give the Architect-labor something to do. Not sure about the system behind it, I dont want to make it similar to the research, that would be silly. It should work differently. (the current system is horrible)

EDIT: Mh... ingame the buildings has 11 pages of reactions... I dont think people want to sift through them to find the one that was cancelled because the one ingredient was missing. I think I'll put them all at the start, and that is a bit pricier, but will allow people more control. Maybe I can add a few percent to the chances to counterbalance this.
« Last Edit: August 09, 2013, 07:48:10 am by Meph »
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silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #438 on: August 09, 2013, 08:51:54 am »

Golemforge for example has a 20% successrate, so you have to run it 5 times. And its 7 reactions long, no idea how much reactions that is in the end that a dwarf has to do on average, but probably ~25+-5

If you have to start all over each time, and my math is right that is (1/5)^7, a 1 in 78125 chance of success. That is a lot of reactions.
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Z1000000m

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #439 on: August 09, 2013, 09:10:40 am »

Meph, if you are iron about making the new high-tech stuff need even more micro, please consider making reactions that coulda llow you to copy existing blueprints/whatever.
I'm having serious issues coming up with an ingame explanation on how dwarves cannot build more than one building using the blueprint.

Also I see no reason behind putting the finishing forge there. Its already a pretty scrappy building, as its only function is giving you some early metal if you find you dont have coal. I see no point in researching that whatsoever.

Somewhat ditto for the metallurgist. Its okay if allows for making some of the weirder alloys, but the making pewter and such is not exactly rocket science if steel making is common knowledge.
« Last Edit: August 09, 2013, 09:14:26 am by Z1000000m »
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #440 on: August 09, 2013, 09:58:57 am »

silentdeth, Your math is incorrect. :P Its 4 to 1 so succeed, times 6. 80, 64, 51, 41, 32, 20... 20% to run everything successfully in one go. Means that you have to start researching the Golemforge 5 times till you get it, or you get it randomly from the "inconclusive reports", with a 1% chance on each. With 39 buildings, thats 39% chance of getting a freebe. The reagents are cheap anyhow.

Z100000000m (I could have sworn your nicknames ends on an N), the printing press can make copies. I cant allow cheap copies of the current blueprint system, because blueprints are worth thousands... I had to make them expensive for the caravans... if you can just take pen and paper and make a copy, you can buy all caravans, all the time. Thats why I am changing the system. I think its rather fun, the announcements make it easy for the player, and it works. I'm rather proud of it.

Reasonsing for the finishingforge being in there: All workshops are sorted in categories. Each category as a whole either needs studies, blueprints or both. Again, its easier to learn, than having to remember which buildings needs one and which does not. To speak in images:


Current changes on the tileset, the plants look a lot better now, and there are flowers, and rock pebbles actually show pebbles. :)
Spoiler (click to show/hide)
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Gamerlord

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #441 on: August 09, 2013, 10:01:29 am »

Can I make a *small* request? I think it would be awesome to have a furnace/forge/workshop kinda like the Orcish Factory, but even larger. The only function would probably be mass production of crafts, bolts, armour and simple weapons.

silentdeth

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #442 on: August 09, 2013, 10:04:36 am »

Can I make a *small* request? I think it would be awesome to have a furnace/forge/workshop kinda like the Orcish Factory, but even larger. The only function would probably be mass production of crafts, bolts, armour and simple weapons.

Equip Cannon Fodder /R

:)
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #443 on: August 09, 2013, 10:08:47 am »

You mean like a foundry? I had considered it, a metal forge that makes "batch of 10 swords" and all that, similar the the armorsets, but then again, we already have the armor sets... and how many weapons does one need?

The ammo I plan to ramp up for the custom workshops. Vanilla gives 25, custom 35-50, gun bullets in batches of 100. This way ranged units dont run out as quickly.
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #444 on: August 09, 2013, 10:37:37 am »

I have decided.

Architect will "design a architectural blueprint", costs 1 paper/vellum/papyrus. This starts an automatic chain of ten reactions, just to slow the process down a bit. Each reaction has a 100% successrate, so its really just that it should take 10 times longer to write an entire building design. Each furnace-type building (except decorations) will require one of these. The "architectural blueprint" is only one item, one-size-fits-all.

Sole purpose is to slow down the newer buildings. Why? Because I played a fort myself and I build almost all workshop the mod has to offer in the very first year. Only some blueprints were stopping me, and the 4 trade-licenses I got after 1,5 years, from the second caravan. Cost me 17.000 dwarf-bucks, but at this point, 1,5 years, I had ALL buildings. Thats way too fast.

This is why I want a better blueprint system, the research system and the toolmaker. I know it might be unpopular, because it has no direct benefit (just like the slag pit), but I'll add it anyway. In 2 months I can make it optional, if you like.
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Gamerlord

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #445 on: August 09, 2013, 10:38:41 am »

Ooh, ooh! I just had a neat little idea: caltrops. Make them the weakest possible trap component, with no upgrades and make a couple of reactions to churn them out en masse. Seriously, make them so weak they have zero chance of actually killing anyone, only weakening them.

Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #446 on: August 09, 2013, 11:05:50 am »

I could do caltrops as webs... or as a weapon-trap component that has a syndrome that slows people down when they hit. But enemies could still dodge/parry them, which is odd.
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Z1000000m

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #447 on: August 09, 2013, 05:36:24 pm »

Why would that be weird.
Dodging = jolly running past them
Parrying - using the dull end to bat them away to make a way.
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #448 on: August 09, 2013, 06:01:31 pm »

Because its caltrops in a weapon trap, with a mechanism and all. Would take forever to make a big field of these. But yeah, I can mod those in, no problem. Just have to look up a few itemsyndrome things, and we are good to go.

I thought about adding booby-traps (from kobold mode) to dwarf mode, so a trap-update is planned anyway. Only problem I see is that caltrops do no damage (which means their syndrome doesnt get applied) or they do too much damage... after all, they are treated like any other weapon and might hit the enemy that steps on them on the head... or the eyelash/teeth, whatever. Thats why I thought its weird. I'll see what I can come up with.
« Last Edit: August 09, 2013, 06:03:38 pm by Meph »
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Meph

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Re: [DWARF] - Discussion - New poll about buildings
« Reply #449 on: August 10, 2013, 02:15:15 am »

New Workshop: Greatforge
 Note: Not to be confused with the Great Magma Forge, which is been renamed to Volcanic Foundry.
 - Creates two-handed weapons, kite-shields and armor sets.
 - All weapon/armor materials are available.
 - You can forge weapon blades (edged) and weapon heads (blunt) for 5 bars and 3 coke.
 - Making a two-handed weapon requires 1 scabbard (tool from craftsdwarf/forge), 1 weapon hilt (tool from craftsdwarf/forge), 1 unit of leather (for the hilt-wrapping) and either a weapon blade or weapon head (tool from greatforge).
 - Making Kite-Shields requires 3 metal bars, 1 unit of wood (for the frame) and 1 unit of leather (for a holding strap to carry the shield)
 - Armorsets produce a helm, breastplate, greaves, 2 gauntlets, 2 boots. They need 12 bars and 4 coke.
 - Example: Steel Great Axe => Steel weapon blade + hilt + leather + scabbard + coke.
 - Example: Bronze Kite Shield => 3 Bronze bars + wood + leather + coke.
 - Example: Set of Mithril Armor => 12 Mithril bars + 4 coke.
 - The reactions in the *Magma Greatforge do not require this additional coke. To ease using the manager, I renamed them slightly, they "Magmaforges" sets/shields/weapons, while the normal Greatforge "Forges". This way you can tell the reactions apart in the manager screen.


New Workshop: Inventor's Workbench
 Note: This workshop is very randomized and can give overpowered or useless items. Its designed that way, so dont ask why an orcish sappers satchel doesnt work, or why you cant make ammo for the kobold totem-sling. Dwarven inventors do not care for such things. Many special items are designed to work with a specific type of material only, and they will not show their full functionality. This is intended.
 - The Inventor Workbench can create a random weapon, armor, shield, helm, pants, glove, boot or armor.
 - Creating random items costs 1 coke, 3 metal bars and 1 spring-steel precision tool, which has a 50% chance to be preserved.
 - These random items can be foreign or dwarven, powerful or broken.
 - The Inventor Workbench can also copy any foreign item. This costs 1 coke and 3 metal bars, and has a 85% chance of success, and a 15% chance to destroy the original. The copy will take on the material of the metal that is used in the reaction.
 - Letting an inventor meddle around with an artefact will cause bad thoughts for the maker.


Thoughts ? Good idea, bad idea? I just noticed that most people seem to instantly go for great-axes and zweihanders, completely ignoring short/long swords, maces, battleaxes, all that smaller stuff. Due to how DF handles shields, most people also just built a cheap kite-shield from wood. Now both items, two-handed weapons and kite-shields, are foreign and must be made in this special forge. And to spice things up a bit, the Inventor would have 300 (!!!) reactions for all foreign items to copy, as well as random output to get your hands on some.

Greatforge would be for balancing reasons, to slow down military advancement a little bit and allow weaker weapons to play a role, the Inventors Workbench is more for fun then anything else.
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