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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 84301 times)

ElenaRoan

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #525 on: August 22, 2013, 09:16:10 pm »

I'd never messed around with either of those two (actually was just about to as part of testing the inventing so good thing I saw this first) so that would explain the lack of it in mine.
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Gamerlord

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #526 on: August 22, 2013, 09:20:16 pm »

Hey Meph, what the hell do Geomancers do? I got one in a migration wave and it came as 'Brewer geomancer' for it's profession. Useful or not?

ElenaRoan

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #527 on: August 22, 2013, 09:41:40 pm »

If I may make a suggestion Meph, include a little table in the manual of what is needed for each research.  I'm still trying to figure out what I need and how to get it for some.  For instance to research chemistry if I'm reading it right requires gunpowder...which can't be made without the chemist...which requires the research...
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Gamerlord

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #528 on: August 22, 2013, 09:46:25 pm »

Oh, that reminds me. The 'inconclusive result' thing is a little broken. From researching ONE instance of elemental magic I now have about 4 elemental magic breakthroughs, 1 blast smelting, 1 trebuchet, 1 coin mint and 1 other which I can't remember.

Billy Jack

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #529 on: August 22, 2013, 10:18:55 pm »

I don't think I like engravers doing the Runesmithing.  When I do start smoothing and engraving things, it seems that it is a high priority job and ends up that anyone with it enable takes off and starts engraving, delaying other tasks.

Having another task dependent on the skill will likely mean that the weapon engraving will take a back seat to wall smoothing.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #530 on: August 23, 2013, 12:22:16 am »

Billy Jack: I dont know which job will have the priority, but it cant be worse then woodcutting labor for sawmill/splitting block and trees. I cant really imagine it a big problem, if you really want a dedicated rune-engraver-only, use burrows or lock him in.

It also appears that people might handle engraving and smoothing areas a bit differently from how I do it in my forts. If I want something smoothed, all dwarves get engraving labor. Thats it. I rarely engrave something.

Gamerlord: Impossible. I wont go into the math, but that cant be. Seriously you have 5 reactions that have a 20% chance of giving an inconclusive resulst, having a 40% chance of giving you a random result. 20%*5=100% chance for a 40% chance, so if you do 5 reactions you get 0,4 random results. Not 8 like you describe. Or I made a horrible mistake somewhere.

ElenaRoan: You cant be reading it right. I checked.

Code: [Select]
[REAGENT:A:1:BOULDER:NONE:INORGANIC:ROCK_SALT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:150:BAR:NONE:POTASH:NONE]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:NONE:NONE:NONE:NONE][REACTION_CLASS:SLAG] [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:lye:150:LIQUID_MISC:NONE:LYE] [DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:lye container:1:NONE:NONE:NONE:NONE]
[CONTAINS:lye]
[PRESERVE_REAGENT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]
[REAGENT:B:1:BOULDER:NONE:NONE:NONE][REACTION_CLASS:FLUX]
[DOES_NOT_DETERMINE_PRODUCT_AMOUNT]

Thats flux, lye, potash, coal, rocksalt and a slag bar.  Gunsmith and Machinery needs blackpowder.
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ElenaRoan

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #531 on: August 23, 2013, 01:23:42 am »

Ok.  I need to order flux off the next caravan then.  And possibly rocksalt.

I've been trying to figure out what's needed from the reactions in the workshop rather than digging through the raws, not really working though...
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sir_schwick

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #532 on: August 23, 2013, 01:27:48 am »

I like the fact I can make leather armor sets by material type in the Tailor's Workshop.  That works well for my ranged dwarves.

However the way its set now that option does not work well for adding strong padding underneath metal armour.  The Leather Armor and Leather Mail Greaves(I believe) do go underneath.  The Helm, Gauntlets, and Boots do not.  I imagine since Padded Hoods/Shoes/Gloves are clothing they degrade over time.  Having both an option for Armor and Underarmor sets would be great.
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Meph

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #533 on: August 23, 2013, 01:38:26 am »

sir_schwick: I can have a look, although layer permits and all that are not my strong point.

elenaroan: You can easily do that. Just open the Researcher, go the the RED reactions, and press enter. It will tell you ingame what you need. I just checked for the chemist research, it portraits the same list that I posted in plain text.
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silentdeth

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #534 on: August 23, 2013, 02:09:30 am »

It also appears that people might handle engraving and smoothing areas a bit differently from how I do it in my forts. If I want something smoothed, all dwarves get engraving labor. Thats it. I rarely engrave something.

I engrave all bedrooms, why wouldn't you? It adds value to the room. I also engrave the dinning room. Then, if it is an old fort, I like to engrave public areas a bit at a time over the years. The engravings in the dinning room get outdated pretty quickly, and I like reading recent ones, knowing what the battles get named, ect. I find a lot of enjoyment in the dwarfs depictions of the struggle to survive. Also engraving high value work areas, like around forges, makes the smiths happier; happier smiths makes more masterworks. If I do catacombs, I'll engrave those too, it seems appropriate. I really miss the engravings with playing kobolds.
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Meph

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #535 on: August 23, 2013, 02:14:18 am »

Engravings raise the forts value. High value = Bad. High value = Invasions. My dwarves have better things to do then making pretty pictures, like sparring and reading books on warfare. And smithing weapons and armor.
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ElenaRoan

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #536 on: August 23, 2013, 02:29:15 am »

elenaroan: You can easily do that. Just open the Researcher, go the the RED reactions, and press enter. It will tell you ingame what you need. I just checked for the chemist research, it portraits the same list that I posted in plain text.

I tried, keep getting confused by it *sigh* undoubtedly I opened a different reaction thinking it was the one needed for chemistry...that's why I suggested a small table.

Currently having trouble getting an arcane dwarf to enter the school of air, tried twice and nothing happened except for using up the reagents.  Now I can't even try to get them to enter despite apparently having plenty of the materials needed and all in the same burrow. *glares at dwarf*
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silentdeth

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #537 on: August 23, 2013, 02:37:02 am »

At first high value might be bad sure, but where I am in my current fort by military guys are legendary everything, including biting, kicking, ect, and have over 100 notable kills. It only takes 1 to wipe out a siege. I want high wealth. A large portion of my industry is based on goblinite. People have different playstyles, I like old forts, which a rich history and numerous megaprojects. My ideal fort would be a few hundred years old and still have 40 FPS. Every embark I get a bit closer to that goal, improve my design a bit more. That is what draws me in, the design aspect. As such a notice things that get overlooked in a 5-10 year old fort, and have different requirements for what is considered acceptable balance.
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Meph

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #538 on: August 23, 2013, 06:44:29 am »

The max wealth that matters is 300000☼... the steps are 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. And population: 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140 dwarves.)

This means you try for as long as possible to stay under 300k, or 140 dwarves. From then on wealth doesnt matter. If you go above it once, you will have fullfilled trigger:5 and even frost giants will come. The size of the sieges is not related to your wealth.
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::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

silentdeth

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Re: [DWARF] - Discussion & Suggestions - TANNER IS BACK
« Reply #539 on: August 23, 2013, 08:21:17 am »

Seems to matter for megabeast. After I started increasing my wealth rapidly the greatly increased in frequency. I get 1-2 a year now. With 10-15m wealth it was only 1 every 2-4 years. Distance, and the total surviving megabeast probably play some kind of role. Want to try to make a bunch of dragon scale stuff at some point, just for the hell of it. And the souls are nice too...
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