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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 84247 times)

Godlysockpuppet

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #600 on: August 27, 2013, 11:45:46 am »

I haven't time tl write up a good werebeast-esque mage. Just thought you might like the idea. Maybe make them transform into something like a "Spirit bear guardian" or something along those lines. And its' familiar could be a spirit raven? That'd be cool :)
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #601 on: August 27, 2013, 11:48:52 am »

Doesnt sound dwarvish to me. Kobolds even have a Druid atm that transforms into a spirit bear.^^ and each one has a birth-sign + spirit animal.
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Godlysockpuppet

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #602 on: August 27, 2013, 11:54:21 am »

Doesnt sound dwarvish to me. Kobolds even have a Druid atm that transforms into a spirit bear.^^ and each one has a birth-sign + spirit animal.
I dont play kobold that much wasen't aware :) Disregard above. Perhaps just a lunar mage. Can cast certain spells on a full moon, or maybe make it so the lifemancer can raise corpses on a full moon instead of after a time period? I don't know ;D
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sir_schwick

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #603 on: August 27, 2013, 04:19:57 pm »

FB that have syndromes, corrosive dust, etc should leave something behind that allows you to make a changeling that spawns that vapor as well.  Would make for stouter defense and probably a lot of FUN.
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ElenaRoan

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #604 on: August 27, 2013, 07:03:44 pm »

ElenaRoan: I hit a bit of a bump when doing the Greater Dyery. Apparently there are no tags/tokens for dyeing stuff. I cant dye reagents that are used in reactions, like cloth or leather. -.- The only workaround I found is "improving" finished items. For example you take a cloth shirt, dye and make a "cloth shirt covered in dye" or "cloth shirt decorated with dye". The problem I face with that is this: I have 15 materials. 8 colors. 6 item types. Thats 8*15*6=720 reactions. "Color*Material*Item", like Black Leather  Armor, or Green Wool Pants. I can easily write the reactions using batch replacements, but how in hell should anyone ingame manage a workshop with 720 reactions? You'd never find anything.

I can leave out the leather/scale/chitin/shell types, then its 4*8*6 = 192. Wool, Silk, Rare Silk, Cotton.... and if I add fur and fleece to that, its 288. Damn... Only other way is stockpile feeding, which would be only a slight improvement over the normal dyer. Well, you could dye finished items, even twice (use the real dyer first for the cloth, make dyed shirt, then improve it in the greater dyery)

Sometimes I think the game doesnt like me. ^^

Ah that's a pity.  48 pages would be nearly impossible to navigate through.  Hmmm...possibly workable by turning it into a group of smaller workshops like you've done with the x-cutters?
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #605 on: August 27, 2013, 11:22:24 pm »

I dont think that people would like 8 dyer shops. :P I'll make it tan any material and any item, but the dye-color you have to input yourself from a workshop. So its 15*6 = 90 reactions. "Dye leather armor" "Dye fur gloves" "Dye scaleplate helm". I think that should be enough.
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Repseki

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #606 on: August 28, 2013, 04:34:05 am »

Wouldn't it be easier to use stockpiles, or selective forbidding, to choose the material of the item being dyed?

Then all you would need reaction wise are "dye leather armor", "dye leather gloves", with a set for leather, cloth, wool, silk.

Yeah, it's a bit of micro, but dealing with pages and pages of reactions inside of a workshop always seems more of a hassle.
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #607 on: August 28, 2013, 05:18:26 am »

Yep, thats exactly what I did. Its finished. 75 reactions. Its 15 materials and 5 items. The dye you have to add with stockpile setting if you want, otherwise it just accepts any dye.

The product is not exactly like a "real" dyed item, but close enough. It says "is decorated with plump helmet dye" and not "is purple with plump helmet dye". The reaction also uses up stacks completely, which is usually 5 dye. So if you have a bag with 5 dye, the vanilla reaction uses 1 and keeps 4, but my reaction uses 5 and leaves 0. If a bag contains several dye stacks, it will use all of them, but also apply all of them. In the example screenshot I used a bag with 2x5 plump helmet dye, thats why the item is decorated twice with it. All in all it works, but isnt as nice as I had hoped.



On the other hand, ALL megabeasts have a specific itemcorpse now which can be butchered in the Slaughterhouse. All megabeasts give a trophy and a greater soul, give a heart, and depending on body composition give 60 meat, 50 boulders or 25 bars.

And, best of all, you can use the soul either to make one skill legendary, OR reanimate the megabeast. So you kill a mountain giant, then use his trophy (mountain giant skull) and the greater soul to reanimate a friendly mountain giant. You just need a Changeling as a base creature.

The only problem I found so far is that you can kill it all over again, get the meat/heart, then reanimate it again, and so on... but it costs a changeling per reaction. Dont know if I should stop that behavior, so that you can only reanimate them once or not.

Say... does a ColossusForge as an upgrade to the GolemForge sound reasonable? ^^
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #608 on: August 28, 2013, 08:34:53 am »

Biology is getting along fine. Each invader leaves an itemcorpse that can be used in reactions. The usual drops still apply, so clockwork parts, bifrost and bags of loot can still be gotten from them before you send them of the to biologist. Currently I have 5 reactions for each race. It has a 3% successrate, so 33 corpses to finish one part, on average. Might be more, might be less. After ~166 corpses you should be good with all boni. I hope thats not too early or too late. The boni are:

   [NAME:Study goblin physiology (-15% STR/TGN)]
   [NAME:Study goblin joint movement (-15% SPD/AGL)]
   [NAME:Study goblin muscle tissue (-15% END/0% REC)]
   [NAME:Study goblin bones and nerves (Double Damage)]
   [NAME:Study goblin brain (Remove NoStun/NoFear/NoParalyze)]

I am unsure what to do with FrostGiants and Automatons. They are not precisely organic. Maybe the Giants are ok... but the Biologist sounds a bit wrong for studying Automatons. I can move this to a tech/machine focused workshop, or have no study of them. Both are ok from my point of view.
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silentdeth

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #609 on: August 28, 2013, 08:45:02 am »

Wait, every invader drops an extra item now?
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #610 on: August 28, 2013, 08:53:38 am »

No. Thats their corpse. It replaces the normal corpse with an itemcorpse that I can target in a reaction.
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Gamerlord

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #611 on: August 28, 2013, 09:04:36 am »

Can they be burnt in the crematorium?

Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #612 on: August 28, 2013, 09:49:22 am »

Yes.

EDIT: Done.

 - Kobold corpses now have to be searched for their bag of loot, in the craftsdwarf or trade storage. This keeps the corpse intact.
 - Clockwork parts have to be removed from a automaton corpse in the toolmaker. This keeps the corpse intact.
 - Bifrost has to be extracted from frost giant corpses in the alchemists laboratory. This keeps the corpse intact.
 - Antmen chitin has to be removed at the tanner. This keeps the corpse intact.
 - Automaton corpses can be melted down for brass.
 - All invaders corpses can be cremated for a 50% chance for 1 ash bar, in the crematory.
 - All invaders corpses can be sacrificed at the temple for a 1% of 8 different "bloody item of armok". This can be a weapon or armor.
 - All invaders corpses can be studied in the biologists lab. After ~33 you get a permanent boost against that race. 5 different boosts available. These can be researched in any order.
   Lvl1: -15% Strength and Toughness
   Lvl2: -15% Endurance and no recuperation
   Lvl3: Remove buffs like nostun, nopain, paralyzeimmune, nofear and so on
   Lvl4: -15% Agility and Speed
   Lvl5: Take Double Damage
 - The Biologists Lab has to be researched like any other lab, in the Researches Study.
« Last Edit: August 28, 2013, 11:10:38 am by Meph »
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Meph

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #613 on: August 28, 2013, 02:27:36 pm »

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Quarterblue

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Re: [DWARF] - Discussion & Suggestions - Building Design Pics
« Reply #614 on: August 28, 2013, 02:36:49 pm »

Surely you should be able to study dwarf physiology without needing to kill one of your own? Also that should apply to other sentients now that I think of it - there is such a thing as experimentation on live creatures, after all.

Also I guess studying dwarf physiology should train the appropriate doctor skill.
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