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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 84082 times)

zach123b

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #855 on: November 13, 2013, 11:06:34 am »

could you have it have steps to increase rarity? pray for gems to get a bag of gems that is then processed, have each step further reduce the % for the next bag but better gems? or something like that :P
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dukea42

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #856 on: November 13, 2013, 02:46:37 pm »

One can embark with a trade license?  What's the point cost? Apparently I never leave enough points for that to be available in the embark screen. (Same question with golem heart? Really want to start my next fort ready to research and build a golem forge).
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jimboo

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #857 on: November 13, 2013, 02:54:48 pm »

Just a reminder -- how does that work, again?  The search engine on Bay12 isn't so good.
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Etherdrinker

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #858 on: November 13, 2013, 03:13:56 pm »

One can embark with a trade license?  What's the point cost? Apparently I never leave enough points for that to be available in the embark screen. (Same question with golem heart? Really want to start my next fort ready to research and build a golem forge).

Golem heart is 5000, Trade license is like 7000 (if not, is over the 5000).

If you want you can add more points for buy more stuff it goes over the normal 10.000 cap. For me ins even cheating because this will attract more quickly burglars and ambushes. So, you get quickly more stuff, but the difficult sets quickly with your fort value.

Check the manuals, there is a lot of other commands via DFhack.

jimboo

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #859 on: November 13, 2013, 04:44:46 pm »

Spoiler (click to show/hide)
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Tierre

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #860 on: November 14, 2013, 02:04:15 am »

praying for a tool ARMOK_GIFT with 2% chance which will automatically be processed in the shrine or temple for 1-5% of Armok tear and other staff is a good idea i think. But you will have to balance probabilities here.
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Etherdrinker

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #861 on: November 14, 2013, 02:09:38 am »

Spoiler (click to show/hide)

Read the story: A guy called manual.
Repeat the process until you get the desired result.

You just answered yourself.

lol

moseythepirate

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #862 on: November 14, 2013, 07:42:57 pm »

If I might make a suggestion, I would like very much for the Trade License to be optional. I love the shop system, but I've never really been able to utilize to it's greatest extent because I have a nasty habit of forgetting to order one.

The only fortress that I was able to use it was in a resource poor, Orc Fortress with a pirate theme. It was fun to trade my harvested materials and mined gems for schillings, and then trade those for all the trappings I need to equip raiders to get luxury supplies needed to advance up the tech tree.

I would like to do something like that with Dorfs at a high-arctic fortress or Island embark, but without any trade caravans, I can't get the trade license to get started.

I don't expect to get this in the imminent 4d release, obviously. But, failing an option in the GUI, if someone would help me out with raw editing, I would greatly appreciate it.
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Meph

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #863 on: November 14, 2013, 07:46:49 pm »

Simply open the building_masterwork, search for MERCHANT_STALL and delete the build_items. Thats it. They are added for balancing reasons, I dont want an early fort to aquire these buildings and ignore caravans from then on. I wont make it an option in the GUI either, because they do work as intended. But as I said above, its a simple raw change that you can do yourself if you like. :)
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moseythepirate

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Re: [DWARF] - Discussion & Suggestions - New Poll: Researcher & Library
« Reply #864 on: November 14, 2013, 08:04:38 pm »

Have I mentioned lately how you are just the best, Meph?

I know why you did the system as it is now, but I feel like there must be an intermediate between no trade license and relying on caravans for them. Maybe if you could buy them for 100-1000 gold at the embassy as well as trade for them?

This could make the progression go something like this:
Mine Metal/Transmute Worthless Metal
Mint Coins
Convert to Gold coinage at the Tavern
Build Embassy
Buy Trade License
At which point the economy gets going.

It would still be a challenge and time consuming to get it started, but without relying on caravans for Trade Licenses. You would also still need to buy a trade license for each stall.
I think it's a good idea, at least...I think I'll add it to the embassy's RAW.
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Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #865 on: November 16, 2013, 03:04:45 pm »

And I'm gone. Trip starts now. Have fun, I'll lurk around a bit now and then.
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Urist McTeellox

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Re: [DWARF] - Discussion & Suggestions
« Reply #866 on: November 23, 2013, 10:34:55 pm »

I keep adding wishlist items to my TODO list. I'm hoping to share more significant idea here.

So today, I've been thinking about workshop trading.

I don't like that trading (via workshops) gives you products immediately. If my fortress is walled in and closed off, how do those products get there?

So I have an idea that may be hard or impossible to implement, but I'm writing it down anyway.

Instead of workshop trades resulting in goods appearing immediately, they instead cause a courier to spawn at the map's edge. Obviously one needs to reach the courier (or their corpse) to collect the items. Now trading workshops are no longer siege/ambush proof. There's a good motivation to do lots of trading when sieges and ambushes are cleared and it's safe for couriers to visit your fort.

One possible implementation would be spawning a merchant caravan (or using an existing one) and forcing the items onto a merchant/guard/diplomat, and having them auto-drop them upon reaching the trade depot. That's nice, but I fear may be difficult to implement properly.

Another would be to spawn the courier as a pet on a depot-accessible map edge (or if no depot accessible square exists, on any map edge). Pets automatically head for meeting areas, but the player can also assign them to zones. Place a zone over your trade storehouse, pasture your courier there, and run the 'accept delivery' reaction. That de-pops all couriers in LOS, causing them to drop their items.

Couriers should have a short 'lifespan', or other time-limiting mechanism, so if they're out in the field too long they'll eventually 'give up' and drop their gear. One season sounds about right. It also means ignored (but successful) couriers will eventually de-pop in one's meeting hall, where hopefully the items are easy to spot. ;)

Couriers should not give any meat/bones/equipment when butchered or killed, as this would be an obvious exploit, although they should still drop the items they're delivering. Alternatively, they could provide meat/bones/equipment, but only if there was a way that the death of a courier could invalidate a trade workshop, start a siege, or otherwise have negative consequences.

Bonus points if couriers from drow and dwarf civilisations can arrive via the caverns. :)

Obviously all of this would require snazzy DFHack programming, but if all the individual pieces are possible, then this should just be a Simple Matter Of Code. :)

~ T
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thistleknot

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Re: [DWARF] - Discussion & Suggestions
« Reply #867 on: November 24, 2013, 02:04:47 am »

here's some ideas on diseases.

First and foremost, dwarf's have two attributes THAT SHOULD BE CONSIDERED when implementing diseases... RECUPERATION and DISEASE RESISTANCE... these two alone could have a factor on limiting diseases below their current level.

but the other considerations I pondered are here

http://www.bay12forums.com/smf/index.php?topic=127265.msg4785295#msg4785295

update: since stockpiles can't be limited to dwarfs (although workshops can). it makes it hard to ensure only certain rewards get access to meds (and what's the point micromanaging  locking a dwarf in his room to ensure he takes his anti stroke meds then following up so u can release him to work a little bit then have to repeat b4 his meds wear off)?

I was thinking medicine could offer an immunity to catching the syndrome... wait I think that's how I works... if so then it behoofs a player not to restrict his medicine stockpile.

BUT... to make the anti stroke meds easier to target dwarfs. a workshop like a pharmacy or even the current apothecary could prescribe meds to workshop profile dwarfs.
« Last Edit: November 24, 2013, 10:29:12 pm by thistleknot »
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RickRollYou2

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Re: [DWARF] - Discussion & Suggestions
« Reply #868 on: November 25, 2013, 03:02:08 am »

An option to turn off the mercenaries and their related reactions would be nice, because my dwarves always outclass them, both in skill and weapon/armour material.
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Meph

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Re: [DWARF] - Discussion & Suggestions
« Reply #869 on: November 25, 2013, 03:17:45 am »

An option to turn off the mercenaries and their related reactions would be nice, because my dwarves always outclass them, both in skill and weapon/armour material.
You mean the dwarven legion?
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
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