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Author Topic: Update - V.3f - SCIENCE, Bugfixes and an introduction of new workshop ideas.  (Read 10311 times)

Meph

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Good idea.

And an idea for the traders... currently the guy can only buy and sell steel equipment, but with this it would be possible to do any material. You could even sell adamantine weapons for a hefty price if you wanted to. But its more difficult to use for the player. Thoughts?

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silentdeth

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Calling them vouchers in 1 spot and tokens in another is a bit confusing.

Can just use the alt+a menu to set the token material, that part isn't hard.

I like the idea, but at the same time... I want to use precious metals coins to trade too... Would both be too many reactions? I guess we could buy the metal tokens with coins, which is probably what you have now.

P.S. Welded Titanium coins please, with proportional value.
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Meph

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Yes, you can buy tokens for gold coins, or you get tokens by selling items. I changed the names to "voucher" completely, the screenshot is a bit old.  "Urists Steel Voucher" or "Urists Adamantine Voucher".

Why welded titanium? I planned weapon-grade metal only.
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silentdeth

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Coins not tokens/vouchers. Because it is worth more than 3x as much as platinum, iirc.
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FengYun

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I doubt it's a good idea to buy common quality weapons, even if they are steel.

And copying weapons and armor at Inventors Workbench would lead to imbalance: you get one masterpiece steel sword or cool steampowered armor - and here you go, you have them for your whole army almost in no time.

I like announcements and toxicologist overhaul ideas.

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silentdeth

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Upgraded weapons quality doesn't depend on the reagent quality. Sell a bunch of steel armor and weapons from a human siege, buy a bunch of steel armor/weapons and upgrade them with a legendary armor/weaponsmith.

And quality would depend on the skill of the person running the reaction, so not necessarily common quality.
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Meph

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FengYun: Thats actually not how it works. Quality depends on the skill of the worker. So if your worker is a legendary negotiator, you get masterwork weapons. Legendary Inventor? Get masterwork weapons from the workbench. You also cant copy dwarven weapons, you can only do foreign ones.

Silentdeth: What do you mean with "Coins not tokens/vouchers. Because it is worth more than 3x as much as platinum, iirc." ?
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Billy Jack

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In one of these threads you mentioned that the reason you don't use mortars and pestles as actual components of a reaction is because of the constant job cancellations that would occur because someone would want to take the item to a stockpile instead of letting it stay in the shop and be used in the next reaction.

I would like to request that you do the same for other tools used in reactions. For example: fishing poles and nets are constantly being taken away from the fishpond.

It would be nice if you could either a) have a number of them required as building materials for the building; or b) allow them to have their own entry in one of the stockpiles so that we can control which stockpile they go to, if any. similar to library supplies.

This thought is occurring to me as can imagine my trade vouchers leaving the merchant building before I use them.
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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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Mh... maybe it would be a good idea to make a "Future of the Mod" thread, were ideas and current developement is being discussed. ^^

Thanks to forum help I also managed to fix my test-version of the biology system, so I can start writing the Biologists Lab next. :)

BillyJack: That is very reasonable. I can move them to the craftsdwarf or toolmaker, and then just use them as buildmat. The vouchers are just as quickly stockpiled (or not stockpiled) as coins, so there is no real change, either way the dwarves have to find the reagent, be it TOOL:ITEM_TOOL_VOUCHER or COIN:NONE.

EDIT: Now that I wrote it, I notice how wrong I am. I need the fishing poles and fishing nets in reactions... because I use them for balancing. Different costs and return rates are linked to them. How would you solve that, if they are buildmats? Just have free fishing reactions?
« Last Edit: August 20, 2013, 04:11:31 pm by Meph »
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silentdeth

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Silentdeth: What do you mean with "Coins not tokens/vouchers. Because it is worth more than 3x as much as platinum, iirc." ?

In addition to having copper, silver, gold, and platinum coins usable as a form of currency also have welded titanium coins, worth 125/40 times as much platinum coins, usable as a form of currency. Which you can use to buy metal vouchers. 

EDIT: Now that I wrote it, I notice how wrong I am. I need the fishing poles and fishing nets in reactions... because I use them for balancing. Different costs and return rates are linked to them. How would you solve that, if they are buildmats? Just have free fishing reactions?

I just use buckets myself, never use the poles or nets due to the hassle.
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Meph

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Its only copper, silver, gold atm. Its hard enough to balance as it is. Why should I add WELDED TITANIUM coins? Thats so random ^^

Vouchers come in ALL materials that exist btw. You sell a "whip vine sword" (which doesnt exist, but hey), and you get a "whip vine voucher". Or bone, leather, stone... doesnt matter.
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silentdeth

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Why should I add WELDED TITANIUM coins? Thats so random ^^
Because it is the 2nd most valuable material in the game, beat only by candy:P
And it is easier to get by melting stuff down than platinum.
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Meph

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No, I keep my coppers, shillings and sovereigns. Thats enough for everything. The trade balancing is horrible enough as it is.
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Billy Jack

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Mh... maybe it would be a good idea to make a "Future of the Mod" thread, were ideas and current developement is being discussed. ^^

Thanks to forum help I also managed to fix my test-version of the biology system, so I can start writing the Biologists Lab next. :)

BillyJack: That is very reasonable. I can move them to the craftsdwarf or toolmaker, and then just use them as buildmat. The vouchers are just as quickly stockpiled (or not stockpiled) as coins, so there is no real change, either way the dwarves have to find the reagent, be it TOOL:ITEM_TOOL_VOUCHER or COIN:NONE.

EDIT: Now that I wrote it, I notice how wrong I am. I need the fishing poles and fishing nets in reactions... because I use them for balancing. Different costs and return rates are linked to them. How would you solve that, if they are buildmats? Just have free fishing reactions?

I figured that would be your response.  So I just hope you could do the same with them as you do with the library supplies. Possibly don't define them as ITEM_TOOL.

If you were to use them as buildmats, I would just require a butt load of them.  10 poles, 10 nets, 20 buckets, etc.

Also, COINS have their very own stockpile, so if I want them to stay where they lay, I don't define any.
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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)

jonveck

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EDIT: Now that I wrote it, I notice how wrong I am. I need the fishing poles and fishing nets in reactions... because I use them for balancing. Different costs and return rates are linked to them. How would you solve that, if they are buildmats? Just have free fishing reactions?

Honestly?  Why not?  If you make the fishing reactions less than 100%, say more like 20%-30%, it should be OK.  I usually end up with two (or even one) legendary fisherdwarfs who are capable of feeding a 150+ dwarf fortress all by themselves (and literally have thousands of stockpiled fish).  Vanilla fishing could already be considered ridiculously over-powered to the point where I never build fish ponds because I can only have one dwarf working it at a time.  The game isn't ever going to be truly balanced, you just need to do what makes the most sense.

One thought to slow down the reaction would be for the fisher to need a piece of food as bait, thus walking to where that's kept, back to the workshop, and then fish with it, effectively turning a piece of food into 0 to 5 fish (or something like that).  And it would simultaneously keeping a legendary user from spamming 500+ reactions a month if there's no reagents.
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