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Author Topic: [KOBOLD] Pottery Overhaul  (Read 12712 times)

Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #120 on: August 30, 2013, 10:06:45 am »

Because obsidian is a rock.

Yes, its intentional, kobolds find large weapons. Wouldnt make sense for them to only find weapons their size.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #121 on: August 30, 2013, 10:30:30 am »

Balancement-wise or Realism-wise? Because I think you could shatter obsidian with a shovel.

I see that, but can they find weapon of their size as well?
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silentdeth

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Re: [KOBOLD] Pottery Overhaul
« Reply #122 on: August 30, 2013, 10:45:20 am »

Yes, that is correct.

It would be SOOOO much simpler for me if you could put the files into their own set of raws. All reactions into reaction_apani.txt and all items into item_apani.txt and so on. If you make changes to existing raws, just copy that one out.

Alternatively mark all changes with "changed by apani" in the raws, otherwise I have a really hard time finding the differences. I open the inorganic file and one of 500 lines has your addition... no way of finding it. if it has a => changes by apani, I just search the file by your name and see everything you did.

http://www.diffchecker.com/


Also, I would ask you don't include this until it can be turned off. If you really want you could tie it into the more soil types option until you can update the GUI.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #123 on: August 30, 2013, 10:51:19 am »

Why don't you want to play with it? I ask just because only Meph gave his opinion on this, it would be nice to see what others think of this.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #124 on: August 30, 2013, 11:01:29 am »

My reasoning is this: Clay is unlimited and gives items indefinetely. Thats ok in vanilla. I then added tons of clay items, suddenly its unbalanced and too easy.

Apanis version adds clay-shaping, drying and firing. This is both realistic and makes clay items harder to make. While still free, you now have a chance of breaking them and need several, automated worksteps.

I see no reason not to include it, since it helps both balance and makes the mod more realistic.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #125 on: August 30, 2013, 11:07:14 am »

Thanks. :) What about my question on obsidian? Is it unbreakable for balancement or realism? Because I think it could be shattered by shovels. I wonder if Aztecs had picks. ::)
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silentdeth

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Re: [KOBOLD] Pottery Overhaul
« Reply #126 on: August 30, 2013, 12:01:22 pm »

Why don't you want to play with it? I ask just because only Meph gave his opinion on this, it would be nice to see what others think of this.

Because even with 2 batch kilns I have difficulty producing blocks and furniture fast enough to stay alive prevent my kobolds spleen from being ripped out by every single Armok forsaken beast and civilization. The absolute last thing I want it to add another dozen steps to slow that process down. I couldn't care less how realistic it is, having your liver ripped out by a goblin ain't exactly realistic. Glazing earthenware pots to hold liquids is realistic, and how many people do that? Very few, they just make a stone pot, or glass pot, or something else that doesn't take too many damn steps. 

My reasoning is this: Clay is unlimited and gives items indefinetely. Thats ok in vanilla. I then added tons of clay items, suddenly its unbalanced and too easy.

Apanis version adds clay-shaping, drying and firing. This is both realistic and makes clay items harder to make. While still free, you now have a chance of breaking them and need several, automated worksteps.

I see no reason not to include it, since it helps both balance and makes the mod more realistic.

As you frequently point out, you don't actually play DF. I'll update my LP links for season 2 in the morning and you can watch the kind of horrible crap the game does to me why I try to build some sad little clay walls and furniture.

P.S. WANT GLASS BOLAS! k pls thx.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #127 on: August 30, 2013, 12:19:37 pm »

What about a moat? If it's warm, fill it with water, if not, just cut the ramps and laugh at invaders, no? Or you could just build clay walls: assign a few guys to gather clay, and the rest to build. Fire-sign Kobolds are particularly useful because they're faster.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #128 on: August 30, 2013, 11:48:51 pm »

Silentdeth, a batchkiln makes 20 blocks... if you still cant make a wall before year 2-3 when goblins start to come, maybe dig a moat like apani says, or use wood, or boneblocks, or dig a hole and add a hatch that you lock?

Apani: Its for game balance reasons, kobolds can dig quite a lot already. I am thinking of taking ore-mining away from them already, because the access to metals is too easy in my mind. ^^ On the other hand digging from vein to vein and seeing how far you get it kind of fun. :)
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #129 on: August 31, 2013, 03:20:45 am »

For cheap mass building material, what about Adobe blocks? Maybe you wouldn't be able to make twenty at once, but you could make them without fuel.
I must say it feels pretty dwarven to mine metals with a shovel.
Anyway, I wondered about two things: are obsidian weapons any good (I read on the wiki short swords really aren't), and would you add a reaction to assemble shards into boulders to the chemist? Gypsum shards plus bucket or Obsidian shards plus fuel and flux maybe? So that you could make some use of all the shards late-game. Obsidian furniture sounds Kobold enough.
« Last Edit: August 31, 2013, 05:04:56 pm by Apani »
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #130 on: August 31, 2013, 09:55:29 pm »

I dont think you should make boulders at all. Kobolds shouldnt really have those.

Gypsum shards => Gypsum powder => Plaster powder. People use gypsum only for orthopedic casts anyway.

Obsidian shards => Improve weapon with "spikes of obsidian", could give an extra attack or so using the dhack itemsyndrome script.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #131 on: September 01, 2013, 05:01:30 am »

Not even obsidian boulders? Rock boulders surely are out of place, but obsidian is technically volcanic glass, not a rock. Wouldn't Kobolds be able to work that? Your idea about improving with obsidian sounds good, also. I hope they'll be painful.
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Meph

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Re: [KOBOLD] Pottery Overhaul
« Reply #132 on: September 02, 2013, 07:18:40 am »

So you want some kind of obsidian-workshop that makes special volcanic glass stuff? I'd be okay with that, I just meant that kobolds shouldnt have boulders in general.

I might actually change them a bit, allow very, very slow digging, that way people can generate a world with dwarves, orcs and kobolds at the same time.
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #133 on: September 02, 2013, 08:59:40 am »

I'm fine with having boulders around. What I'm concerned about is having boulders as an endless cheap material for furniture and buildings, like dwarves do. To counter that, other than having undiggable stone of course, you may give them a veeery slow masonry learning rate (may I ask, why Kobolds seem to have a such slow learning rate for carpentry, when wood should be to them what stone is to dwarves?).
As for the knapping submod, the only real obstacle would be how to get rock. Make them pop out in a reaction? Making stones gatherable and knap boulders directly?
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Apani

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Re: [KOBOLD] Pottery Overhaul
« Reply #134 on: September 05, 2013, 03:43:25 pm »

What about giving an higher chance to fail working fire clay (and maybe zero chance to Kaolinite)? Since it's just cheaply more valuable, you might make it harder to be worked as well.
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