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Author Topic: New Dwarf Mode  (Read 8181 times)

Immortal-D

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Re: New Dwarf Mode
« Reply #45 on: January 10, 2015, 03:43:32 pm »

Didn't even notice that Sawmill was absent.  It it such a insanely powerful tool; if Dwarves are to keep it, then the building cost should be much higher.  Vitellozzo- I was using that fix as well, but it only resulted in Flux boulders, never normal eggs.

qorthos

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Re: New Dwarf Mode
« Reply #46 on: January 10, 2015, 03:49:16 pm »

Sawmill is indeed good.  Maybe it should require power?
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Vitellozzo

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Re: New Dwarf Mode
« Reply #47 on: January 10, 2015, 03:54:33 pm »

Didn't even notice that Sawmill was absent.  It it such a insanely powerful tool; if Dwarves are to keep it, then the building cost should be much higher.  Vitellozzo- I was using that fix as well, but it only resulted in Flux boulders, never normal eggs.
Yeah, I knew I should post more images to notify the actual good status.

Spoiler (click to show/hide)
Anyway, I like how the new version does keep the "fertile" and "unfertile" egg status... But I red there should be a married couple to make them fertile... So I have to have x females and x males until a fix is found?
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Meph

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Re: New Dwarf Mode
« Reply #48 on: January 10, 2015, 03:56:07 pm »

Sawmill wont be there. No tree-farming for Dwarves. But you can still split logs into planks in the wood splitting block. Because of the over-abundancy of wood in the new version I lowered the amount from 4 planks to 2.5 planks though.

So you can still split wood, but you cant farm trees anymore. It wouldnt fit to process 1-tile saplings, if trees are now 10-tiles high and give tons of wood anyway.

Thanks guys for the work on the boulder crabs. The originals really only gave 1 boulder when butchered, so I changed that in Masterwork to flux-eggs. Now we can have both. :D
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼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 :::

Immortal-D

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Re: New Dwarf Mode
« Reply #49 on: January 10, 2015, 04:07:52 pm »

Oh yeah, I'd completely forgotten we have multi-Z trees now.  Also, yay Boulder Crabs are back :D  Of all the utility animals, they are one of my favorites, second perhaps only to Drakes.

Vitellozzo

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Re: New Dwarf Mode
« Reply #50 on: January 10, 2015, 04:17:43 pm »

Meph so how do you think crabs should lay boulders?
Because I tried that fix on a new save game, without touching my v0.000[...]3 testing fort, just to know if it worked or not. Now that I know you like this I think I will mod my actual game, but I don't want to put unofficial values.
Do you think those numbers are good?

Also, keep in mind that it's true that now trees are multitiled... but there is a method of growing trees known as "copping".
Basically you keep trees cut from the main apex, using the ability of those trees to regrown from the roots.
It goes from this
Spoiler (click to show/hide)
to this
Spoiler (click to show/hide)
So we could see the 1 tile planted trees as something like this: after all, into 1 tile a dragon fits, or a giant too...
That until Toady One implements planting tree officially.
This also changing tree seeds name from "seed" to "basal shoot".
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Meph

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Re: New Dwarf Mode
« Reply #51 on: January 10, 2015, 04:19:41 pm »

Female crabs lay normal eggs that give birth, males lay flux stone. Done.

The value I'll do.

The wood cutting technique isnt that helpful sadly, I cant simulate that in DF.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼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 :::

Vitellozzo

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Re: New Dwarf Mode
« Reply #52 on: January 10, 2015, 04:22:10 pm »

I was thinking that it could be simulated in a simple farm plot.
Instead of seeds the dwarves plant basal shoots, then wait for the tree to become 2-3 meters high and then they cut it down (basically wait for the plant growth rate then harvest the wood-iron-steel).
:edit: yay, here it comes the avatar!
« Last Edit: January 10, 2015, 04:24:50 pm by Vitellozzo »
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Immortal-D

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Re: New Dwarf Mode
« Reply #53 on: January 10, 2015, 05:53:20 pm »

Query; Would it be possible to include the other races as Siege/Ambush before they have a Fortress mode?  My absolute favorite battle of DF was watching a group of Frost Giants battle a Raptor Man army :D (while I safely introduced them all to my bolt stockpile.)

Nevets_

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Re: New Dwarf Mode
« Reply #54 on: January 12, 2015, 11:34:53 am »

If the dwarves are losing the sawmill, can the smooth wood / polish reactions be moved to another workshop?  As hobbyist woodworker, it pains me to think of master dwarven craftsmen using roughsawn wood instead of nice planed and oiled wood in their creations.  Maybe the smoothwood reaction can be changed to not yield seeds since treefarming is gone, or even combined with the polish reactions to go from rough wood to fair wood in one step.
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Meph

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Re: New Dwarf Mode
« Reply #55 on: January 12, 2015, 11:59:46 am »

I can add some wood-related features to the woodcrafter, but I did not intend to give them much. The humans on the other hand have 4 workshops dedicated to using wood...
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼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 :::

Billy Jack

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Re: New Dwarf Mode
« Reply #56 on: January 12, 2015, 02:01:58 pm »

IMO, the smoothing and polishing of wood should be done away with. The quality of wood items would essentially reflect whether someone threw together a stump with a back for a chair vs. a four-legged intricately carved and polished one.
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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)

chipathingy

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Re: New Dwarf Mode
« Reply #57 on: January 15, 2015, 06:22:29 pm »

Hi! First off - this is one of my favourite mods and I'm super happy it's getting ported to the new version!

I think I've seen somewhere that wood is more or less going to be just vanilla wood for dwarves in Masterwork Reborn.

Might I suggest adding some functionality with the cavern trees? Not necessarily what's in there now, and I'm not suggesting that tree farming is kept. It seems to me that dwarves would have found uses for the cavern trees aside from making beds, while leaving the surface trees for the humans and elves.
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Zuzu Reish

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Re: New Dwarf Mode
« Reply #58 on: January 15, 2015, 07:59:09 pm »

IMO, the smoothing and polishing of wood should be done away with. The quality of wood items would essentially reflect whether someone threw together a stump with a back for a chair vs. a four-legged intricately carved and polished one.

I agree that it should be done away with... for Dwarves, though I'd still like to see it kept around for other races; Humans at the very least, and maybe Elves if they have some thematically appropriate way to obtain the wood.

Quote

Just realized you removed the automatic factories after all.  :)

I still think the prospecting site should be removed, since it does completely change the way you go about mining.  (You'll basically be using it constantly, since it doesn't consume anything, and this will cause your fortress to spread out toward the places where rare gems happen to be, instead of being built around your own original design - it also really ruins that lovely feeling of coming across a rare material by chance in the dark, turning mining into more of a hunt.)  At the very least, let it require an oscilloscope, like it does for the gnomes (you can buy these in crates from the gnome caravan).  That'll keep players from making use of it in the early game.


I would like to upvote IndigoFenix's comment re: mining, in particular the complete removal of the prospecting site for the Dwarves. Lore-wise, this is how I thought of it (clears the throat): the dwarves tear apart mountains and shape their halls through sheer force of will; their ideal praises the value of hard work, the simplicity of picks and strained biceps, ballads of steel and the harsh relief of a brew 'to get through the working day.' Put another way, Dwarves would very much appreciate the legend of John Henry. They'll leave the gadgets to the gnomes, their little buddies.

Re: gems / glass / rock forges: I disagree with the notion that Dwarves would make weapons of whatever they could, I think that such a utilitarian spirit fits more with Orcs and/or Kobolds. I like the notions of ebonglass/ashland glass and so on, but I don't think think they should be given to dwarves, nor should they have any particular ability to shape glass into war material. Gem forges are fine, though the reagents should be raw gems (I think you covered that elsewhere). Rock forges should be removed from Dwarves, and given to troglodytes whenever they're put in  8)
« Last Edit: January 16, 2015, 05:45:13 pm by Zuzu Reish »
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Boltgun

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Re: New Dwarf Mode
« Reply #59 on: January 16, 2015, 04:43:37 am »

I also can't understand how you could be making gem furniture too. Such distinction would be made for gem tipped weapons, and even then I'd use the gem material directly, not a war copy, but for furniture we already have encrusting that does what we want to. Even nobles will not demand a gem cabinet anyway.
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