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Author Topic: NEW! - Suggestions for 42.01  (Read 28138 times)

blapnk

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Re: NEW! - Suggestions for 42.01
« Reply #45 on: December 09, 2015, 08:40:57 pm »

A payment system from visitors could work like the succubus den of iniquity only making them drop some small amount instead of converting them to your civ. A gambling den perhaps where a worker on repeat will slowly extort your visitors of their hard earned cash. Or a thought leech that drains visiting scholars of their thoughts eventually letting you boost the skills to your own citizens.
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LMeire

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Re: NEW! - Suggestions for 42.01
« Reply #46 on: December 10, 2015, 01:16:17 am »

Maybe add more kinds of secrets to learn and write about? Especially since apparently fort-dwarves can learn them in real-time now. Assuming that isn't a soon-to-be-fixed bug, it could potentially form the groundwork for Masterwork's combat-magic system.
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BigD145

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Re: NEW! - Suggestions for 42.01
« Reply #47 on: December 10, 2015, 12:59:02 pm »

Suggestion: add Masterwork to 0.42.xx
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milo christiansen

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Re: NEW! - Suggestions for 42.01
« Reply #48 on: December 10, 2015, 04:06:33 pm »

id like to see some crossover between different races workshops,so when i re-embark as dwarves in a Gnome/Succubi fort i can use one or two of their workshops.

It is possible (via DFHack) to have a structure usable to a certain race, but not have it listed in the build list. So give all entities everything, then remove the ability to build the stuff they shouldn't have. If an entity somehow finds a workshop from a different race they will be able to use it, but not build new ones.

In a related note: How about special workshops that are placed at the beginning of the game in random underground tiles (via DFHack). You would pick a random tile underground, turn it into a floor, then place a special workshop on it. Archaeology! (I think it is possible to create a workshop from scratch via DFHack, if not then it obviously wouldn't work) It would be semi-complicated to reveal the workshop when done this way, so maybe it would be better to not turn the tile into a floor (as it is perfectly possible to have a building embedded in rock, that then may be dug out). Anyway, workshops like that could use reactions to create special items, or anything else you can think of.
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DoX

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Re: NEW! - Suggestions for 42.01
« Reply #49 on: December 11, 2015, 12:20:25 pm »

Hey Meph! Good seeing you again!

Honestly, given the amount of changes to the latest version of DF, I think it will be enough work converting the current Masterwork build into it. I realize a lot of that is dependent on other modders updating, but there's just some things that're hard to give up for vanilla. More invader races, stone/gem items, weapon and armor variety, mineral variety, etc.
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Isngrim

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Re: NEW! - Suggestions for 42.01
« Reply #50 on: December 11, 2015, 01:33:58 pm »

id like to see some crossover between different races workshops,so when i re-embark as dwarves in a Gnome/Succubi fort i can use one or two of their workshops.

It is possible (via DFHack) to have a structure usable to a certain race, but not have it listed in the build list. So give all entities everything, then remove the ability to build the stuff they shouldn't have. If an entity somehow finds a workshop from a different race they will be able to use it, but not build new ones.
as i recall it simply requires a [PERMITTED_REACTION:] added to the entity,tough it would be nice to add a reaction that allows copying the design for some workshops/races that produces a tool that can be taken to a blank workshop and use subtype-change to change it to the building of choice.
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arbarbonif

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Re: NEW! - Suggestions for 42.01
« Reply #51 on: December 11, 2015, 03:35:34 pm »

id like to see some crossover between different races workshops,so when i re-embark as dwarves in a Gnome/Succubi fort i can use one or two of their workshops.

It is possible (via DFHack) to have a structure usable to a certain race, but not have it listed in the build list. So give all entities everything, then remove the ability to build the stuff they shouldn't have. If an entity somehow finds a workshop from a different race they will be able to use it, but not build new ones.
as i recall it simply requires a [PERMITTED_REACTION:] added to the entity,tough it would be nice to add a reaction that allows copying the design for some workshops/races that produces a tool that can be taken to a blank workshop and use subtype-change to change it to the building of choice.
If you can have the reaction check the race of the unit doing it, it could theoretically give you a way for a gnome to unlock gnome workshops in dwarf mode (or vice versa).
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Meph

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Re: NEW! - Suggestions for 42.01
« Reply #52 on: December 11, 2015, 03:42:49 pm »

id like to see some crossover between different races workshops,so when i re-embark as dwarves in a Gnome/Succubi fort i can use one or two of their workshops.

It is possible (via DFHack) to have a structure usable to a certain race, but not have it listed in the build list. So give all entities everything, then remove the ability to build the stuff they shouldn't have. If an entity somehow finds a workshop from a different race they will be able to use it, but not build new ones.
as i recall it simply requires a [PERMITTED_REACTION:] added to the entity,tough it would be nice to add a reaction that allows copying the design for some workshops/races that produces a tool that can be taken to a blank workshop and use subtype-change to change it to the building of choice.
If you can have the reaction check the race of the unit doing it, it could theoretically give you a way for a gnome to unlock gnome workshops in dwarf mode (or vice versa).
Its possible.
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Re: NEW! - Suggestions for 42.01
« Reply #53 on: December 11, 2015, 08:33:50 pm »

How neat! Then perhaps Humans will be able to get all races of visitors and build all sorts of neat workshops!
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Talanic

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Re: NEW! - Suggestions for 42.01
« Reply #54 on: December 11, 2015, 11:47:44 pm »

Huh.  Wouldn't that imply that you could create reactions permitted to nobody or to null civilizations and create DFHack reactions that would unlock them in-game through you performing other actions?
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Putnam

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Re: NEW! - Suggestions for 42.01
« Reply #55 on: December 12, 2015, 12:06:32 am »

Yeah.

LMeire

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Re: NEW! - Suggestions for 42.01
« Reply #56 on: December 12, 2015, 12:35:33 am »

What about having powerful workshops and/or reactions restricted to using a certain item of artifact quality as a catalyst? That could open up lots of magical possibilities without making them too easy to get in every game. It'd also make a nice opportunity to throw in a bunch of mythological references like Odin's Draupnir or Hades' Helm of Darkness.
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jimboo

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Re: NEW! - Suggestions for 42.01
« Reply #57 on: December 12, 2015, 07:12:42 am »

Second that motion.

The Easter Eggs of mythology and Sci-Fi are some of the best parts of DF and ☼MasterWork☼.  And fortunately for us, Meph has an interesting sense of humor:  a dwarf in the Tavern reads “a seemingly endless poem that nobody much remembers, about burning elephants,” and so raises the Creativity of everybody within 25 tiles (BoatMurdered).    A scribe copies The Tale of Cryptig for the library and who knows how many players are introduced by that to one of the more amazing DF episodes? 

Odin’s gifts including Draupnir were actually worked by dwarves in the first place so, it’s a good fit.  Yeah, I had to Wiki that.
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moseythepirate

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Re: NEW! - Suggestions for 42.01
« Reply #58 on: December 15, 2015, 12:36:19 am »

Man, I am HUGELY excited for masterwork getting updated.
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jhoson

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Re: NEW! - Suggestions for 42.01
« Reply #59 on: December 15, 2015, 04:20:17 am »

Display cases from 0.34, i miss then so much.
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