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Author Topic: Ore extraction  (Read 3867 times)

Pnx

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Ore extraction
« on: December 14, 2006, 03:55:00 pm »

Ok so I was just building a room for one of my nobles and was frustrated to find the room design interupted by a VERY thick vein of ore. When the idea hit me.

What if miners could extract ore/gems from walls leaving an undamaged wall which you can detail? It would obviously be a designation and you would have a decreased chance of getting anything out of it, but it would make designing and detailing a fortress ALOT easier. I had thought about maybe being able to see ore and gems through walls somehow with maybe miners tapping and detecting the vibrations for gems/ore but this seems more plausable.

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AlStar

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Re: Ore extraction
« Reply #1 on: December 14, 2006, 05:16:00 pm »

This won't be a problem when Toady gets to putting in rewalling. Then you can just mine the entire vien, then put walls back up to reform the room.

That said, we'll see when it is he gets around to doing it.

Seryntas

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Re: Ore extraction
« Reply #2 on: December 15, 2006, 09:16:00 pm »

The concept of rewalling evidently presents a huge problem involving some fundamental truths in the code regarding the nature of walls that he would need to revise first.
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X

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Re: Ore extraction
« Reply #3 on: December 15, 2006, 09:24:00 pm »

I think people clamoring for rewalling are failing to realise how totally game breaking it'll inevitably be. This isn't just a convienience so your ore can be neatly mined, it's a way of making a total defense. Rewalling can't be added till your enemies can tunnel, and visa versa. It's a biiiig change, both in terms of programming and gameplay.

X

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Ookpik

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Re: Ore extraction
« Reply #4 on: December 16, 2006, 12:25:00 am »

quote:
Originally posted by X:
<STRONG>I think people clamoring for rewalling are failing to realise how totally game breaking it'll inevitably be. This isn't just a convienience so your ore can be neatly mined, it's a way of making a total defense. Rewalling can't be added till your enemies can tunnel, and visa versa. It's a biiiig change, both in terms of programming and gameplay.</STRONG>

I don't follow your argument.  If the only places you can rewall are the places that had walls in the first place, then there is no way for you to increase the defense of your fortress to an unreasonable level.  You will never be able to wall up the wilderness or the chasm, so what's the problem?

And if you want to build a maze or whatever, why should the game stop you?  People do that anyway;  it's just that your plans are screwed up forever if you dig out one single tile by mistake, and that's frustrating.

Me, I find it really annoying when a gem I need is stuck in the walls of some peasant's bedroom.  :P

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GauHelldragon

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Re: Ore extraction
« Reply #5 on: December 16, 2006, 12:43:00 am »

step 1: dig hole in mountain
step 2: put dwarves in mountain
step 3: rewall entrance
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Pacho

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Re: Ore extraction
« Reply #6 on: December 16, 2006, 01:20:00 am »

That can already be done with raised bridges, which have the added bonus of letting your dwarves out by simply flipping a switch.
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Disruptive Idiot

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Re: Ore extraction
« Reply #7 on: December 16, 2006, 06:19:00 pm »

Can't bridges be destroyed by building destroyers?
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ctrlfrk

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Re: Ore extraction
« Reply #8 on: December 16, 2006, 06:44:00 pm »

Not if they cant get to the bridge. Put it over a filled channel.
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Eagleon

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Re: Ore extraction
« Reply #9 on: December 16, 2006, 09:16:00 pm »

I'd rather see them able to detail ore and gems and such, and I think I remember some discussion on that subject a while back. But this'd be nice until you could, even if it didn't give you the ore back. Maybe just convert it to a normal wall upon detailing, and back to the ore type if a miner starts to dig it out.
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slMagnvox

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Re: Ore extraction
« Reply #10 on: December 20, 2006, 03:02:00 am »

Being able to detail over ore and gems would be a nice touch, even if it meant losing the ore or gem.  Would keep my Dining Hall looking smooth without Malachite and Galena throughout the walls and would not involve any potential game breaking changes like rewalling.  Heh.

Guess it runs into a problem, even smooth walls are a Smooth Dolomite Wall for example.  It would be sweet to have a Smooth Galena Wall but it could just borrow the stone type from the ground type, which seems to have its own independent of the wall ... Dig out some gold nuggets and you don't have a Rough Gold Floor tile.  So smoothing a vein of ore or a gem could change the wall type to the floor type, destroying the ore/gem.  Or Smooth Rock Crystal Wall would be cool too.  Whichever is easiest for Toady.

Untimately I want nice, uniformly engraved Dining Halls/Entryways/Throne Rooms even if a vein of Sphalerite(Grrr) runs through the area.

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Zengief

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Re: Ore extraction
« Reply #11 on: December 20, 2006, 11:14:00 am »

I can't imagine the non-nugget ores looking that interesting when they are smoothed, but the gold and gems could be worked into some engravings.  Imagine an engraved dragon with in-wall rubies for eyes.
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Abyssal Squid

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Re: Ore extraction
« Reply #12 on: December 20, 2006, 01:45:00 pm »

quote:
Originally posted by Zengief:
<STRONG>I can't imagine the non-nugget ores looking that interesting when they are smoothed...</STRONG>

Malachite is a very attractive mineral, polished hematite is nice and silvery, and the other ores are fairly attractive if you like crystals*, which dwarves obviously do.  I'd also like smooth walls in colors other than gray, dark gray, and white, as well as to be able to increase the value of some walls above 2.  That said, this and rewalling got knocked down to near the bottom of my priorities once I realized that every ore found before the chasm is so abundant that worrying about getting every last crystal is a waste of time.

Getting more rock crystals, on the other hand...

*"Like crystals" in the sense of "lookit that thar purdy rock," not in the sense of "homeopathic crystal focus healing chakra."

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Zengief

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Re: Ore extraction
« Reply #13 on: December 20, 2006, 02:03:00 pm »

Thats true I hadn't considered that they would add some much needed color.  For some reason I was envisioning a coal vein and I wasn't impressed, but the copper ore would have a nice tiel tone to it.
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herrbdog

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Re: Ore extraction
« Reply #14 on: December 20, 2006, 02:29:00 pm »

Actually this is in line with a question I had.

AFAIK, the only thing that will support a roof is a SUPPORT, which does not block movement, water, etc.

The only things that block movement are workshop walls, existing walls, locked doors, raised bridges, and statues.

How about allowing statues to function as supports as well as blocking all movement? Then they would function as placeable walls. Sure they would not be as pretty as smoothed walls, but would still allow you to dig out your ore and gems, and also increase the value of the room. (i.e. you could place Masterpiece Obsidian Statues as walls in a room that would normally only have maximum detailed grey stone walls.)

EDIT: Statues must block water/magma (perhaps only steel statues) as well as all other types of movement, except PERHAPS building destroyers.
-B

[ December 20, 2006: Message edited by: herrbdog ]

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