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Author Topic: Would like this changed  (Read 2127 times)

Grimlocke

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Would like this changed
« on: May 08, 2009, 06:53:01 am »


Yeeeah, that was my only capable blacksmith and metalcrafter.

I would suggest that in future versions moody dwarfs dont claim mamga forges/glassfurnaces that are still flickering on and off.
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Aquillion

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Re: Would like this changed
« Reply #1 on: May 08, 2009, 07:57:27 am »

That sounds hard to check for.

Honestly, my suggestion?  Let moody/possessed dwarves use an unpowered magma forge, and prevent it from canceling their mood if it suddenly goes unpowered.

Yeah, it's odd, but so is building a sword out of pig tail cloth...  and as it stands, there's no real way for the player to prevent this from happening if they have any flickering forges anywhere in their fortress (no matter how many functional ones you have, a dwarf might still grab a flickering one.)
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Grimlocke

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Re: Would like this changed
« Reply #2 on: May 08, 2009, 08:08:22 am »

Hm, indeed, that would be a better idea.

I guess that for now we shouldnt build any magma forges that would be underpowered.
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Derakon

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Re: Would like this changed
« Reply #3 on: May 08, 2009, 11:23:11 am »

And for that matter, do forges, glassworks, etc. even use fuel when operated by moody dwarves?
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Duke 2.0

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Re: Would like this changed
« Reply #4 on: May 08, 2009, 11:28:30 am »

And for that matter, do forges, glassworks, etc. even use fuel when operated by moody dwarves?
Nope.

 Really, a moody dwarf will just make power for the forge.
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GoneWacko

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Re: Would like this changed
« Reply #5 on: May 08, 2009, 03:35:00 pm »

I'm not sure if this should be changed.

I'm sure it's annoying if it happens but really to me it seems like this is the way it should be. Moody dwarves should be egocentric and should be a pain in the ass. It's a gameplay aspect. It adds a challenge. If the moody dwarves start making sense or start thinking twice before doing something that might be a problem to the player, then doesn't that completely defeat the whole point of having moods?

And something else: How is this requirement for a resource (fuel) any different from moody dwarves demanding silk or gems when you don't have any?
« Last Edit: May 09, 2009, 02:12:32 pm by GoneWacko »
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Sunken

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Re: Would like this changed
« Reply #6 on: May 08, 2009, 04:55:12 pm »

Well, at least you have some time to correct that. In the above case (I take it) the dwarf loses his patience within seconds. That's not reasonable.
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Re: Would like this changed
« Reply #7 on: May 08, 2009, 05:12:59 pm »

And something else: How is this requirement for a resource (fuel) any different from moody dwarves demanding silk or gems when you don't have any?

This is pretty much the gist of it.   What does it being your only good blacksmith have to do with it anyways?
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Aquillion

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Re: Would like this changed
« Reply #8 on: May 08, 2009, 05:23:26 pm »

And something else: How is this requirement for a resource (fuel) any different from moody dwarves demanding silk or gems when you don't have any?
Because players have a chance to find, produce, or trade for silk and gems (although, as noted, dwarves using regular forges do not in fact require any fuel.)  A magma forge going unpowered is not something a player can do anything about -- the instant it comes up, the dwarf goes mad.  The player can't influence the dwarf away from choosing a flickering magma forge; the only possible solution is to never have any flickering forges at all, period, which is silly and unintuitive (there's nothing about a flickering forge that suggests that it could randomly kill people.)

Players are supposed to always have at least some chance to satisfy a mood; there have been many mood options removed or restricted already because they were too difficult for many fortresses to have any realistic chance of satisfying them.  Moods are not supposed to be challenges, totally random "This dwarf dies with nothing you can do about it" events.

This is not something that adds difficulty or challenge to the game; this is something that adds random frustration to the game, without giving the player any control over it whatsoever.

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What does it being your only good blacksmith have to do with it anyways?
In a non-broken situation, a player has the ability to take good care of their most important dwarves -- they can go to extra lengths to satisfy mood requirements, for instance.  Because this situation is badly broken, though, the player is given no influence over it at all -- it is no different from "Stinthad Rithatul had a sudden heart attack and died!", or having Stinthad Rithatul killed by a sudden random bug in the game.

The player should be given at least some way of responding to threats to their dwarves.  They might not always succeed, but they should have a way to prepare for them and (if they've prepared) they should have at least some chance to react when they happen.  This violates those principals; it kills dwarves at random without giving the player any reasonable way to even try to prevent it.
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sweitx

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Re: Would like this changed
« Reply #9 on: May 08, 2009, 05:49:14 pm »

In the interim, construct magma forge in a room controlled by a door.  Which the magma forge is being supplied with magma, lock the door.  And only unlock it once you deem it safe to enter.
For the truly obsessed, link a second door to pressure plate control that only open when there's sufficient magma.
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Sir_Geo

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Re: Would like this changed
« Reply #10 on: May 08, 2009, 05:53:13 pm »

You could also just forbid any flickering forges when you get the message that a metalworker has a mood.
(If you don't know what I mean: press [t] -> select the building material of the workshops, it is the material with a b next to it -> [f]orbid )
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Aquillion

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Re: Would like this changed
« Reply #11 on: May 08, 2009, 06:20:02 pm »

I'm fairly sure neither of those work.  As far as I know, moody dwarves decide on their workshop as soon as the mood hits, and will ignore orders forbidding it.  If you deconstruct it they will go mad immediately, and if it is behind a locked door or floodgate they will constantly attempt to reach it until their mood fails.
« Last Edit: May 08, 2009, 06:23:54 pm by Aquillion »
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Sir_Geo

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Re: Would like this changed
« Reply #12 on: May 08, 2009, 06:42:11 pm »

First you get the message that a dwarf has undergone a mood, the game pauses and centers on that dwarf. After that the dwarf goes off to find a suitable workshop. In the time it takes for the dwarf to travel to the workshop (or you can keep the game paused) you can forbid the un-powered forges and designate a non-magma forge to be built or keep the constantly powered forge unforbidden.

Moody dwarves select the type of workshop they want to use but I've never seen one choose only one workshop and ignore all others (unless they have already claimed the workshop)

I know this works since I've done it numerous times when moods come up and I had flickering forges.


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Fossaman

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Re: Would like this changed
« Reply #13 on: May 08, 2009, 09:58:36 pm »

So, I have a troubleshooting question for you folks:

What happens if a moody dwarf claims an unpowered magma forge? Not one that's flickering, just one that's completely unpowered.

If your moody dwarf can use an unpowered magma forge, then this is definitely a bug with the magma forge code.
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GlyphGryph

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Re: Would like this changed
« Reply #14 on: May 09, 2009, 12:23:28 am »

What is a flickering magma forge? Are they common? Is that the same thing as an unpowered magma forge? :::has clearly never had this problem, likely because he fill all his magma channels before connecting forges to them, though he can't be sure:::
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