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Author Topic: List of expanded skills? -Skills talk in general-  (Read 4313 times)

ronnyfire

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List of expanded skills? -Skills talk in general-
« on: March 11, 2010, 05:17:28 pm »

Intro!

OK, lately i have been reading through a lot of the suggestions forums, and saw there are a few topics about how some skills are to broad.

I decided i would open up this thread to organize them all with links to each thread and descriptions of the possibility of each, including things like skill synergies and such.

I would prefer if this thread didn't degrade into people saying its awesome or stupid without stating why they like/hate/don't care about it.

Idea!

So, craftsdwarf already has 8 smaller bits, based on each things specialization, why not other skills? I am pretty sure i have never seen someone complain about wood crafting being separate from carpentry.

Potential ideas

Synergy!
Spoiler (click to show/hide)

generalize / specialize
Spoiler (click to show/hide)

Production familiarity (any better names out there??)
Spoiler (click to show/hide)

Crafts, Jobs and Labors
Spoiler (click to show/hide)

Da Skillz!

Carpentry:
Spoiler (click to show/hide)


Smithing:
(empty)

Masonry:
I think splitting up masonry may be preferable as well, making a wall is nothing like making a chair. Sadly.

Ideas wanted


Closing!(aren't you glad that's over? =P
So,
if you have your own way to split these (or any other skills) up, i would greatly appreciate your ideas
if you think this is lame/stupid/useless, please post why
if you like this, please post why.
if you think some skills are redundant, or shouldnt exist, please post what skills, and why.
(ex. Why do we have plant gathering, that requires skill, just because the plant is native and not on a farm? My farm plants dont need special skill to harvest!)
« Last Edit: March 12, 2010, 03:01:09 am by ronnyfire »
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Capntastic

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Re: List of expanded skills?
« Reply #1 on: March 11, 2010, 05:20:56 pm »

I've already stated my opinions on this, essentially "I don't want to actually have to be a master craftsman to make my dwarves behave like them".
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ronnyfire

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Re: List of expanded skills?
« Reply #2 on: March 11, 2010, 05:31:07 pm »

Why would you have to be a master craftsman to have your dwarves be awesome?

Its not like your out of game skill or knowledge of barrel making would in any way effect how good your dwarf is at creating barrels. All you need to know is what skill us used to make a barrel (once you learn that, you will probably never forget, and with all the available sources of information on dwarf fortress (wiki, forum, tutorials) I'm sure you could easily find out that coopers make barrels and buckets...
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NW_Kohaku

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Re: List of expanded skills?
« Reply #3 on: March 11, 2010, 05:54:38 pm »

Frankly, I don't really want to get involved in ANOTHER skills argument right now, considering that words like "trolling" are starting to get thrown around, it would probably be best to let these things cool off, and let everyone climb out of their entrenched positions before starting the exact same thread back up again.

Still, whatever, my two cents, for however much they will buy:



Reactions:

Blacksmithing covers iron, steel, and... adamantine?  If we are dividing metals up between the sorts of ways that dwarves have to work them, why is adamantine in a group with anything else?  It's the only metal that has entire extra steps in its creation, like strand processing. 

I see you're going for arguing for skill synergy, which would somewhat alleviate the "whole seperate dwarf for red smithing and black smithing" problem, but which I can't say I have much preference for, either.

The problem I have with splitting skills, in the abstract, is that it really doesn't matter how historically accurate something is, if it makes little sense to throw in the game, it shouldn't be in there.  Lye Making is a skill that shouldn't be there, it affects basically nothing in terms of gameplay, and is likely thrown on to any dwarf that has its matching skill, Wood Burning, which, incidentally, ALSO does nothing.  You could just as easily have a "Wood Furnace" skill, which would still do nothing, but at least reduce the number of superfluous skills by one.

In practice, a skill like these split metalsmithing skills is probably not going to do much good - you are likely to see people simply designate every metalworking job besides dividing out weaponsmithing and armorsmithing to be the same dwarf, as you are likely to get dwarves with plenty of blacksmithing, so long as they have access to goblinite, but who may have very little access to copper or maybe tin or maybe silver.  Really, I don't care about the differences between Metalsmith and Blacksmith now, and have little interest in training either of them.

(And no, I'm not saying that this is the only way people play, and no, I don't want a history lesson.)

Coopering on the other hand is certainly a job that will see enough use to warrant some division... provided that the division is made more meaningful. 

All those other jobs that require massive sub-division of carpentry skills?  No.  After all, many players can pretty much declare that they are abandoning wood altogether, except for ash or charcoal, once they have made enough beds to provide for all the dwarves that wil ever call their fort home. 

The sort of complexity that requires cabinets or statues (which I doubt many players ever make out of wood when stone is so much more readily available, and which has material values to boot) to have its own skill is unnecessary. 

Having a job for wood framing, which I assume means you want to invent a new skill just for building constructions out of wood, which doesn't even provide experience, would practically be a null skill, unless you're proposing some other changes that would make that make sense.
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Capntastic

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Re: List of expanded skills?
« Reply #4 on: March 11, 2010, 06:05:39 pm »

Why would you have to be a master craftsman to have your dwarves be awesome?

Don't deflect that there's a legitimate issue.
 
The game already has a lot of usability issues- this is why we have the wiki, the forums, people constantly clamoring for in-game tutorials and quick guides.   These are very real issues that other players have.  Adding multiple more 'niche' crafting skills to memorize the use of, to keep track of during gameplay from dwarf to dwarf, to agonize over why your barrels are taking forever to make when you have a legendary joiner, would multiply these issues people have.   It would make the game a lot worse for these people.   It would make the game a lot less playable.   

The theoretical realism gains do not counter this at all.   People don't really want to have to consult a wiki or tutorial or consult the forums when they are missing the obvious (to someone who knows these things) mystery of crop rotation, or why their gradnmaster coppersmith is messing up all the tin dog statuettes. 


Edit:  Getting things done is a lot more fun than painstakingly simulating every aspect of how you got things done.
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NW_Kohaku

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Re: List of expanded skills?
« Reply #5 on: March 11, 2010, 06:45:13 pm »

Actually, I have a different problem with all these metal skills...

No matter how "realistic" it is for any one given skill to have differentiation based upon the process of making any given final product, what these skills really represent from a player perspective is what labors you are telling this dwarf to perform.

A catch-all carpentry skill makes sense when you just have a single carpentry workshop.  Telling a dwarf to be a carpenter says to that dwarf "work at the carpentry workshop", just like telling a dwarf to be a cook tells them to fill out orders in a kitchen.

Yes, theoretically, they are doing different things, but ultimately, what matters to the player is that they are pulling wood off a wood pile, dragging it to a carpenter shop, and then making the top object on the list of tasks on the carpenter shop's build queue.

Things like forges mess with this logical order: I have to segregate out my forges based upon which skills I am using with them.  I have two seperate armorsmiths and one weaponsmith, plus my DM is effectively a blacksmith and a metalsmith.  That means that, since I don't want my armorsmith's jobs blocking the queue for my weaponsmith, I need totally seperate forges that I set up just for armorsmithing or just for weaponsmithing. 

Otherwise, my legendaries are going to basically be completing one job, then finding out that the next job doesn't apply to their enabled labors, and finding out that (because I disable most other things to prevent them from getting distracted) they have no other jobs to complete, except hauling that stone from way down at the bottom of the mines, and go trotting off, not using their valuable skills.  Then, the smith who was waiting in line has to finish whatever it was HE was doing while waiting for his turn on the forge has to totter on over to the forge to start his job, only to find that the next thing in the queue doesn't involve his skill, and that the other guy has to come back.

Likewise, craftsdwarf workshops are massive dumping grounds of all the "Miscillanious" skills, and I have to build a seperate one for working bones/shells and working stone, and a seperate, seldom-used one for working things like wood or whatever other junk I NEVER use.  (I got a legendary woodworker the other day... she's still doing nothing but growing.)

Now, I don't poll people on this sort of thing, but I'd expect many players do similar things, because that just makes sense.

What you're proposing would either force players to make a whole host of other specialized metal-working tools and workshops (God help you if they ALL require an anvil earlyin the game...), or players will be throwing random collections of carpentry shops... but then again, I have to wonder how many players have more than 2 carpenters to begin with, since wood is so much more of a hassle to work with than all the other materials besides maybe metal.

====

On a completely unrelated note, I would, at least, like to have "build a wall somewhere outside my fortress for a megaproject" be a completely seperate selectable labor from "manufacture products inside a mason's workshop".

The first one takes no skill, and provides no experience.  It's basically a hauling labor when you get right down to it.  I could put it on my dwarves that I saddle with the "not a true profession" skills, like lye maker or wood burner or milling or

The second one is something that I want going on at all times, because in between all those walls and floors and stairs I'm building, I'm going to want to have doors and grates and floodgates and other "furniture" items.
« Last Edit: March 11, 2010, 09:08:26 pm by NW_Kohaku »
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ronnyfire

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Re: List of expanded skills?
« Reply #6 on: March 11, 2010, 07:35:24 pm »

Reply time =]

I wanted to say, as they are in my post, is not how i would want them in the end, the problem is i don't know exactly how i would prefer them, so I'm trying to get together a nice topic i will stay on top of and try to keep everything organized into the original post upon getting peoples ideas, then keep a little tally of peoples reactions to each option.

NW_Kohaku:
I actually have to agree with taking adamantine out of the blacksmithing part, i was just putting it there as the thread i linked to had it shoved in there. I guess the incredibly malleable adamantine would be something that could fall into any metalworking profession, just as it can be used in other trades.
I will remove it from the listed items in blacksmithing now.

You also bring up a really good point i hadn't seen before about the workshops.
For the most part,(especially once/if synergies exist) I think you would have your weapon and armor smiths also be blacksmiths, lessening the problem.. but its still an issue. Especially for people who like their dwarves to be pure. (only one skill each)

Oh my how i would love a job that is just constructing stuff!
(Wall off that tunnel NOW you darn dwarves! i already lost my miner to that mistake! i don't want the fortress to flood!)

Will add more later, time to go to school.

Capntastic :
I am not ignoring you right now, i just need to get to class. I will reply once i am back later tonight.

Thanks for the replys so far,
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Hyndis

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Re: List of expanded skills?
« Reply #7 on: March 11, 2010, 07:49:16 pm »

More complexity does not mean better.

More realistic does not mean better.


There is a very real issue of gameplay and usability. DF already does not have so much a learning curve as a learning cliff. Making it even more complex is a bad idea.

Jobs also are broad on purpose. Even right now you can easily get into micromanagement hell in a large fortress if you try to care about your dwarves more detailed than the extent of what their job is. Most dwarves really are just nameless drones. Miner #23 was crushed in a cave-in.

Arguably we already have too many different jobs rather than too few. Quite a few jobs could be compressed, such as wood burning, animal dissection, soap making, and bow making. I don't see how the game would be improved by making the already very long list of jobs even longer. I also don't see how things would be improved by demanding Toady use up his valuable time to add something into the game that really will not have much effect, or if it does have an effect it would be a negative effect on gameplay.
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praguepride

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Re: List of expanded skills?
« Reply #8 on: March 11, 2010, 07:52:36 pm »

As a whole, I think skill specialization is the wrong way to address skills at this moment in time. With everything around skills being broken (resource gathering, XP gains, quality having little in-game impact outside of combat etc.) that skills at the moment aren't broken, in fact except for some highly redundant skills (lye making...) skills are one of the more solid systems...

but IF people really are clamoring, what about a Generalized/Specialized system.

I.e. you can generalize to a point (I picked Professional Level, makes sense as a good breaking point) and then after that dwarves will automatically specialize themselves (based on items made and possibly own personality/interests?) to go beyond professional into legendary.

So skills from dabbling -> professional would remain unchanged. Once a dwarf gets enough XP to go up to the next rank though, the game would quick calc out what specialization they should go into and bam. Your Professional Carpenter just became an Adept Barrelmaker (to avoid people having to study up on terms, we'll just call them X-maker (bed-maker, cabinet maker).

You can always customize the name to be Cooper or Joiner or Framer as you wish, but for those of us who didn't go to woodworking school, just calling it X-maker makes it far more user friendly).

So, for most of us it won't make much of a difference. If you need a bed made and don't really care about quality, your Legendary Barrelmaker will do a decent job. Just don't expect any masterwork pieces out of him.

However, for items that quality IS important to you (statues, thrones, armor & weapons) you'll want to get your specialist out.

This way it has a noticeable impact on the game (i.e. legendary smiths are specialized) but the penalty isn't too steep. It ups the difficulty slightly (i.e. you'll need multiple armorsmiths to make a complete set of masterwork armor, and gives you that nice dose of realism that you crave.

To balance the difficulty a bit though, specialists would receive slightly higher chances of getting exceptional/masterwork items in their chosen craft.

I'm not saying this is the best system ever, but I think this system has a bit more merit because there are actual pros & cons to it.

One thing that it doesn't cover is cross-materials. For those people arguing that a gold ring is different from an iron ring which is different from a pewter ring...this doesn't cover that, but for those of you saying that a guy who becomes a legendary carpenter from making barrels shouldn't turn around and suddenly make a masterwork bed, this will have it covered.

Finally, this won't add any jobs to the queue, and the simple naming convention would make it easy. Colors wouldn't need to be recoded, and all that would need to change is that next to Legendary Carpenter you'd add a (Barrels) for example.
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Impaler[WrG]

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Re: List of expanded skills?
« Reply #9 on: March 11, 2010, 08:55:35 pm »

I'd like to address Kohaku's last point as I'd been doing some thinking along the lines of addressing this "not a real skill" issue.

Perhaps some division of skills is in order, the 'real' professions that really take years of learning and practice to be good at are separated from those that are really just menial labor.  How about a three level division Crafts, Jobs and Labors.  Crafts would be things like metal working, engineering, surgery, most of the craft skills, everything here produces quality levels and can go up to Legendary level, their also the only skills eligible for moods (thus codifying an existing but unintuitive difference between skills).  Jobs are lower in rank and might have a 'success roll' to see if their completed but don't produce quality levels also the maximum skill level is lower then Crafts, say Expert or Professional, things like Butcher and Grower could go in this group.  Labors are the lowest and never produce quality levels, but neither do they fail being so trivial, they produce no skill levels at all or at-most just up to 'no-name' level which results in a modest speedup, Lyemaker and FishCleaner seem like good candidates for this group.

A person who moved construction material was called a "Carter" and if would make a good Labor (though perhapse it's really just the same as 'Stone Hauler'?), likewise with the existing not-a-skill-jobs like cleaning, pump operating and hauling.

Also I think it would be kind of interesting for dwarves to occasionally injury themselves on the job (other then miners), mostly minor stuff really, a bruise, a cut, stuff that they will recover from easily with a bit of rest, but occasionally something serious, perhaps their would even be injuries so minor that the dwarf just throws a small tantrum after bashing their thumb and then goes back to work.  Higher skills reduce injury a great deal and would act as a kind of no-linear slowdown to low skill dwarves that more interesting then having them be horribly slow.  This could be the most significant effect to skill gain in Labors, the experienced Lye Maker doesn't blind himself by getting Lye in his eyes (imagine the hilarity of a bunch of blind ex-Lye makers).
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neek

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Re: List of expanded skills?
« Reply #10 on: March 11, 2010, 09:26:05 pm »

Blind ex-Lye makers? You kidding. DF has no workman's comp. If I'm drafting a blind marksman, I'm sure as hell keeping my Lye-makers, eyes or no eyes. (And soon after, fingers or no fingers.)

NW, you raised this multiple times when you described a labor as not a skill--how is woodburning (when it has its own workshop, its own task, and it's own purpose) not a skill? When we're discussing an overhaul of the skill system, I'd like to see some attempt to describe what qualifies as a skill.

As far as I can tell, skill level does the following: 1). Increases quality, 2). decreases time to produce, 3). increases stack yield--any skill thus far validates at least ONE of those three (a Legendary Woodburner takes less time to produce ash, a Legendary Lyemaker takes less time to produce lye--in the upcoming release, this entire setup is actually worthwhile as dwarves will use soap.)

As far as I can tell, your qualification for a skill is wholly dependent on what gives quality and also stack yield--a Legendary Miller gets a larger stack in a bag than a Novice Miller, for instance. Am I wrong in this assumption, that number two on the qualifications that, as far as I can tell, is something you dismiss wholeheartedly? (I would prefer that each skill instead required two of those--a Legendary Woodburner would yield more ash than a Novice, in shorter time too; same with a Legendary Lyemaker.)

Impaler[WrG]'s suggestio in splitting up Labor into Crafts (those that produce quality/decrease production time with level), Jobs (those that decrease production time/stack yield where applicable with level), and Labor (where only possibly production time is decreased, if a level is meant to be tracked) is the simplest solution.

What I'm curious about is, where do ALL the skills fit then in this scheme?
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NW_Kohaku

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Re: List of expanded skills?
« Reply #11 on: March 11, 2010, 10:03:56 pm »

I'd certainly like a hauler profession ("Teamster"?), especially if higher skill levels, like  Professional Teamster, would have the ability to *gasp* use the hidden Teamster secret skil of "Anti-chronoism" that would let them stack small, individual items of like type back into the sorts of stacks they were divided from in the first place.

They could then use this secret skill to carry more objects at once (possibly even getting reduced fatigue for carrying heavy objects), or maybe just plain move faster.

Anyway, jokes aside, I would like to have the ability to make "hauler" a more well-paid position (instead of often taking longer than virtually any other job, especially wood hauling) than it currently is, so that I don't have to worry about my haulers having a peasant uprising if I don't set them all to pump operator, and let them cycle who gets to sit there doing the high-paying job that produces no value instead of being stuck with the highly valuable job that produces no pay.

====

With regards to talk about the way that skills are handled... Looking back on it, the way that I generally deal with skills is that I basically dig out a warehouse/stockpile for a raw material, with a stairwell in the middle (for maximum effciency), which leads to all the workshops, stacked vertically over/under their resource warehouse.

Jobs are essentially divided by what their input material is in a broad sense, and then what they produce.  My fortress is divided based upon what raw materials are available in that area (for example, my farms define my food quarter and my textile mill's location, my glass and metal zone is where I could drag the magma channel, my gemsetters are near the glass factory, so I can practice on glass, my wood is near my enterance, etc.), and my labor is essentially divided based upon what workshops I want them to work in.  Skills are basically just a reflection of what labor a dwarf has used.

Following that model, if you want to divide up a skill, you should be proposing a new process, a new workshop, instead of just a new skill.  Why should resmith/copper be treated as a different skill from blacksmith/iron, when they both are essentially the same thing from a player point of view? 

Metal -> Forge -> Iron/copper chain. 

Yeah, maybe theoretically, there might be some different process that should have gone on if the game were more realistic and detailed, but that's all the player really sees or interacts with, metal goes in, product comes out.  Why do we need to worry about a skill's historical precedent or proper nomenclature when it has no real effect upon how the game is really played?

The best reason I saw given out to make a seperate skill was when BlckKnght said that we should have a "Cooperage" or whatever it's called, make barrels take wood and metal, while dividing barrels into different types by what they hold, and adding new steps into the process of making a barrel.

It's adding a large amount of complexity to the game in a fairly basic and essential industry, so I doubt it would be terribly popular, but it at least DOES give a fair reason to make barrels have a skill pulled out of an existing skill, because it would be involved in a different process.

====

Beyond all that, I think that if there's any material that could actually really call for more specialization, it's masonry.  There isn't much point in specializing woodworkers much more than they already are specialized, because people may or may not be using all that much wood, depending on where they embark.  They may or may not use all that much non-goblinite, depending on where they embark, or if they have flux.  But you can bank on the fact that they're almost certain to have more stone than they can get rid of, barring extreme examples with aquifers. (And those essentially only last until you make the cave-in/permanent pump solution to get past that aquifer.)

Since players likely make anything they can possibly get away with out of stone, making the stone industry a little more complex than hefting a chunk of ex-mountain into a workshop without any tools, and using what I presume is one's psychic powers to meld it into a door or a table or something could be a little more detailed.

At the VERY least, that "make a wall" masonry could be different from the "carving of an object out of stone" masonry, and I'm sure that I've seen people suggesting block making or other such things be its own skill, although I think of block making as little more than something I do to make stones dissapear into bins and maybe train your masonry.

====

This just in as I hit post...

Quote
NW, you raised this multiple times when you described a labor as not a skill--how is woodburning (when it has its own workshop, its own task, and it's own purpose) not a skill? When we're discussing an overhaul of the skill system, I'd like to see some attempt to describe what qualifies as a skill.

As far as I can tell, skill level does the following: 1). Increases quality, 2). decreases time to produce, 3). increases stack yield--any skill thus far validates at least ONE of those three (a Legendary Woodburner takes less time to produce ash, a Legendary Lyemaker takes less time to produce lye--in the upcoming release, this entire setup is actually worthwhile as dwarves will use soap.)

As far as I can tell, your qualification for a skill is wholly dependent on what gives quality and also stack yield--a Legendary Miller gets a larger stack in a bag than a Novice Miller, for instance. Am I wrong in this assumption, that number two on the qualifications that, as far as I can tell, is something you dismiss wholeheartedly? (I would prefer that each skill instead required two of those--a Legendary Woodburner would yield more ash than a Novice, in shorter time too; same with a Legendary Lyemaker.)

Like you say, I don't consider it a skill because it has no real impact on the way I run my fortress whether I have a dabbling or a legendary wood burner or lye maker.  "Time to complete" is no real factor, since the time to complete any task is generally more contingent upon the distance to the stockpile than the actual time to complete a task, and only the quality or stack yeild really matter in the long term. 

That's why I will toss things like "butcher", or "wood burner" or "miller" (and milling skill does not produce more product, and at a millstone, it does not make a difference in how long it takes) all onto any random dwarf I have no real job for - their experience gains in that skill have no real impact.
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Impaler[WrG]

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Re: List of expanded skills?
« Reply #12 on: March 11, 2010, 11:56:50 pm »

Quote
What I'm curious about is, where do ALL the skills fit then in this scheme?

Yea I guess I'm obligated to sort them now, this is just a first pass and I'm sure people will have disagreements.

CRAFTS:

Bowyer, Carpenter, Engraver, Mason, Armorsmith, MetalCrafter, Metalsmith, Weaponsmith, Gemcutter, Gemsetter, Bone Carver, Clothier, Glassmaker, Leather worker, StoneCrafter, Weaver, Woodcrafter, Brewer, Cook, Dyer, Mechanic, Siege Engineer, Building designer,

JOBS:

Miner, Ambusher/Hunter, Animal Caretaker (broken so hard to be sure), Animal Dissector, Animal Trainer, Trapper, Furnace Operator, Strand Extractor, Fisher, Butcher, Cheese maker, Grower, Herbalist, Tanner, Siege Operator, Appraiser, Organizer, Book Keeper


LABORS:

WoodCutter, Fish cleaner, Fish Dissector, Lye Maker, Milker, Miller, Potash Maker, Soaper, Thresher, Wood burner, Pump-operator
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praguepride

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Re: List of expanded skills?
« Reply #13 on: March 12, 2010, 12:12:07 am »

You're talking of the UI clean up, right?
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Capntastic

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Re: List of expanded skills?
« Reply #14 on: March 12, 2010, 01:10:20 am »

Why not just have a simple way to track a dwarf's familiarity with different materials and techniques, that doesn't require new skills to dump points into in the embark, and likewise doesn't penalize a player for not knowing they need to make barrel staves to make barrels and that a cooper is required?
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