Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Too Many Riches?...  (Read 3491 times)

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Too Many Riches?...
« on: May 18, 2010, 06:42:59 pm »

Call me a heretic, but my fun in the new version is being damped by, of all things, an abdundance of mineral wealth.

The past three startup forts I've made have had me literally tripping over ore, and... I dunno. It feels less valuable when I've got a near-infinite supply of every possible ore. Is anyone else having this problem?
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Kazindir

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #1 on: May 18, 2010, 06:45:10 pm »

Heretic.

I think it's a good thing. I see no reason why fortresses should be frequently crippled from a lack of what should be common metals when you consider just how deep dwarves can dig, which is what happened in the old version.
Logged

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Too Many Riches?...
« Reply #2 on: May 18, 2010, 06:47:39 pm »

I think it's a matter of the personal taste. I am OK with the abundance of ores, but I would like them to be a bit deeper. It would stop constant room pattern interruptions with ore veins, also it would make deep digging more interesting.

I was not a fan of exploratory grid which took whole z-levels back in 40d and earlier.
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Dwarfu

  • Bay Watcher
  • Dwarven Advisor
    • View Profile
Re: Too Many Riches?...
« Reply #3 on: May 18, 2010, 07:22:16 pm »

It would stop constant room pattern interruptions with ore veins...

AHHHHH!!  Heretic!

What dwarf doesn't want a vein of gold through their room!?

Edit:

Actually, I should be constructive.  I really hated having to hoard my precious metals in the last versions, 'just in case'...  I like that I can now produce gold mugs and trinkets for my more affluent dwarves.  Stone is nice, but dwarves should excel in metalcrafting and gem work.

Plus, given that it seems the game is trying to emulate real world placement of stone/layers/minerals/etc, I don't think arbitrarily forcing them lower is a good idea...it would seem...too...forced.
« Last Edit: May 18, 2010, 07:29:54 pm by Dwarfu »
Logged

Vigilant

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #4 on: May 18, 2010, 07:25:50 pm »

I think it might just be some rock layers that need tweaking. What I've seen in my versions is fairly appropriate. We have an abundance of... copper. Not much else. Iron is relatively scarce. But yes : copper. Everywhere. Which i think is good since now i can do a lot of metalworking, just i have to work for it if i want to do it with something more valuable.

My current project is to find some tin veins so i can switch to bronze making.
Logged

Hyperturtle

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #5 on: May 18, 2010, 07:33:09 pm »

I agree, I have more bronze than iron.  I am trying to make steel and train armorers and weaponsmiths, and am eating up the iron supply very rapidly. 

As for the gold and what not... well.. make trinkets and furniture from ore and forget making rock items.

What goblin can resist a fortress where the roads are paved with gold blocks with rough silver roads along side them, much like mulch?

Then take out the human ambassador.  We'll see how your riches help you against goblin AND human sieges!  You can only trade for so high of a quality weapon and armor.  For the rest, there's MasterDwarf, who has to make that stuff for you!
Logged
igless

cecilkorik

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #6 on: May 18, 2010, 07:50:17 pm »

I'm pretty sure what's happening now is a bug (and I submitted some parts of the problem to the tracker awhile ago). It's hard to pin down exactly what's wrong, but it doesn't feel intentional. A few specific things I've noticed is that platinum veins almost never seem to spawn and when they do they tend to be tiny, scattered tiles of platinum. Certain minerals seem to be being largely (although not entirely) overwritten by other types, resulting in massive imbalances in the types of mineral you have. There are some theories on the bug tracker as to what exactly is going on, but nothing solid.

I agree that richer minerals is better overall. But, I think in the future that resource abundance should be mostly solved by the huge quantity of new z-levels, while toning the individual layers back down to something more 40d-like.
Logged

mardukarn

  • Bay Watcher
  • Urgescourges the Ungodly Fiend of Juices
    • View Profile
Re: Too Many Riches?...
« Reply #7 on: May 18, 2010, 10:25:57 pm »

It's not just ores but gems as well. In 40d, I looked forward to trade caravans so I could buy metal bars and gems for my smiths to work with. I was excited when my miners found a tiny pocket of gems. In DF2010, why bother? I've got enough ore and gems of my own to tile the floors in gold and silver and encrust every object with gems.
Logged

Vigilant

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #8 on: May 18, 2010, 10:40:32 pm »

There's still the matter of mining, transporting, and managing the use of all the pockets you find. And I really like this, since  before you have to realize, the type of ore/gem only really pointed to how much it was worth. All things were fairly uncommon to come across. But now you're kinda loaded down with the common stuff like copper and cheap gems, but it's still unusual and fun to find the good stuff. I like the new system. Particularly with metals you might still have to trade for something you need, like tin to go with your copper. I look forward to when trading is eventually improved so i can really say "ok, bring lots of tin bars, and please stop bringing the wooden toys and dice i'm not going to buy from you."

I'd also note that it was really difficult to train Jewel cutters in 40d unless you had access to glass, but now in DF2010 it should be quite possible with all the jewels you can find.
« Last Edit: May 18, 2010, 10:43:20 pm by Vigilant »
Logged

Lightning4

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #9 on: May 18, 2010, 11:29:39 pm »

Seems like it really depends on what type of region you take too. Island regions typically have the huge, huge amount of z-levels, while a normal region has far less, barely double that of most 40d embarks.

Theoretically in the latter case, you would be dealing with LESS ore, as embarks are by default smaller, and the fun stuff below tends to eat up a lot of that space.
Logged

Kavalion

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #10 on: May 19, 2010, 12:01:40 am »

It seems to be the case that there are lots and lots of veins of ore when that ore is appropriate to that layer.

In chalk, I have found an incredible supply of iron ore and coal.  Below that, I hit a granite layer and suddenly I have a huge wealth of gold and silver.

I'm a fan of it.  Time to fill the booze stockpiles with steel barrels and line the hallways with gold statues.
Logged

Genoraven

  • Bay Watcher
  • 4 Ichy Tasty
    • View Profile
Re: Too Many Riches?...
« Reply #11 on: May 19, 2010, 01:35:58 am »

It seems to be the case that there are lots and lots of veins of ore when that ore is appropriate to that layer.

In chalk, I have found an incredible supply of iron ore and coal.  Below that, I hit a granite layer and suddenly I have a huge wealth of gold and silver.

I'm a fan of it.  Time to fill the booze stockpiles with steel barrels and line the hallways with gold statues.

Switch that. Make Gold barrels to show off you decadence, and steel statues to remind your dwarfs of the iron grip you have other their fate. Bonus points if the statues are statues of fists. Though I suppose statues of triangles work too.
Logged
Urist McPeasant cancels point and laugh at Philosopher - Philosopher no longer exists.
Philosopher cancels job: abstractualize existence: interrupted by personal nonexistence.

AceOne

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #12 on: May 19, 2010, 06:52:43 pm »

i had the same issue, but i modified my DF based on advice i got here

http://www.bay12forums.com/smf/index.php?topic=57375.msg1254197#msg1254197
Logged
They told me I was daft for building a Fort on an Aquifer, but I built it all the same, just to show em'.
It flooded then caved in.
So I built a second one; that one caught fire, was besieged by orcs, and then flooded and caved in.
but the third one... stayed up! and now you can do the same! good luck to ye!

Hyperturtle

  • Bay Watcher
    • View Profile
Re: Too Many Riches?...
« Reply #13 on: May 19, 2010, 07:18:09 pm »

I have golden statutes of turtles, in a room with a green aquarium with a turtle in it.

Although I would have to admit I like the idea of statues of steel fists.  Now if I could only place them above the entrance way and link them to pressure plates.  That way the goblins would feel the full force of my might!  Otherwise falling statues of cows would have to do.  If only I could make a giant wooden badger...

Logged
igless

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Too Many Riches?...
« Reply #14 on: May 20, 2010, 09:54:19 am »

The raws tweaking seems to do the job handily, but I'm still encountering problems with veins overlapping with astounding density, which would point to a definite bug in the mineral placement code.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!
Pages: [1] 2