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Not to mention that torches and slaves would be more in keeping with the game world than the equivalent 'steampunk' stuff. Not that I'm against the concept of electricity but I don't feel it belongs in the DF world. Magic, on the other hand...
Sorry, just quoting you because you were the last one to mention it :p It bugs me that people keep bringing up what would fit in the game-world and all that. As far as I know, this is an alpha and really lacks any sort of story (Aside from TT's wonderful naratives, and I don't think those really ever give the feel of anti-tech). So how can we say what fits or doesn't.
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It would be only acceptible, if we could turn electricity off in the raws. However in that case, electricity must only have some very minimal useage, like use it for a trap. That way if XY dont want to play with electricity wont be forced to use it, because there are other trap types as well for example.
Wait... what? So, you're saying you'd be ok if electricity was on a toggle in the init, but if it was on it has to be... useless?
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You also didn't address my point that a lot of 'steampunk' stuff is superfluous given that torches and slaves would functionally be the same as electricity and robots.
Well, then slaves are superfluous because you can just assign extra peasants to do the work and torches are useless because you can see in the dark (in fortress mode at least). Yeah, so some of the 'steampunk' stuff could be replaced with less high-tech alternatives and have essentially the same in-game effect, but its all about flavor.
Sorry to pick on all of the anti-tech people, but some have said that they would stop playing if it were added, and that just seems... wrong to me... And I have to make one more comment to the magic people. Ok, so tech sucks but magic is good, even though you could most likely do more off the wall things with magic (golems = robots)?
Personally I could care less. If we are going by the idea that this is a fantasy world and needs to stay fantasy, then dwarves would be high-tech (well, higher-tech) compared to the other civs. They would also abhor magic for the most part, preferring instead to use their wits and strength. So tech would seem the natural progression eh? That being said, I'm really hoping that Toady will break the mold and maybe give us a new kind of dwarf. Well, maybe not new, but something that doesn't have to follow the set traditions.
Finally, the idea of having options in the init is awesome. Going a little further, how about being able to turn on/off various techs/magics. So we could have something like:
[STEAM:ON/OFF/DATE]
[ELECTRICITY:ON/OFF/DATE]
[FISSION:ON/OFF/DATE] :p
[MAGIC_CONSTRUCTION:ON/OFF/DATE]
[MAGIC_ATTACK:ON/OFF/DATE]
etc...
Or maybe even break it down further and allow you to toggle individual techs/magics like turning on/off engines, robots, a-bombs, golems, and fireballs. Just a thought, then everyone gets what they want.
Now feel free to tear me apart, lol. :p