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Author Topic: A small raw modification: [MOODABLE] tag on objects  (Read 944 times)

nbonaparte

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A small raw modification: [MOODABLE] tag on objects
« on: October 14, 2010, 09:20:43 pm »

This is just a quick suggestion I thought of, and forgive me if it's already out there, but I'd like to see a tag on objects allowing them to be made in a strange mood. It could be, by default, on everything, but it could be taken off objects like rings and floodgates leaving only what the player considers useful. Too gamey? Requiring too much modding just to play? What do you think?
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Jake

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #1 on: October 14, 2010, 09:46:27 pm »

I think that'd be a bit too much like cheating, personally; turning moods off completely is one thing, but the option to rig the game so you only got legendary weaponsmiths and armoursmiths or whatever is just a bit much.
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nbonaparte

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #2 on: October 14, 2010, 10:08:36 pm »

I think that'd be a bit too much like cheating, personally; turning moods off completely is one thing, but the option to rig the game so you only got legendary weaponsmiths and armoursmiths or whatever is just a bit much.
Dwarves may be nuts, but I find it hard to believe someone would single-mindedly labor for months to create a floodgate.
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ungulateman

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #3 on: October 14, 2010, 11:59:30 pm »

You said it yourself - dwarves are nuts. They'll do anything feasible, and then just about everything that isn't as well.
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It's not an embark so much as seven dwarves having a simultaneous strange mood and going off to build an artifact fortress that menaces with spikes of awesome and hanging rings of death.

kaypy

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #4 on: October 15, 2010, 12:04:45 am »

Nothing wrong with an artifact floodgate: pick a room and instantly boost its value sky high (anything out of the masons is useful that way).

And completely appropriate given the dwarven association between floodgates and nobles 8-)
Quote from: Urist McMoodyMason
Now *heres* a floodgate worthy of magmafying a king

My approach to useless moods was to mod in a way to make buildings out of the otherwise useless crafty stuff.

Beyond that, I think limiting what profession moods you get is taking things a little too far... Maybe a profession without [MOODABLE] outputs could either (a) automatically send the dwarf nuts, or (b) ignore the [MOODABLE] tags and pick anything. That would reduce the abusability to close to the level you can achieve by locking up your workshops...
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Jake

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #5 on: October 15, 2010, 12:08:25 am »

They're definitely of more practical value than some of the things people I've heard of in real life labouring single-mindedly for months to create, and it's strongly implied that strange moods aren't something your dorfs enter into of their own free will.
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Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

nbonaparte

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #6 on: October 15, 2010, 12:24:07 am »

Oh, I mean items, not professions. I think more professions should have non-craftsdwarf moods. Like, axes, armor, some furniture, etc. would have the tag, and goblets, querns, etc. would not.
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G-Flex

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #7 on: October 15, 2010, 12:40:18 am »

I think that'd be a bit too much like cheating, personally; turning moods off completely is one thing, but the option to rig the game so you only got legendary weaponsmiths and armoursmiths or whatever is just a bit much.
Dwarves may be nuts, but I find it hard to believe someone would single-mindedly labor for months to create a floodgate.

Is there any reason a floodgate can't be designed artistically, or with great quality? Of course not. This isn't even considering magic. Floodgates can be fairly complex things with an important function, need to be airtight, and in real life could very easily serve as a focal point (say, a dam on a river).

Plus, these are dwarves. Presumably, they take this kind of care with everything they build. Also, at some point artifacts will probably get more useful, especially as things like jewelry gain a purpose.
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nbonaparte

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #8 on: October 15, 2010, 12:44:25 am »

Also, at some point artifacts will probably get more useful, especially as things like jewelry gain a purpose.
Yeah, you're right on that. Placeholder maybe?
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zwei

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #9 on: October 15, 2010, 01:54:18 am »

This would mean that furniture would have to be exported to raws in order to be able to add/remove tags from it.

Namfuak

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #10 on: October 15, 2010, 02:26:41 am »

Also, once the economy is able to kick in again, "useless" artifacts should become useful in that Legendary weapon users and nobles can take them since they don't need money.  Of course, I don't know if that is actually possible, but it should be.
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nbonaparte

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #11 on: October 15, 2010, 02:34:46 am »

This would mean that furniture would have to be exported to raws in order to be able to add/remove tags from it.
Ah, I wasn't aware it hadn't been. I suppose those do have dedicated purposes it's hard to move to a format like the raws.
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zwei

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #12 on: October 15, 2010, 03:27:50 am »

This would mean that furniture would have to be exported to raws in order to be able to add/remove tags from it.
Ah, I wasn't aware it hadn't been. I suppose those do have dedicated purposes it's hard to move to a format like the raws.

Well, imagine being able to mod in some more types:

[FURNITURE:DIVAN]
[NAME:divan:divans]
[SEAT]
[BED]
[WOOD]

(divan on which dwarves can sleep or sit and which can thus serve forsitting at table)

[FURNITURE:BOSS_TABLE]
[NAME:boss table:boss tables]
[WORKPLACE]
[DINING]
[STORAGE]
[WOOD][STONE][METAL]

(one of those big tables with lots of compartments for various items.)

kaypy

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #13 on: October 15, 2010, 10:07:51 am »

Oh, I mean items, not professions. I think more professions should have non-craftsdwarf moods.
Items implies professions. If you remove all the craft style objects from the moodable set, what happens when a craftdwarf goes moody?
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nbonaparte

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Re: A small raw modification: [MOODABLE] tag on objects
« Reply #14 on: October 15, 2010, 10:32:06 am »

Oh, I mean items, not professions. I think more professions should have non-craftsdwarf moods.
Items implies professions. If you remove all the craft style objects from the moodable set, what happens when a craftdwarf goes moody?
bone/wood/stone weapons? Not sure about metalcrafting, though. may have to have that one overlap with blacksmithing.
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