stuff
You know, I think you're a little misdirected in getting so heated at G-Flex. You seem to agree with the things I've said, and G-Flex's stance has little difference from my own.
As someone already pointed out, if you randomly happen to find an actual gold deposit, you really can build a solid gold pyramid or giant moai statue in the likeness of yourself or whatever. It's just finding a gold deposit that's hard. To make that easy, you need some way to search for gold deposits, and G-Flex agrees with the notion of searching for specific metal types. He's just saying it's unreasonable that gold be in
every part of the world map.
Minerals are, from all appearances, pretty dense when they are present, so if anything, building a giant megaproject from one particular material would be easier if you just find that material, and just finding that one material means a search function, not necessarily making sure every embark location has every material in the game.
Aye, I'm having fun by not playing .19. I don't feel like taking a month to get the site I was only spending 5 days on in .18.
And ore scarcity may be a hot topic, but there's also the much vaguer embark screen now too. 'deep metal' to some people has turned out to be one 6-tile vein of unspecified origin. Since the actual maps haven't changed, just how they're being presented, I do not feel that it is too unreasonable to ask for an option of 'precise' or 'vague' embark details.
Ore scarcity would do better in the worldgen parameters (e.g. Ore_Quantify 1-100x or somesuch). I'm concerned as well by the fact that I'm limited to a 3x3 embark due to performance - I could easily be crippled due to lack of minerals while someone who can embark on a 7x7 would have much more area in which ore could be found (with the same dwarven population). The abundance of ore in .18 made small embarks possible, but without some form of scaling I think there is a chance we will be forced to take early FPS death and a larger embark simply so we can have those extra potential ore deposits.
I'm not really finding that to be the case, myself.
I embarked on a place with no metals I've been able to find at all (deep metals on the map indicator), but I've been pretty OK, just because I've embarked in a savage jungle with absurd amounts of wood and fire clay, so I just have been making all kinds of wooden cage traps and ceramic mechanisms while erecting a marble wall around my expansive pasture to protect it.
When the goblins come, I'll find my iron source even if I can't find metal on the map
, I have absurd amounts of wood for fuel, and marble unadulterated by veins of any sort of other material running through them, even if there's apparently only one z-level of the stuff before I start running into warm stone.
I'm not exactly ecstatic with the no metal when I was told there would be metal, but as long as I have freak tons of wood and infinite clay, I can at least do the overwhelming majority of the industry, and still play with most of the things I wanted to play with in the new version.
In fact, I'm thinking that, with no more magma forges that I can see, and no way to find coal, wood is actually a much more valuable resource than the metal is.
That said, the issue of prospecting has been raised. I've always liked the idea of populating the world with multiple abandoned forts. In this version, setting up mines for prospecting, and then abandoning them if nothing turns up, sounds kind of cool. That has certainly happened in real life; there are whole ghost towns abandoned because the expected mineral wealth was found lacking.
While this is certainly true, keep in mind that while "Losing is Fun" certainly describes DF, we don't want to have to change that to "Abandoning in frustration because you didn't find what you were looking for is Boring".
Yes, we all need to learn to overcome adversity, but having to take multiple throws of the dice that take an hour or so to check the results of to find a roll we like (functionally, savescumming) is just tedium. Maybe you'll enjoy it the first few times you do it, but I suspect it will get boring if you have to make five aborted forts before you find a site you like every time you try to play a new fort by the third or fourth fort you play.
I've never really seen a real use for things like Prospector or Reveal before, having only ever used Reveal once before when I just gave up and used it to find an underground river once in 40d (I didn't realize it could be literally at the peak of the mountain, and searched all of the lower regions), but I think that just having a means of pointing some utility at the map and making it tell me what I can rely upon finding would make my life a lot easier.
Trying to survive with limited resources is a real challenge. Just repeatedly embarking over and over and over again to get a lucky roll of the dice isn't real difficulty, it's just sacrficing hours of my life at the alter of the Random Number God until it shines down some favor.