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Author Topic: Future of the Fortress  (Read 1205450 times)

Footkerchief

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Re: Future of the Fortress
« Reply #3165 on: December 05, 2011, 11:09:02 pm »

CAUTIONSAURUS LIVES

Quote from: devlog
Next up will be a series of market stall tweaks, then some adv trading interface stuff, then reenabling hunger (and thirst if I do wells and river tweaks).

Adv Mode is gonna be righteous.
« Last Edit: December 05, 2011, 11:11:24 pm by Footkerchief »
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monk12

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Re: Future of the Fortress
« Reply #3166 on: December 05, 2011, 11:27:11 pm »

CAUTIONSAURUS LIVES

Quote from: devlog
Next up will be a series of market stall tweaks, then some adv trading interface stuff, then reenabling hunger (and thirst if I do wells and river tweaks).

Adv Mode is gonna be righteous.

Awesome. This has been a good day.

And I wondered what had happened to Cautionsaurus...

Dsarker

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Re: Future of the Fortress
« Reply #3167 on: December 05, 2011, 11:27:43 pm »

Oh, goody.


Cautionsaurus?
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EmeraldWind

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Re: Future of the Fortress
« Reply #3168 on: December 05, 2011, 11:30:24 pm »

Having just taken a basic economics course, I'd suggest implementing a basic supply and demand economy (although, worldgen seems a bit lacking in the demand area at the moment).

That is one of the major goals of the current set of releases.
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Lord Shonus

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Re: Future of the Fortress
« Reply #3169 on: December 05, 2011, 11:54:17 pm »

"Bone Folders" were used in book making and to mark fabric.
Bone char can be used to filter water and to whiten sugar at a refinery.
Bones can be used as fish hooks and all kinds of needles (knitting, sewing, awls for leatherwork).
They can be used to make buttons, or sent to a furnace to make calcium-phosphate ash which can be used to make bone china.

They can of course be used to make woodwind instruments like bone flutes, or even bone china instruments for the wealthy.

The bone meal though, that one is still probably your best bet for using large piles of bone for one purpose.  As fertilizer.
Better use is as fuel. Many Stone Age sites in wood-poor regions show signs of bone being used as a substitute fuel. Even though there's not a working system for heating yet, allocating a demand in worldgen for bones to be burned for the purpose should be possible.
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darkflagrance

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Re: Future of the Fortress
« Reply #3170 on: December 06, 2011, 01:02:43 am »

I think I'd just prefer any non-hackish solution to account for the bone crafts not replacing adventurer-related items; although to be fair, simply ranking adventurer related items as having higher priority in markets might not be so bad.
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Re: Future of the Fortress
« Reply #3171 on: December 06, 2011, 08:02:33 am »

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CharlesPeter

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Re: Future of the Fortress
« Reply #3172 on: December 06, 2011, 08:22:37 am »

Cautionsaurus?


I saw the Cautionsaurus and immediately transferred money to my paypal to get ready for a christmas donation.

Also, can't wait for Adv mode. gunna spend whole days in some sewers.
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zwei

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Re: Future of the Fortress
« Reply #3173 on: December 06, 2011, 08:28:32 am »

I think I'd just prefer any non-hackish solution to account for the bone crafts not replacing adventurer-related items; although to be fair, simply ranking adventurer related items as having higher priority in markets might not be so bad.

Bone armor pieces and bone bolts/crossbows seem like decent adventurer-related stuff...

Bone bolts could be consumed in world-gen as training material.

Rockphed

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Re: Future of the Fortress
« Reply #3174 on: December 06, 2011, 12:34:06 pm »

I think I'd just prefer any non-hackish solution to account for the bone crafts not replacing adventurer-related items; although to be fair, simply ranking adventurer related items as having higher priority in markets might not be so bad.

Bone armor pieces and bone bolts/crossbows seem like decent adventurer-related stuff...

Bone bolts could be consumed in world-gen as training material.

Or we could have the option of buying all those bone bolts in adventure mode.  Or making them from the bones we get from butchering our kills.  Then we would have a much easier time using crossbows in adventure mode.

Though I think the primary obstacle is that while in caves, or at night, we cannot see very far.  So a bow is not very useful.
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Caldfir

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Re: Future of the Fortress
« Reply #3175 on: December 06, 2011, 02:14:37 pm »

From the sounds of the devlog, it seems like there is already some kind of supply/demand worldgen activity, and that what's being worked on is tightening it up.  Realistically, yeah, people need mugs, but I can imagine that in worldgen, unless production goes to 0, people are actively throwing crafts which have no use whatsoever, then you're going to end up with shops full of them. 

As many have mentioned, there are plenty of useful things that can be made from bones, but if we zoom out and look at the big picture, then a few releases from now, when there are dwarven worldgen settlements, they will undoubtedly do the same thing with the stone crafts.  It may (eventually) spell the end to forts whose economic productivity is the equivalent of a macaroni-art factory.  I would be in favor of dwarves being forced to export weapons and armor (or at least something useful), though I realize that's still a long way off. 
« Last Edit: December 06, 2011, 05:27:54 pm by Caldfir »
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tfaal

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Re: Future of the Fortress
« Reply #3176 on: December 06, 2011, 02:53:41 pm »

From the sounds of the devlog, it seems like there is already some kind of supply/demand worldgen activity, and that what's being worked on is tightening it up.  Realistically, yeah, people need mugs, but I can imagine that in worldgen, unless production goes to 0, people are actively throwing crafts which have no use whatsoever, then you're going to end up with shops full of them. 

As many have mentioned, there are plenty of useful things that can be made from bones, but if we zoom out and look at the big picture, then a few releases from now, when there are dwarven worldgen settlements, they will undoubtedly do the same thing with the bone crafts.  It may (eventually) spell the end to forts whose economic productivity is the equivalent of a macaroni-art factory.  I would be in favor of dwarves being forced to export weapons and armor (or at least something useful), though I realize that's still a long way off.

I hope it's not too far away. It's sort of necessity if trading is to lose its status as a win button.
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This could be a handy way of teaching preschool children mathematics.

metime00

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Re: Future of the Fortress
« Reply #3177 on: December 06, 2011, 03:48:03 pm »

Re-enabling hunger oh yeah! I just got that much more excited for the next release. There is nothing like having to stock up on food before going down into a cave or dungeon, it just makes it that much cooler and more immersive :D
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Hydrall

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Re: Future of the Fortress
« Reply #3178 on: December 06, 2011, 04:48:21 pm »

What's with the buildings that are filled with just tables? Are those shops or something?
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Dsarker

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Re: Future of the Fortress
« Reply #3179 on: December 06, 2011, 04:51:01 pm »

What's with the buildings that are filled with just tables? Are those shops or something?

Warehouses.
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