v50 Steam/Premium information for editors
- v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
- Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.
Difference between revisions of "v0.31 Talk:Stonegears/Package details"
Jump to navigation
Jump to search
Khym Chanur (talk | contribs) m (Placeholder) |
Khym Chanur (talk | contribs) m |
||
Line 1: | Line 1: | ||
− | + | =Proposal= | |
+ | |||
+ | ==Raw mods== | ||
+ | # Mod out whips, since they're overpowered. {{Bug|2712}} | ||
+ | # Mod out nails, since they never heal, leading to eventual infection and death. {{Bug|3756}} | ||
+ | # Mod out all non-ocean soils except for plain sand and plain clay, to make it easy to get a single site with both sand and clay. | ||
+ | # Mod out aquifers, to make it easy to find a site without them. | ||
+ | # Mod out badgers, so newbies don't have to deal with them. | ||
+ | # Mod kobolds with NO_EAT so they can survive for more than a few years. | ||
+ | |||
+ | ==World gen== | ||
+ | # Small world, to make it quicker to download. Not a pocket world, so that if a new player wants they can abandon their fortress and have plenty of room for new sites. | ||
+ | # Mineral scarcity turned down (500? 200?), so there'll be sites with all needed minerals. | ||
+ | # All three cavern layers are present. | ||
+ | |||
+ | ==Options== | ||
+ | # Start in windowed mode. | ||
+ | # Skip intro movie. | ||
+ | # Turn off temperature and weather to gain FPS. | ||
+ | # Seasonal auto-save, with auto-pause at each season. | ||
+ | # Turn off invasions, let player turn it back on if/when they're ready. | ||
+ | |||
+ | ==Graphics set== | ||
+ | Not sure which to use, since I never use them myself. | ||
+ | |||
+ | ==Embark skills== | ||
+ | # 5 miner / 5 armorsmith | ||
+ | # 5 miner / 5 weaponsmith | ||
+ | # 5 miner / 1 judge of intent / 2 pacifier / 2 consoler (broker/expedition leader/mayor) | ||
+ | # 5 mason / 5 carpenter | ||
+ | # 5 farmer / 1 each of medical skills | ||
+ | # 5 stone crafter | ||
+ | # 5 axeman / 5 teacher | ||
+ | |||
+ | Thoughts/explanations: | ||
+ | |||
+ | * There's no brewer or cook, since their skill has no effected on the thoughts generated by their products. | ||
+ | * The armorsmith and weaponsmith are there in case the player wants to try building a military. | ||
+ | * The stone crafting is easy to set up and uses excess stone. | ||
+ | * Is a carpenter really needed? How important are valuable beds and quickly making bins? | ||
+ | * Maybe the stone crafter should also be a mechanic? | ||
+ | * How important is a military dwarf with teaching skills to setting up a military? Maybe an engraver/herbalist instead? | ||
+ | |||
+ | ==Embark supplies== | ||
+ | # One anvil, since there's about a 10% chance the first caravan won't have any anvils. (Or maybe the player could be told to savescum if the caravan has no anvil) | ||
+ | # A breeding pair of cats, a breeding pair of untrained dogs, no other animals. | ||
+ | # 20 units of each different type of booze. | ||
+ | # 10 units each of three different kinds of meat, and 10 units of plump helmet. | ||
+ | # 10 each of each kind of seed. | ||
+ | # 2 pieces of leather, for making into bags (2 more pieces from butchering wagon animals) | ||
+ | # 2 or 3 copper picks. | ||
+ | # 1 copper battle axe. | ||
+ | # 2 units each of gypsum plaster, thread and cloth, in case of early accidents needing treatment. | ||
+ | |||
+ | Still leaves 121 embark points. | ||
+ | |||
+ | ==Site== | ||
+ | # 2x2, to gain FPS. | ||
+ | # Warm biome, where TEMPERATURE:OFF and WEATHER:OFF won't matter as much. | ||
+ | # Flat, heavily forested biome. | ||
+ | # Both sand and clay, so the player can do glass and ceramics. | ||
+ | # At least one metamorphic flux layer containing iron and coal. | ||
+ | # At least one adamantine tube, but no curious structure. | ||
+ | |||
+ | ==Misc. comments== |
Revision as of 03:55, 15 June 2011
Proposal
Raw mods
- Mod out whips, since they're overpowered. Bug:2712
- Mod out nails, since they never heal, leading to eventual infection and death. Bug:3756
- Mod out all non-ocean soils except for plain sand and plain clay, to make it easy to get a single site with both sand and clay.
- Mod out aquifers, to make it easy to find a site without them.
- Mod out badgers, so newbies don't have to deal with them.
- Mod kobolds with NO_EAT so they can survive for more than a few years.
World gen
- Small world, to make it quicker to download. Not a pocket world, so that if a new player wants they can abandon their fortress and have plenty of room for new sites.
- Mineral scarcity turned down (500? 200?), so there'll be sites with all needed minerals.
- All three cavern layers are present.
Options
- Start in windowed mode.
- Skip intro movie.
- Turn off temperature and weather to gain FPS.
- Seasonal auto-save, with auto-pause at each season.
- Turn off invasions, let player turn it back on if/when they're ready.
Graphics set
Not sure which to use, since I never use them myself.
Embark skills
- 5 miner / 5 armorsmith
- 5 miner / 5 weaponsmith
- 5 miner / 1 judge of intent / 2 pacifier / 2 consoler (broker/expedition leader/mayor)
- 5 mason / 5 carpenter
- 5 farmer / 1 each of medical skills
- 5 stone crafter
- 5 axeman / 5 teacher
Thoughts/explanations:
- There's no brewer or cook, since their skill has no effected on the thoughts generated by their products.
- The armorsmith and weaponsmith are there in case the player wants to try building a military.
- The stone crafting is easy to set up and uses excess stone.
- Is a carpenter really needed? How important are valuable beds and quickly making bins?
- Maybe the stone crafter should also be a mechanic?
- How important is a military dwarf with teaching skills to setting up a military? Maybe an engraver/herbalist instead?
Embark supplies
- One anvil, since there's about a 10% chance the first caravan won't have any anvils. (Or maybe the player could be told to savescum if the caravan has no anvil)
- A breeding pair of cats, a breeding pair of untrained dogs, no other animals.
- 20 units of each different type of booze.
- 10 units each of three different kinds of meat, and 10 units of plump helmet.
- 10 each of each kind of seed.
- 2 pieces of leather, for making into bags (2 more pieces from butchering wagon animals)
- 2 or 3 copper picks.
- 1 copper battle axe.
- 2 units each of gypsum plaster, thread and cloth, in case of early accidents needing treatment.
Still leaves 121 embark points.
Site
- 2x2, to gain FPS.
- Warm biome, where TEMPERATURE:OFF and WEATHER:OFF won't matter as much.
- Flat, heavily forested biome.
- Both sand and clay, so the player can do glass and ceramics.
- At least one metamorphic flux layer containing iron and coal.
- At least one adamantine tube, but no curious structure.