2012-08-19

Miscellaneous: actual criteria

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Revision as of 18:06, 19 August 2012

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*Z-levels only existed in [[adventurer mode]], and then only in a limited fashion.  Most [[cave]]s, [[ruin]]s, goblin fortresses, and human buildings had a handful of levels internally, connected by stairs or ramps, but the surrounding terrain was completely flat.  When visiting a player-built fortress in adventurer mode, the layout would be preserved but rotated 90 degrees, and a row of ramps would be inserted as a transition between various areas of the fort for no obvious reason.

*Z-levels only existed in [[adventurer mode]], and then only in a limited fashion.  Most [[cave]]s, [[ruin]]s, goblin fortresses, and human buildings had a handful of levels internally, connected by stairs or ramps, but the surrounding terrain was completely flat.  When visiting a player-built fortress in adventurer mode, the layout would be preserved but rotated 90 degrees, and a row of ramps would be inserted as a transition between various areas of the fort for no obvious reason.

*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about ''anywhere'' on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.

*Starting location choices -- Previously there were only a few dozen fixed locations on each map you could choose, all with the same layout and size; the only thing that varied was biome (climate, creatures, trees, and shrubs), and each location had only one biome.  (Accessibility by different civilizations also varied depending on starting location -- this is perhaps little changed in the current version.)  Now you can start just about ''anywhere'' on the world map, with a variable-size fortress map, which can span several different adjacent biomes and terrains.



*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight,
approximately one third
of
what they are now
.

+

*Choice of starting goods was very limited.  You couldn't bring an anvil (one would automatically be brought in the first summer by a metalsmith).  Starting points were very tight
- only 200 points plus your default starting equipment (2 picks
,
2 battle axes, 15 pieces
of
meat/fish, 15 edible plants, 5 edible plant seeds, and 5 cloth-making plant seeds)
.

*Nobles changed a lot.  There used to be "guildmasters" corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no "trader" noble or trade skills (the "trade minister" did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and "Order of the
" nobles and you could potentially get up to '''39''' nobles in your fort.

*Nobles changed a lot.  There used to be "guildmasters" corresponding to different professions (farming, mining, masonry, etc.).  The manager was your first noble, who arrived after hitting 20 dwarves.  There was no "trader" noble or trade skills (the "trade minister" did nothing of importance); you could trade at any point after the caravan fully unloaded.  You couldn't do workshop profiles until the manager arrived and couldn't use the stocks screen until the bookkeeper arrived, which would also start the [[dwarven economy]].  The mayor, manager, trade minister, and treasurer were all different, full-time nobles, and the baron/count/duke (and their consorts) were all separate as well.  Add to this the guildmasters and "Order of the
" nobles and you could potentially get up to '''39''' nobles in your fort.



*
Activity
zones,
including dumps
,
were introduced
with the
3D version
.

+

*
There were no activity
zones
- fishing
,
drinking
,
and sand gathering was always done at the nearest accessible body of water (
with
a preference for running water), ponds were a special type of [[23a:channel|channel]], garbage was always dumped into
the
[[23a:chasm|chasm]] and destroyed, and meeting areas had to be designated from buildings (making them eligible for parties)
.

=== Materials differences ===

=== Materials differences ===

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Ore and gems were logically separate from stone. All types of ore/gems could be found - availability was based on how far into the mountain you were digging. For example, [[Native gold|gold]], [[Native platinum|platinum]], and [[hematite]] were always beyond the chasm, as was coal.

Ore and gems were logically separate from stone. All types of ore/gems could be found - availability was based on how far into the mountain you were digging. For example, [[Native gold|gold]], [[Native platinum|platinum]], and [[hematite]] were always beyond the chasm, as was coal.



There were not as many metals, and only a few alloys. Each metal type had only one ore - [[galena]] was a silver ore; there was no lead.
Except for steelmaking, all
alloys were smelted from ore.

+

There were not as many metals, and only a few alloys. Each metal type had only one ore - [[galena]] was a silver ore; there was no lead.
All
alloys were smelted from ore
, with steel being the sole exception (pig iron was made from iron bars, but steel was made from pig iron and ''hematite'')
.



Mining
would leave behind stones/gems/coal 50% of the time, regardless of miner
skill
.  Ore
(
but not coal
)
would be left behind
100%
of the time by legendary miners
,
less often for lower skill
.
All
mining byproducts
now follow
the "ore" formula; up to 100% of the time, dependent on skill.

+

Mining
yields were all based on
skill
level
(
starting at 25% for a Dabbling miner
)
, but only ore could reach a
100%
yield - gems and coal maxed out at 63%
,
while normal stone could only reach 44%
.
Until version 0.34.07, all
mining byproducts
followed
the "ore" formula; up to 100% of the time, dependent on skill.



There was only one kind of coal
,
bituminous coal
; it provided
two bars of coke from smelting. Only Limestone could be used as [[Flux]] for making [[Steel]].

+

There was only one kind of coal
:
bituminous coal
, yielding
two bars of coke from smelting. Only Limestone could be used as [[Flux]] for making [[Steel]].

Sand was always available, from the banks of the indoor or outdoor river.

Sand was always available, from the banks of the indoor or outdoor river.

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=== Adamantine ===

=== Adamantine ===

[[Image:DF2D Too Deep.png|thumb|right|Too Deep...]]

[[Image:DF2D Too Deep.png|thumb|right|Too Deep...]]



Beyond the [[23a:Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited  a "too deep"ed fortress in adventure mode, you would find a large "Demon". After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707],
the
adamantine would turn into
ordinary silver
. The 3D versions effectively switched this around - rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[40d:Eerie glowing pit|eerie glowing pits]] or from [[DF2010:Hell|Hell]] itself) as a result of mining too much raw adamantine.

+

Beyond the [[23a:Eerie glowing pit|eerie glowing pits]], forming the far edge of the map, was an adamantine-lined impassable chasm (containing no creatures -- at least, none you ever saw). Mining even a little bit of raw adamantine set into motion an eventual and unavoidable end-of-game, and mining 100 or more units would guarantee the game ended at the start of the next season. You could not reclaim a fortress lost this way. If you visited  a "too deep"ed fortress in adventure mode, you would find a large "Demon". After the demon was defeated[http://www.bay12games.com/forum/index.php?topic=16340.msg156707#msg156707],
a;; raw
adamantine
, mined or not,
would turn into
galena
. The 3D versions effectively switched this around - rather than having to release demons in order to get to the adamantine, the demons would instead be released (either from the [[40d:Eerie glowing pit|eerie glowing pits]] or from [[DF2010:Hell|Hell]] itself) as a result of mining too much raw adamantine.

=== Skills and labors ===

=== Skills and labors ===

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