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My New Idea Room Ideas - Buildings for Metalworks Room/Workshop
#1
Buildings for Metalworks Room/Workshop


Poleturner's Workbench
Info
This workbench is where pole-arm type. weapons are made, such as spears, pikes, and lances.

Appearance

[Image: Poleturner_shop.gif]
Depicted here is an example of a poleturner's workshop from the game Stronghold.

Stats
Highlight: Workers create polearm weapons from wood here.
Function: Enables the production polearm weapons.
Room Type: Building.
Affiliate to: Mellow Tonin mentioned the idea of renaming the Metalworks Room to Workshop, this would be a suitable place to put these buildings.
Place:Ground
Cost: 1 stone, 1 wood.



Tailor's Workbench
Info
Any armor or other equipment made out of cloth or leather is produced here.

Appearance
[Image: carpenter%2Bweb.jpg]
Pic 1: A workbench with classical medieval era tailoring tools.

[Image: 061s.jpg]
Pic 2: A set of old fashioned tailor's tools.

Stats
Highlight: Produce cloth and leather equipment.
Function: used to produce equipment out of leather or cloth
Room Type: Building.
Affiliate to: Workshop
Place: Ground
Cost: wood 1, iron 1



Blacksmith's Forge
Info
At this forge, a blacksmith forges metal tools out of smelted iron.

Appearance

[Image: Forge_Gu%C3%A9delon.JPG]
An example of how a medieval era forge might look.

Stats
Highlight: Craft metal tools here.
Function: A blacksmith (any creature assigned to this station) forges iron stock into tools such as hammers, pickaxes shovels, and other useful tools for building other items.
Room Type: Building.
Affiliate to: Workshop or Metalworks
Place: Ground
Cost: stone 2, wood 1, iron 2



Armorer's Forge

Info
Metal armor can be forged here.

Appearance
Similar to the blacksmith's forge.

Stats
Highlight: Produce metal armor.
Function: This is where an armorer can produce any armor made out of metal or contains a significant amount of metal parts
Room Type: Building.
Affiliate to: Workshop or Metalworks
Place: Ground
Cost: stone 2, wood 1, Iron 2.



Weapons Forge

Info
Forge weapons that are mostly made of metal.

Appearance
Looks similar to the other 2 forges.

Stats
Highlight: Produce weapons made with metal.
Function: An armorer assigned to this station can produce any weapon that is made out of metal or contains a significant amount of metal.
Room Type: Building
Affiliate to: Workshop or Metalworks
Place: IGround
Cost: 2 Stone, 1 Wood, 2 Iron



Fletcher's Workbench

Info
This is where most ranged weapons are made (except the sling with would be made by a tailor.

Appearance

[Image: 951964_bd9245f8.jpg]
An idea of the types of equipment that would need to be in a fletcher's workshop.

Stats
Highlight: Produce bows.
Function: Fletchers would work here producing all types of bows and crossbows
Room Type: Building.
Affiliate to: Workshop
Place: Ground
Cost: Wood 2, stone 1, Iron 1.

I know this is a lot of room buildings but and I could have done them all in separate threads but I felt this could bump other suggestions off the bottom of the page and cause them to get missed so I put them all in here as they're all fairly similar, workstations for building weapons and tools.



EDIT: I forgot one:

Drafting Table

Info
This is where new manufacture-able items can be researched.

Appearance
This would look like a table with drafting plans on it, could also be used to store the plans for all researched items, but some sort of shelf would be best for that.

Stats
Highlight: Research new manufactured items.
Function: When a worker is assigned to this station, you can set up research paths, eg research swords to develop a better sword, the exact end result can be random, in the case of a branching research path (for an example of my branching research paths idea read my post here. If no category is set then a random category will be chosen automatically.
Room Type: Building.
Affiliate to: Workshop
Place: Ground
Cost: Wood 2, Iron 1.
[Image: 11619898803_7d3a89e6bd_n.jpg]
The Golden One!
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#2
That lathe animation is really cool. It would be awesome to have some benches be different like you show for certain weapons. So like metal items (axe heads, swords, etc) would be made on an anvil, items that are from wood (spear handles, axe handles, etc) would be on a lathe, and other items made of wood that you wouldn't use a lathe for necessarily like a bow or dagger handle would be done at a carving station.

Not only would this make you have to really use a good bit of space for the room, but it would add a bit of realism to the game instead of 'here's a crafter sitting at a magical bench that is capable of making everything.
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#3
I agree. I'm also modifying my OP because your post made me realize there's a work station I forgot.
[Image: 11619898803_7d3a89e6bd_n.jpg]
The Golden One!
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#4
I have to say I like this idea a lot, it is simple and organized Smile And a great add-on to the Metal Works Room that only have the iron smelter there atm Tongue
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#5
Yup, although you'd have to rename that room as "Workshop" as there's a whole lot more going on in there then metalworking, if you're implementing all of this.

We'd also probably need some more items, such as cloth, leather, and some sort of fiber that could be woven into cloth for some of the armor type equipment to be made out of, depending on exactly what wearable items end up in the game down the road. Inserting some sort of ranch construct in the farm room should handle the leather needs, by butchering the animals raised there for their leather hide. This could also provide meat as another form of food resource. If we're gonna have the Piggeh's in our dungeon, we'd probably need all the food we can get to feed those fat gluttons and keep them happy.

These additions would also give us some reason to build the smelter as we'd need the iron stock it produces for the forge stations to function. You might need to make the coal demand curve for adding new imps more shallow though as coal supplies could become a problem if we start using lots of it in smelting and forging metal items, but still need large amounts of coal in order to have enough imps to do these jobs.
[Image: 11619898803_7d3a89e6bd_n.jpg]
The Golden One!
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#6
(25-01-2014, 09:25 AM)Seriously Unserious Wrote: Yup, although you'd have to rename that room as "Workshop" as there's a whole lot more going on in there then metalworking, if you're implementing all of this.

Very true!
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#7
(25-01-2014, 09:25 AM)Seriously Unserious Wrote: We'd also probably need some more items, such as cloth, leather, and some sort of fiber that could be woven into cloth for some of the armor type equipment to be made out of, depending on exactly what wearable items end up in the game down the road.

I was actually thinking these types of things would end up in another room. I was planning on posting my suggestions for this over the next couple of days as it involves a lot of details, and may need to build some graphics for it too.
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#8
Added to Ideas & Game Features list.

Well interesting, but what if we could connect armor crafting machine with weapon to have less to put?
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#9
I don't know if having extra machines to make things would increase the need for additional management besides having to build the machine itself. Plenty of other games have individual buildings or benches for making different weapons and armor. I guess the biggest question is will these take up too much space? I kind of like the idea of having to expand a room to be able to add more production capability. This way you really have to build the room based on your needs, and expand if the need isn't being filled.
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#10
Plus you can always self-specialize your workshops by building several and have each equipped with workstations based on what raw materials are closest at hand to limit the imps needing to make long trips to a distant store to get a needed crafting resource, such as building a workshop that's gonna contain a tailor near the store where the leather from a farm room that produces leather stores it's products at.
[Image: 11619898803_7d3a89e6bd_n.jpg]
The Golden One!
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#11
Hmm, when remaking my idea of having Blueprints I thought that having many buildings in Blacksmith (which is an official name for Workshop, Metal Works probably be for something else or renamed to Blacksmith, will see how many buildings will be made for both Rooms in the future) could give us possibility to work out on divided depending on types of Blacksmith Building different Blueprints.

I mean:
At the start you don't have any Blueprints, but when you build for example a Weapons Forge, Blueprints with weapons (only) will appear as possible to be designed (of course will appear like in DK 1 as question marks, as more evil points you have as better weapon Blueprints will appear to be designed).

(25-01-2014, 09:38 PM)Seriously Unserious Wrote: Plus you can always self-specialize your workshops by building several and have each equipped with workstations based on what raw materials are closest at hand to limit the imps needing to make long trips to a distant store to get a needed crafting resource, such as building a workshop that's gonna contain a tailor near the store where the leather from a farm room that produces leather stores it's products at.

Yeah, this also would be helpful, we could built Blacksmith in different places each with different Room Buildings. +1
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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#12
Yup.

Although the term "Blacksmith" isn't entirely appropriate here. That term refers to both a person who forges iron into tools by hand, and to the type of workshop where iron is forged. I believe the term also got transferred over to working with steel as well, which is an alloy of iron anyways.

That's why I went with the term "Workshop". It's a more generalized term that can refer to any place where goods are made.
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The Golden One!
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#13
In this case it's ok, Blacksmith is not making Leather clothes or bows, well from there we could know what Blacksmith is doing: http://www.reference.com/browse/blacksmith.
However I prefer to have different from DK names for Room that also would be adequate (Manufactory, Craftsman Room?), but yes Workshop fits the best for a Room where any crafting things are done.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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#14
So where we're at now seems to be:

Add to Metalworks Room:
Blacksmith Forge
Weaponsmith Forge
Armorer Forge

Create New Workshop Room For:
Fletcher's Workbench
Polturner's Workbench
Tailor's Workbench
*Possible* Carpenter's Workbench (should it become necessary)

Available for Both:
Drafting Table
[Image: 11619898803_7d3a89e6bd_n.jpg]
The Golden One!
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#15
My idea here is to keep it as simple as possible, we could make the different buildings in depending on what material they need, why I am proposing this is because I want to avoid having more than "one step" in creating a item, so what I mean is that I don't want items as a part of a armour travelling between different buildings. What I could agree on is that when creating a metal armour for example it will require ropes and iron ingots, but also an already created leather armour.

So if we have a "rope maker", not sure what to make the rope of just yet, but I imagine many plants can probably be used for this, so then we need a plant to make rope of.
The leather armour could be produced from almost all animals with a thick skin, pigs have been proposed, I am also thinking about some natural (non-aggressive) free roaming creatures in the dungeon.
So for this we would have 4 new items that probably can be used for other things as well, the "pigs" could be used both for food and for its leather, so this could be two in one. Then we have this new plant to make rope of, the rope could be used for bows and all kind of armours, the question is if maybe we could make the rope in the farm room, being able to farm a plant that could work as rope directly?

Wooden workbench:
- So what I have planned is a very simple first time weapon and armour, a wooden armour, wooden club and a wooden shield. The club and shield could be created directly out of wood, the armour would probably need both rope and wood.

Tailor workbench:
- The next step for armour is leather, this would require leather and rope.

Blacksmith's Forge and anvil:
- Then we have the iron armour, this would require iron ingots, a leather armour and rope for the armour. Weapons would most likely require only wood and iron ingots.

Special Workbench? (Feel free to come up with name and appearance)
- This could be used to craft special armours, like the bone armour or something else. The bones could be taken from dead enemies.

Hmm, I found this article about making armour that could help us out with some extra ideas Smile
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