Production "recipes" involving more than one input material

From a modding perspective.

According to the recent dev journal, an armory can transform metal into plate armor.  Can a building transform two different materials into a single item?  Which of the examples below are possible?

Example Building 1:
can turn iron into plate armor
can turn iron into sword

Example Building 2:
can turn copper + tin into bronze

I ask because I would really like it if the system would accomodate buildings that can combine multiple materials in one recipe.  It might be too much complexity for the standard game, but I think it would allow a lot of flexibility for modding.

Thanks,
Keith

12,880 views 12 replies
Reply #1 Top

Well I don't see why it couldn't be done. Example 1 is just an example of any smithy, though the devs may decide to force the player into picking more specialized forms of a smithy (like having a Weapons Smithy versus an Armory).

As for Example 2, that depends on what materials are going to be present in-game. For instance, the Civilization series forces players to just get a hold of a source of copper in order to produce bronze weapons rather than having tin resources as well. I think it would be an interesting mechanic if some of the higher end recepies would require a combination of raw materials to yield a special weapon or armor which could then be produced and shipped out to the player's other cities.

Reply #2 Top

Yea, shouldn't be hard.  It's just wanted to make sure the idea made its way into the thought process.  Easy enough to do, but if I asked for it post-release and they had already coded everything with the assumption that a recipe was 1 input and 1 output... well, I've had clients do that to me, and the resulting software can be painful, ugly, or both ;)

Reply #3 Top

I hope that a lot of items like this are not hard coded but determined by script so modders can go nuts with it.

My wish would be a hard coded game framework (Network, Graphics, Sound engine), that runs a scripting lang that does everything else.

Sammual

Reply #4 Top



Example Building 2:
can turn copper + tin into bronze


actually, I think that is also how Orichalcum was supposed to be created historically.  I just bring it up since Orichalcum is a mythical fantasy metal that was supposed to be of great power.  So like "copper + tin + magic into orichalcum" could be another recipe.

 

Mithral + Orichalcum into Adamantine

Dimonds + Adamantine into Super-magical-diamondadium or something.  (I couldn't think of something else.  I might have made a futurama reference just now)

Reply #5 Top

Diamonds. The hardest metal known to man! :P

The system described sound slike building blocks. I want a horseshoe so therefore I need a pickaxe to get ore, a smelter to make metal, an anvil and forge to shape the metal. And I need trained people who know how to operate all of the above.

This only has to be as complicated as you want it to be but if things are too simple they start to become confusing because things don't make sense. Maybe your smithy might be making horseshoes and needs no source of fuel whatsoever.

Reply #6 Top

Well Tamren, I don't think keith meant it this to be done on so small a scale as horseshoes :grin: but you do bring up a valid point; it can easily become overly complicated if taken to some extreme. Which is why I was thinking that multiple materials would be use for real high end stuff of uber-awesomness.

Reply #7 Top

Quoting Tamren, reply 5
Diamonds. The hardest metal known to man!

Yeah, but that doesn't count magical metals because....    because diamonds are totally a metal ^_^;;;;   Uh, a carbon metal maybe? ... uh...     well, I'm sure in a world of magic they can figure out how to mix metal and diamonds to create something as hard as (or harder than) diamonds but as tough and durable as metal (since diamond armor wouldn't work with how britel it is)

 

I'm down with the use of materials for high end stuff.  I think that would be an interesting dynamic to the magic item creation process that would come from the master of magic game.  Like certain magical items or effects can only be created with the right materials available perhaps?  The catch I see is balancing what could happen if there is too much monopolizing on certain busted materials.  

Reply #8 Top

I'm still not sure how the unit creation screen works, if I give a guy a sword, is it always made of iron? Or do I actually choose what to make it out of?

I'm hoping its the latter, and not the first, since that would mean we'd have to research swords IV to get mithril swords or something. hehe

Reply #9 Top

I think it's going to be a tree for metallurgy and a seperate one for weapon design quality if the tree's going to have enough complexity to warrant that level of detail, or maybe I'm just projecting my bias on how I think it should be done, in which case, that's a suggestion to give the player a choice between a long, research intensive metallurgy tree with a lot of levels that provide a small bonus to most things, or a tree that lets you focus on one thing for a fairly large gain that is less efficient to overall progression than metallurgy, but is way more focused so you can grab an advantage in a few areas.

Reply #10 Top

To clarify I'm not saying it should go to the level of making bronze out of copper and tin, that was just the example that came to mind.

 

Another more likely one would be something like "fire-elemental-gems + steel = fire-resistant-steel" which could then make fire-resistant-armor or some such.

Reply #11 Top

Another more likely one would be something like "fire-elemental-gems + steel = fire-resistant-steel" which could then make fire-resistant-armor or some such.

Personally I think more of, "fire-elemental-gems + steel = cooking oven"...

 

But yeah, I like your idea. :thumbsup:

Reply #12 Top

It's a very neat idea, and something that should be needed for a lot of the best items. For example, I see magic items as needing a specific gem being added to function properly, so you might add a sky stone and a sword to make a fancy air elemental sword. In contrast, more mundane stuff would be better as a simple procession from resource to item to whatever it ends up being used to produce. Not that I don't want fancy metallurgy to be possible, but the stuff it makes should be very nice.