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Messages - Tsumi

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1
Hey just a heads up, It might be a good idea to take me off the list. RL has gotten very hectic recently and I won't have access to a computer or internet for a while. Sorry to be a bother, don't want to slow things down so I thought I'd let you know I won't be able to take my turn.

2
Alright, so a turn is one game year correct? also how do you feel about quantum stockpiles?

(note^^ I don't go crazy with them anyways, but I know a lot of people don't like them.)

3
Alright ^_^ well in that case I look forward to this! Anything in particular I should know? Rules or restrictions and whatnot? o.0


4

I think having ALL your dwarves being full time workers with obligations to your every whim unless they're taking a break should only go so far. In the first few years, when you're still in expedition mode with only 7 dwarves that makes perfect sense, but at some point I think that setting some of them aside to do whatever they want should work better.

Again, my main idea is that you could let go of some of these dwarves at some point. I wouldn't mind your idea about making shifts for your dwarves to work under, but I would still want to tell some of them to do their own thing completely on their own.

Yeah I agree completely, when the fort is small it makes sense to have everyone working, but as it grows it makes sense to switch out. Also I didn't specify what they'd be doing on their free time. Just that they would (if they felt like it) be able to throw parties then without affecting the completion of vital workshop tasks. I think It'd be great to have them be able to choose for themselves, maybe if they are in a foul mood, they'll throw a party, socialize and get their mood up. and if they are already happy they could do other things, including (but not limited to) working on their own accord.

My only quarrel with them working on their own would be them using up materials that were meant to be used in other reactions. So in all honesty if they were to be made capable of working on their own time I'd like to see a toggleable option on stockpiles to allow or block freelancing jobs.

5
DF Suggestions / Re: Supply, and not Demand. Base for an economy.
« on: May 30, 2013, 02:13:20 pm »
I know this is an old thread, but rather than post a new one, I'll toss my ideas around here.

One idea I had for getting a simple economy running, would shift prices depending on both how many of an item are in the fort, and how many are needed by the population. I'm sort of at a loss for how to explain it so here's the equation that slipped through my head applied in an instance of weapons.

EX1:
Your fortress has 6 well crafted aluminum spears, 20 total population (10 military, 10 civilians), 3 military dwarves with spear skill, 5 unarmed military dwarves, 8 unarmed civilians, and 4 others. The 3 speardwarfs have the highest need for the spears as it corresponds to the skill they prefer, the 5 unarmed military dwarfs also have a relatively high need for the spears no matter what their skill preferences are (at least they'd have a weapon), the 8 unarmed civilians don't really have much use for the spears, and the 4 others have no interest in them at all.

So I set the modifiers as follows along with their variables for the equation.
3 speardwarfs == A*2 
5 unarmed military == B*1.5
8 unarmed civilians == C*1.25
4 others == D*0.6
base value of item == E == 1440
Total population == F == 20


[A*(2 * E)] + [B*(1.5 * E)] + [C*(1.25 * E)] + [D*(0.6 * E)] == Y / F == Finished price

[3*(2 * 1440)] + [5*(1.5 * 1440)] + [8*(1.25 * 1440)] + [4*(0.6 * 1440)] == 37296 / 20 = 1864.8 price per unit

Of course the values would probably have to be tweaked around some in order to properly balance it for the entire trade system, but for starters it gets the job done. The price of the spears goes up because there is more need/want for them than there is supply.

ALSO!!!! >>>>>
I'm aware that this is not ACTUAL supply and demand, but it functions well enough (i think) to accomplish what needs to be done in this aspect.

This seems to work especially well with items dwarfs equip to their person (Weapons, armor, clothing, picks, axes). But I could also see this working with trade as well (caravans) by assigning values for how easy certain items are to get in certain civilizations.

For instance say your modifier values ranged from 1 - 5 (horrible values really, but for examples sake) each civilization could be ranked as to how easy (or hard) it is to produce certain items, the higher the value, the harder it is to get the item. So something that only elves produced would be marked 1, and every other civilization would be marked 5. using the equation above, this would set the price QUITE high for anyone other than elves.


ANYWAYS!! ENOUGH RAMBLING!!
tl;dr  all in all, this is basically a glorified (weighted) percentage equation, but it seems decently equipped from what I can tell, correct me if I'm wrong. I'd love to hear your thoughts!







6
If (WHEN) the economy returns, I would love to see a shift type management system. It wouldn't really give more control over individual dwarfs, but it would make a more practical labor system. It could be set up much like scheduling in the military.

Create a shift and add dwarfs to it, then toggle the months which they work and don't work. When their shift ends they'd finish their current job and head off to wherever dwarfs go when they aren't being forced into manual labor. :P Their down time would give the other dwarfs a chance to level up vital skills as well as giving the off-the-clock dwarfs a perfect time to throw all the parties they could want to, which I can only see as a way to boost social skills.

Not to mention that using the above method would render this a completely optional feature, so people who didn't like it wouldn't have to use it. Although the addition of a few other moodlets would be nice: Bad thoughts from prolonged shifts, happy thoughts from longer breaks <<<--- or more frequent breaks.

7
DF Suggestions / Re: A Proper Nerf for Quantum Stockpiles
« on: May 30, 2013, 04:27:48 am »
I really like quite a few of the ideas here, how about another mixed solution:

-Let there be a max space (volume) on each tile
-Any more and  the excess items would shift (collapse) to an adjacent tile
-Once a tile is "full" the tile solidifies, becoming impossible to path through
-Dwarves would take a penalty to their speed while retrieving items from tiles with higher item counts

Now let me explain my reasoning on a few things. I say volume for the space on a tile because logically it wouldn't make sense to limit by item: 10 Statues vs 10 seeds. and I say item count for speed penalty because if you had 10 statues vs 200 seeds on a single tile it would be simple to locate the statue compared to the one seed you were looking for.

Anyways that's just my idea, I like quantum stockpiling but it's incredibly over powered. I have a fortress now with a single quantum stockpile that I made as soon as I embarked, every item (other than refuse) is stored on a single central tile with no workshops more than 20 tiles away in my entire fortress. It's just too simple.

8
DF Suggestions / Re: Job priority
« on: May 30, 2013, 04:08:10 am »
A priority system would make micromanagement SOOOOO much easier. It would be great to set primary and secondary labors for each dwarf, but I must say even a simple tier system would do wonders.

Ex: Workshop orders take top priority, followed by constructions and designations, and lastly by hauling and cleaning jobs.

^^^^^ That alone would be amazing. It wouldn't be such a bad thing to have useful dwarfs as haulers then because they would take care of what needed to be done before spending a season or two hauling stones and ores back from the entire layer you just had the miners clear out...

Hah, any type of priority system would be great at this point just to ease up on the micromanagement of jobs.

9
Yay!!! Now to finish reading up on everything that's happened so far... So I'm not COMPLETELY clueless... haha.

Just to be sure, this is normal vanilla DF right? no mods I need to download?

10
Are you still taking new players for this? I'd like to give it a go ^_^ I've been wanting to do a succession fort for a while now. ^_^

11
As they should be >.< I have no idea what I've managed to do... The only options on that screen in my fort was scroll and toggle pet availability. I redownloaded and started a new fort though, and it seems to be fine, but My first fort was simply against me having trained pets I suppose. Oh well, It's fine now anyways.


12
Popping in to say how much I like this mod, and to ask a quick question.

How on earth do I train animals in fortress mode?
It took me a while to find the "ready for slaughter" option, since I had to use view units rather than the Units list. But I can not for the life of me figure out how to train my scarabs/hounds/mastiffs. I have an animal training zone set up, a kennel and have looked around with the animals pastured and not.

Please help, It's driving me nuts....  :'(

thanks in advance.

When you press Z and select Animals, then when you go over an animal that can be war or hunter trained, the options at the bottom will light up. W for war and H I think for Hunting. Then choose a trainer with T, that should get them going!


Yeah... that's what I thought as well... there are no options for that on my screen though... that's what has me confused. When I press Z and go to animals, the options for slaughter and train aren't there. Not even the words... lol. I'm trying a new download now, to see if I mucked something up somehow... heck if I know.

13
Popping in to say how much I like this mod, and to ask a quick question.

How on earth do I train animals in fortress mode?
It took me a while to find the "ready for slaughter" option, since I had to use view units rather than the Units list. But I can not for the life of me figure out how to train my scarabs/hounds/mastiffs. I have an animal training zone set up, a kennel and have looked around with the animals pastured and not.

Please help, It's driving me nuts....  :'(

thanks in advance.

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