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« on: April 05, 2012, 04:46:23 pm »
... if the destination square of any task was indicated in the 'v' panel. I just spent one hour solving 2 problems:
1. my dorfs on break were adamant in going into the wild (evil biome, zombies, picture the odd they stay alive long) toward the top of the map. I did not understood why and had to resort several time to the 'draft to military' trick so they halt their stupid move. After a while I recalled. I set a meeting zone in this corner, in the futile attempt to salvage a wave of migrants (who got butchered by zombise, but this is another story).
If I had the destination square of the on break Dorfs, I would have pictured easily that there was this resting zone there.
2. I struggled also AGAINST the interface for this problem: to identify the remaining items which are not forbidden and lying on the ground (again, zombies, etc. no Urist McHauler, you should not retrieve this pair of socks). I had to monitor Dorfs wanting to go outside, then go to the Job screen, see what they wanted (sheep shoe, dog leather hat, whatever) and then had to go to the stock screen, and one by one seeing which one of the numerous clothes listed corresponded to the item the hauler wanted to retrieve. This was insane!!
And again, if I had the destination square, things would have been so much easier, simpler, quicker.
I wonder why these simple interfaces improvements are not done in DF. Some are there since years, and yet they are not fixed. I think I know part of the answer. As a game developer, Toady has no time to play very involved games, like most of us do. And so these problems escape him. Also, I guess he has no time to read the forum in details. And so the problems remain forever.
The difficulty in DF is learning to beat the interface, and sometime there is no workaround to problems. You have to fight the interface again and again to achieve things that are in the end quite simple to perform. There lies the complexity of DF, not elsewhere.