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Topics - gimlet

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1
DF Bug Reports / Normal materials clutter craft workshop
« on: August 27, 2006, 01:50:00 pm »
When making arrows out of bone, just the stack of 5 dog bones causes the workshop to go to white CLT.

Also, it's dashed annoying when the bones disappear from inside a workshop, for a job that is currently being performed with the dwarf working right there.  Especially if the bones were from an animal just butchered 1 day beforehand.  Ah well, it's a mysterious world...


2
DF Suggestions / On the assign dog screen, please display number already
« on: August 26, 2006, 11:56:00 am »
I went in for dogs in a fairly big way, and like to make sure my best dwarves and squad leaders have an appropriate amount of dogs.  It gets hard to keep the numbers right after the dogs get killed/die of old age.  So it would be helpful if on the assignment screen, the current number of war/hunting dogs attached were displayed.

Another idea would be to have a toggle "Automatically Assign Replacement Dogs" - so when an assigned dog is killed, a replacement is automatically assigned if/when available.  (To avoid lag constantly checking, perhaps only check once a week, also so that when a dog is trained, there's a little time to assign it to someone else first.

Also, ideas for new jobs to assign to the kennels.  (I use dogs, this could be for any animal type):
1) something like "Examine and treat dogs",  would allow some increase in overall dog longevity, based on the Animal Care stat of the dwarf assigned.

2) "Breed dogs" - select "Longevity", "Detection" or "Fighting Ability" say, and then over the generations gradually increase these qualities in new puppies.

3) "Cull cats" - list current number of stray  cats, and pick a number to chase down and kill.  Hilarity can ensue, as the aformentioned cats may object to this   :D


Also, when the dwarf and animal numbers start to get high, I would rather set policies rather than micromanage this all the time.  So perhaps a new noble "Beastmaster" or "Herdmaster", with a policy screen perhaps to include:

Auto-set X dogs to each squad leader.  (may need a toggle on the squad screen for "accept dog assignments All/Leader only/None")
Auto-set X dogs to each squaddie.
Auto-set X dogs to each Fortress Guard
Auto-set X dogs assigned when a dwarf reaches [Master] skill, if he is currently assigned fewer.  (Skill level should be selectable)
Auto-set X dogs assigned when a dwarf reaches [Grand-Master] skill.  (I think 2 levels of assignment here would give enough flexiblity without overloading)
Cull wardogs above X.  (kill the oldest of the type).
Cull stray dogs above X
Cull cats above X
Auto-Butcher cattle above X.

This would also let players control/slightly expand animal numbers to control lag.

Also, some good demands for the noble could be:
"Capture a live wolf"
"Breed the wolf with dogs to improve the breed"
"Train x war dogs"
etc.

[ August 26, 2006: Message edited by: gimlet ]


3
DF Suggestions / Dump dwarf names to a txt file
« on: August 21, 2006, 07:36:00 pm »
As a quick'n'dirty stopgap until the dwarf profession searching and nicknames and stuff, I would be fine keeping track of jobs/skills/roles by hand if I had lists I could keep in Notepad or print out.  It just gets too much to write or type each of those funky names when it gets near 30.

I would suggest the same order as the nits screen, in a similar format (ie Name, Class, but no current job)...


4
DF Suggestions / More control over key repeat timings
« on: August 21, 2006, 05:34:00 pm »
The current HOLD_MS helps with removing the unwanted repeats, but it is a delay between *each* repeat then.  When I set it to 220, it fixes the unwanted repeat, but then scrolling across the map/through menus became 50% slower  :(   This makes the [d]esignate especially painful.

So, if feasible, I propose expanding the init file control over repeat:

KEY_HOLD_MS - delay before held key first triggers repeating
KEY_REPEAT_INTERVAL_MS - after 1st key hold time is satisfied, this is the "repeat rate" in ms basically.


5
DF General Discussion / Lots of "Job Item Lost or Destroyed" messages
« on: August 15, 2006, 11:25:00 am »
Every once in a while, I'd get a few of these:
Etur Udibag, Mason cancels Store Item in Bin: Job item lost or destroyed.
Etur Kƒkdal„s, Peasant cancels Store Item in Bin: Job item lost or destroyed.
—shrir Tet¢thathel, Miner cancels Store Item in Barrel: Job item lost or destroyed.
Deler B–nemal†th, Metalsmith cancels Store Item in Bin: Job item lost or destroyed.

Does this mean the item he was trying to put in the container was lost, or just that there was no free container to put it in, and my precious item is still safe?


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