Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Domitian

Pages: [1]
1
DF Gameplay Questions / Hauling fixes?
« on: June 11, 2013, 10:27:35 am »
Heya guys,

I decided to pick up DF again after stopping last year due to the hauling changes. I foudn the game to be too inefficient to be fun now that dwarves were hauling barrels to the pond to pick up a single fish, followed by going back for the wheelbarrow, and then returning ... rather than just picking up the damn fish and bringing it back like they used to. Between than and the job cancellation spam, i just found the game to be more about finding work-arounds to these problems than having fun.

My question is, has Toady mentioned anythign about fixing hauling for the next release? I'd really love to play this again, but i just cant do another layer of micromanagement in order to work around the bugs. I hate to think that these issues are being overlooked in favor of more features, as they make the game unplayable for me (having one dwarf love 50% of efficiency when you only have 7 dwarves is killer).

If not, does anyone know a mod that fixes these hauling issues?

Thanks guys!
-D

2
DF Gameplay Questions / 34 Hauling and the future?
« on: September 18, 2012, 10:05:04 pm »
So i've just come back to DF after a few months away (travelling on business) and apparently there have been some massive changes to hauling. I know i'm last to the party and everyone knows this and the problems (or features as some say  :)) with this.

So my main question is: Has there been any word on if fixes/changes are planned for the issues with hauling jobs (like requiring 2-3 more trips due to having to haul barrels/bins TO the item to be hauled? Or worse yet the farming procedures with barrels now)

The part of DF i always liked the least (and avoided the most) is setting up all the stockpiles, etc. Before this could be done in 10-15 minutes once the core of my fort was dug out and then pretty much ignored for the rest of the game... now following people's suggestions will take twice as long as i need to put a bunch more stockpiles, and then figure out linking stockpiles and such.




3
DF Suggestions / Realistic Aquifer flow rates?
« on: January 21, 2012, 01:19:14 pm »
Ok, first, i've searched the forums and the top suggestions list and didnt see this anywhere, but then again i didnt spend an hour looking through every post ever to mention "aquifer", so if this has been posted before i aplogize in advance.

Aquifers are a fairly contentious topic from what i've seen on the forums. People either love them or absolutely hate them. Personally, i quite like them in theory but am not a huge fan in how they affect the game in execution. The main issues i see with aquifers, as they currently sit, are their capacity and pressure/velocities. Capacity seems to be an issue which is best ignored for game purposes, as I doubt anyone wants to have the game spend time calculating replenishment due to rain or more advanced concepts like hydrolic conductivity and porosity. For that reason it seems completely rational to describe an in-game aquifer as infinite.

However, what seems off and (hopefully easily) adjustable to me would be the velocity at which an average aquifer flows. Now, i'm no expert in the matter (i could ask one at work if it would help the discussion) but my experience has been that water tends to move out of an aquifer at a very low rate, typically less than a meter per day. The flow in DF seems to be on the increadibly high side. Almost more like striking an underground river than an aquifer.

Admittedly, it may be my perception of DF Timehttp://df.magmawiki.com/index.php/Time that is off, i'm not sure and maybe someone with more understanding of DF time could chime in here. In any event, i would love to see the aquifer flow rate reduced to allow for a little reaction time as is typically seen in the real world (then again ... i've never seen anyone build a waterproof wall so quickly in the real world either!  :D).

Thoughts?

Edit: I guess i should add the idea here being to keep the usefulness, annoyance  ;D  and planning required when dealing with aquifers while reducing how effectively they can destroy an entire fort in such a short time (like tunneling into the Amazon)

4
DF Suggestions / Dwarf list screen
« on: January 05, 2012, 12:11:46 pm »
I've been enjoying DF for about two weeks now but one important feature seems to be missing: a "View Dwarfs" screen. Therapist does a good job of listing my dwarfs when i want to change some skills, but there are many times when i need to view a list of my dwarfs in game or track down an individual dwarf without searching the map for him. Most recently i ran into this frustration when trying to set up my military and wanting to view each Dwarf's relationships. Currently (unless i'm missing something) this requires tracking down each dwarf and viewing them ... a tedious task with just over 50 dwarfs ... let alone a capped out fortress.

My suggestion is just a simple list screen with all of your dwarfs (listed similar to the choose noble screen) and perhaps the job they are currently doing (although i could live without this). Scrolling over each dwarf would give all the typical options of view dwarf, change job, zoom to dwarf, etc.

I hope this would be easily implemented as all of the features required for the list already exist in-game, they are just not found in an easily accessed location.

Thanks, and additional suggestions/suggestion modifications welome.

-Dom

5
DF Gameplay Questions / Dwarf Relationship viewer?
« on: January 04, 2012, 11:57:42 pm »
Hello all.

I'm trying to set up my military (3rd Fort ... 1st Military :D) and everything i read on the topic recommends avoiding enlisting dwarfs with strong relationships (i have a few Mothers as well). I've used Therapist to rename my proposed 10 conscripts so i can easily identify them ...

The problem i'm having is viewing each of these dwarfs to check their relationship status and disease resistance. I can't find a screen that lists all my dwarfs that i can scroll through easily (if this doesnt exist it seems to be huge missing feature!). Does one exist? If not is there something similar to Therapist for relationships? Other suggestions? Would be great to have this all in once place!

Thanks
-Dom

6
DF Gameplay Questions / Literal Newb question - world gen and embark
« on: December 30, 2011, 02:30:58 pm »
I am just starting this game and have VERY little clue what i am doing (besides reading the wiki and tutorials), so if reading questions that will likely seem increadibly stupid to an experienced player annoys you, go ahead and click the back button now.  ;)

Ok, so i've been "playing" DF for a day now ... and by playing i mean reading tutorials, downloading addons (DFHack and Therapist) and generating new worlds looking for:

X Dimension: 4
Y Dimension: 4
Savagery: Low
Evil: Low
Elevation: N/A
Temp: Medium
Rain: N/A
Drainage: N/A
Flux: Yes
Aquifer: No
River: Yes
Shallow Metal: Multi
Deep Metal: Multi
Soil: N/A
Clay: N/A

Now from the tutorials i understand that i want soil or clay as well, but with 5 differrent worlds now returning no results with those parameters, i eventually turned Soil and Clay off hoping to find something. Bottom line: Every world but one so far(4/5) the search ends with Aquifer:No highlighted red with no results and the world that did return flux with no aquifer had a cold temperature.

Am i doing something wrong? What should i do to find a good start location? Am i just having bad world-gen luck? I'd really like to try embarking, but i dont want to make what is already a steep curve even more vertical... =P

(Also as a side note- i read somewhere that DFHack is supposed to make finding good embark sites easier, but i cant figure out how to enable this functionality ... any help there would also be appeciated).

-Dom


Pages: [1]