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Messages - Domitian

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1
DF Gameplay Questions / Re: Hauling fixes?
« on: June 12, 2013, 01:04:21 pm »
I like that idea. Kids should be useful for something!

2
DF Gameplay Questions / Re: Hauling fixes?
« on: June 12, 2013, 11:04:12 am »
Hm, that would likely help some (turning off hauling), but it isnt something i typically like to do until i have enough immigrants to afford dedicated haulers. Hate to turn that off on one of my 8.

3
DF Gameplay Questions / Re: Hauling fixes?
« on: June 12, 2013, 09:35:09 am »
The idea behind the hauling changes are indeed good. I think the problems are from bugs in the logic behind dwarven decision making. I can't imagine Toady intended dwarves to haul the heavy object (barrel/pot/etc) to the light (armor/berry/fish/etc). What i'd truly like to know is if Toady sees this as something that needs to be fixed (and plans to) or if it is working as intended.


4
DF Gameplay Questions / Re: They don't haul
« on: June 11, 2013, 01:43:12 pm »
Double check that the dwarves have access to the area (i'm sure they do), aren't restricted from doing there (by doors or settings) and that your stockpile settings are correct. q the stockpile and go back into the custom settings and check that all of the items mentioned in the guide are (e) Enabled

5
DF Gameplay Questions / Re: Hauling fixes?
« on: June 11, 2013, 01:15:56 pm »
Well if the container's are light, that won't matter much. I haven't seen much job cancellation spam (there's much more farmin related job cancellation). Also, now dwarves can pick up many items in a short time instead of going to the stockpile with one item and coming then to get another one.

I've been having more of the negative consequences than the positive. Its frustrating to see my guys haul valuable containers outside to pick up single items.   :P

If it combined the new features (multi-item pickup, etc) with the logic of the last system (carry individual items by hand) it would be a great system.

6
DF Gameplay Questions / Re: Hauling fixes?
« on: June 11, 2013, 01:13:41 pm »
Feel free to re-read my post and then understand that you are quoting something i never said. I never said broken. But it is definitely bugged.

Job cancellation spam and absolutely counterintuitive hauling (again, hauling the big item to the small item) are bugs. Unless of course one would natually take their dresser to the laundry room to put away their clothes (and then return the dresser to the bedroom of course!).

And rather than reply with more flames, just move on. I'm asking if anyone has any insight as to whether further changes to this system have been mentioned for the next release or have been modded, not a debate on the definition of bug. 


7
DF Gameplay Questions / Re: Hauling fixes?
« on: June 11, 2013, 11:53:42 am »
I guess i jsut liked the relative simplicity of the hauling system before. The game now feels more about micromanagement of hauling. I dont want ot have to manage every individual item type in the process where before i could just set 10-15 main stockpiles, now it seems i need small stockpiles for every individual item.

Oh and i'll ignore the troll first comment.

As to my original question; has there been any mention of continued development of this system or does it appear that we're stuck with what we have for the forseeable future?

Thanks!

8
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

9
DF Gameplay Questions / Re: 34 Hauling and the future?
« on: September 19, 2012, 08:38:48 pm »
Blargh. All of that is way more complicated than i was hoping for. I get that Toady is always trying to make more realistic systems ... but sometimes realism seems too much like "work".  ;)

I miss my super-dwarves!

10
DF Gameplay Questions / Re: 34 Hauling and the future?
« on: September 19, 2012, 02:58:17 pm »
I'm sure noone knows for sure, but I am hoping someone who is a regular on the boards may have seen something.

As you say, no one knows for sure.  However, I would not expect a fix anytime soon.  This version has been out for several months already, if it was considered a critical bug it would have already been addressed.  Plus, there is a simple workaround that mitigates the problem.  So basically, it's a mildly inconvenient idiosyncrasy.  These are the building blocks of Dwarf Fortress.

Whats the workaround?

I would like to know as well. The only workarounds i've seen involve a ton of linked stockpiles and i unfortunately dont have the patience to get that set up (and then debugged when i inevitably set it up incorrectly).


11
DF Gameplay Questions / Re: 34 Hauling and the future?
« on: September 19, 2012, 09:02:12 am »
Ya, i started to see that yesterday and, between the massive inefficiencies in farming and gathering, I ended up shutting the game down for now. Building, exploring and dealing with the typical dwarven "events" that take place were what i find so amazing about this game ... the micromanagement of stockpiles were something i just put up with for a few minutes to get on with the game.

The major question for me is: is this considered a major problem that they (Toady) are working to fix ASAP, or is this either too large to fix quickly, or considered minor for most people and will therefore not get fixed for quite a while? I'm sure noone knows for sure, but I am hoping someone who is a regular on the boards may have seen something.

Thanks!

12
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.




13
DF Modding / Re: [0.34.07a] Mayday's Graphics Set
« on: May 02, 2012, 01:55:26 pm »
Would someone be so kind as to point me in the directon (or tell me if simple) of some info on how to change out the unit graphics from one pack to another.

Basically, i like the walls in Phoebus' set but much prefer the Mayday units. I have no idea how to add one to the other though (using the LazyNewb pack). Any help would be much appreciated.

14
DF Modding / Re: [0.34.02v03] Phoebus' Graphic Set (Updated to DF 0.34.03)
« on: February 28, 2012, 03:52:21 pm »
Just now getting back around to this (work travel   :-[ ). Can anyone point me to a walkthrough explaining how to add graphics from one set to another. Namely i'm just trying to get the latest unit graphics from Mayday into Phoebus. Is it just a copy paste or do i need to worry about tags and such? I would also be interested if anyone has a guide on creating graphics for the various sets.

Thanks!

15
DF Modding / Re: [0.34.01v00] Phoebus' Graphic Set (It "works"!)
« on: February 14, 2012, 09:53:12 am »
Any chance you could include Mayday's new version (unit graphics! :D )with your next version update? Unlike just about every other DF player, i don't like tinkering around in the game files ... hence why i use wonderful tools made by our genius modding community.   ;)

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