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.

Messages - Troas

Pages: 1 ... 18 19 [20]
286
DF Suggestions / Add a (traded) filter to the Trading UI
« on: January 13, 2008, 10:41:00 pm »
When performing a series of trades (especially with the human caravan) I'd like the ability to filter out anything I've traded to them from their list of offerings.  This needs to be toggleable - if a noble decides on a last minute export ban I need to be able to get traded items back, but otherwise I have no interest in viewing what I've traded to him.  

Note that while a "made here" check/filter would also be nice (and the current color coding of that flag does help), you still have a problem when trading a mass of large/narrow clothing looted from a broken goblin siege. However a "dwarf useable" filter toggle in combination with a "made here" toggle would deliver >95% of the filtering needed.  

Excellent work on the Trade UI by the way - it is much improved from the earlier version.


287
DF Suggestions / r - building list request
« on: February 14, 2008, 09:14:00 pm »
The Building List (r for view Rooms/Buildings) would be much more useful if it allowed you to zoom to the building in question - similar to the way the unit list and job list works.

288
DF Suggestions / Re: Scavengers on sieges
« on: February 14, 2008, 09:26:00 pm »
You might wind up with extra tantrums as a side effect of this - if the scavengers make off with masterwork equipment your artisans may get irate.

289
DF Suggestions / Trade Liason Ammo request
« on: December 26, 2007, 10:14:00 pm »
Currently when you request ammo from the liason you can only specify "bolts" and they bring iron/steel (re: war) bolts.  I'd like to see a second category - wood/bone (re: practice) bolts.

290
DF Suggestions / Re: Reserving ores for the best miners.
« on: January 06, 2008, 11:28:00 am »
As a followup suggestion on implementation of this idea:  expand the z-stones menu to include non-economic ores.  For each ore have a P for digging profile similar to workshop profiles - where you can set a minimum/maximum mining skill to dig the ore.  This way you can reserve common stone for training new miners and useful ores for your more talented miners.  

As a side effect you'd have a hook for purists to specify that no furniture/walls be made of a certain stone in the fortress.


Pages: 1 ... 18 19 [20]