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DF Suggestions / Re: Trade improvements
« on: February 20, 2014, 01:20:27 pm »By the time I start making trades worth 23k, I have two brokers with at least master level.That would make the order of trades a bit less important
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By the time I start making trades worth 23k, I have two brokers with at least master level.That would make the order of trades a bit less important
Hilariously I'm somehow unaware how one would go about selecting items without selecting bins...Your broker gets skill each trade, so you're better off making lots of smaller trades. It also makes the merchant happier which can affect the prices you see. So I start out buying a couple logs (worth 6) for some cheap rock craft (worth 10) and work my way up the value chain as the merchant gets happier. Not sure if it makes a huge difference in how much I pay, but it does skill up the broker nicely for next time.
Not like I have the experience of selecting around several hundreds, even thousands of items per trade, so as to give the merchants required profit of roughly 50%
But then again maybe I am.
Bins, in my forts, generally serve to reduce stockpile sizes, and decrease the time it takes to haul items to the depots.
w/out the use of bins, such trades would only be possible by using metal based crafts witch are a waste
or there would be nowhere enough time to get the required amount of goods to the depot on time
I generally buy all metal bars - cloth - leather - plants - fish - wood - and w/e the hell else I feel like in trades.
This brings my checkout totals to around 23k in mature forts - gems are too much of a pain in the ass, so I only tend to use raw green glass exclusively, as I can produce it in vast quantities.
23k checkout means I need to go through and manually choose hundreds of items to make it up to around 34.5k, or the trader usually won't accept, irregardless of broker levels
It's a pain in the ass and excessively time consuming
Not to mention manually removing clothing that I've produced, splints and crutches I don't care to reproduce, varifying material for elvish trades, backpacks, quivers, flasks, ect
meaning I have to go through and manually check every single item - making it more time consuming then it already is
The fix is exceedingly simple as I've outlined.
As I've stated before, I'm not a programmer, but I believe it would be easy to implement and one could take similar code from elsewhere.
Namely the current job selection system that noone uses. When in the job selection, pressing "enter" on something like farming, crafts, metalsmithing, ect - expand the menu - to furnace operating, black smithing, weapon smithing, armor smithing, metal crafting
enter in the expanded menu select an item
"shift+enter" over a category - selects the category as a whole.
how hard would it be to adapt this code to the trading menu?
In my opinion, the whole trading, and much of the crafting systems, need to be replaced as dwarf fortress evolves. However, improvements take time, changing systems take time, I'm more than satisfied with the current speed at witch Dwarf Fortress as a whole is progressing. It's definitely something I'm looking forward to.
Thats not even counting the fact that trading is a very low priority change. Other systems are far more interesting to see take place. Improved economy, religion mattering, the army system, the world around you not being completely frozen since world gen ended....plenty more exciting things.
That said, this would make the current system less excessively time consuming. Witch would improve the experience. Less wasting time with traders, and more accidentally having fort implosions because you used the wrong dwarf to apply fortifications to the magma forge channel is damn good thing in my book.
Set up a Nursery (a hospital-like zone that should be stocked with toys and milk, tended by someone with labor akin to Animal Caretaker) and moms will drop off their little ones at times depending on their personalities. An impersonal workaholic might never see her baby again, but most are more attached than that. Militia Mom would get unhappy thoughts from not seeing the tot after months of patrol, and so on. (BTW, I think Dad should get unhappy thoughts from long bouts of separation, too.)Dwarfs are identical in physiology between male and female with the only difference being beards. This is not an uncommon idea in fantasy in general.In some settings, not even that.
A designated babysitter eliminates the need for all women to stay home with the baby. In fact, many noblewomen IRL had them so they could get on with ruling and business and things.
I think the better feature would be to add more caste-specific definitions of entity behavior to the raws, which would enable a lot of other things. For instance, a full-blown antperson civilization could ensure that only soldier castes got military roles, and the worker ants don't wind up in the majority of battles just because there are more of them.I concur with the one whose name is immaterial. With the Humans & Cave Spider Civilization example from the wiki, I thought arbitrary entity tags could be sloshed around castes. Maybe the stuff about professions cannot, which means making it so qualifies as a suggestion.
A convenient, easy-to-use UI in Dwarf Fortress?! This is madness!Halfway sensible dwarves?! This is madness!
In a more serious vein, I think this counts as polish, something for Toady to do later on when more of the core game is fleshed out. I mean, I'd be happy if it did get implemented, but there are other things I want more immediately, like Adventure Mode survivalism or halfway sensible dwarves.
I don't think you understand... Currently we define a macro using Ctrl-R and playback using Ctrl-P or Ctrl-U, one or two digit count, Ctrl-P.You're right, I completely mis-read that. I was imagining those folks who duplicate their instructions within the macro using a text editor (to dig down 20 z levels or something).
If you use the Ctrl-U and count method, I'd simply like for the remaining playback count to be displayed instead of simply blinking "Play" as the macro runs.
No extra variables. No loop control for use defined macros. Nothing that you mentioned. Simply display the count (that Toady needs to maintain anyway).
The macro capability of dwarf fortress is usable, but a minor tweak would make it better. Currently when a macro is running, you display a blinking "Play" on the screen to indicate so. But since macro playback can be a bit slow, if you have a large repetition factor, the duration of the macro is unknown to the player. How about also indicating the current count on the playback. Or perhaps the number of repetitions still to execute? That way the use would still know that a macro is playing and be able to estimate how much longer the playback will take.This would require Toady to implement variables in the macro language (which I don't recall seeing in there) and a variable monitor mechanism in the interface. Although looping and conditional execution would be nice, it's probably not in the foreseeable future. There are external tools that do this (I think they function as keystuffers so that the internals of the macro are hidden from DF).
Haven't seen it since Second Edition, so I'll defer to the more recent sighting.It really depends on your preferred source material. Tolkein (and thus D&D) dwarven females have beards. Narnian female dwarves, which aren't even confirmed to exist at all, do not have beards.Explain female dwarves.They have beards too.
Not in vanilla they don't, thank god.
-snip-
I have a fourth-edition monster manual volume 1 with dwarves in it that strongly suggests otherwise.
I still like the idea of ladybeards, which I have modded in.
Yes, the books have been around since antiquity. Didn't help much until a steady stream of practice-patients arrived to allow massive trial-and-error learning. Afterwards medical books were truly useful.I'm sure they had books on drilling holes in peoples' heads long before then.Libraries would come handy for skills now difficult to train such as the Health skills.In the real world, surgery didn't get practical until relatively modern weaponry and relatively modern sanitation combined to give the doctors lots of still-living wounded to practice upon (think US Civil War).
In Dwarf Fortress, HFS provides a similar service.
"Just tell me about the bits with the forest-defending part, the sociopath part is pretty normal dwarf behavior.""When the human caravan came with its booze made of murdered plants, we drowned the humans in their booze and feasted upon them. It was a nice change of pace from the mead. Speaking of changes of pace, the human siege that followed was interesting..."
Bah. I'm ranting. Anyway, an evil aligned sea isn't half as bad since we have yet to breed a race of marine dwarf, or any other civilized trader/enemy, but if its big enough its still annoying for how homogenous it is. You have to luck out for it to have the sort of nastiness you want since its eating half the map.Has anyone managed to mod mermen (etc.) into an ocean-faring civilization?
It really depends on your preferred source material. Tolkein (and thus D&D) dwarven females have beards. Narnian female dwarves, which aren't even confirmed to exist at all, do not have beards.Explain female dwarves.They have beards too.
Not in vanilla they don't, thank god.
If my dwarves are able to drop goblins down 10 stories onto a metal spike and leave them impaled for days then I think they'd be cool with slavery at least towards those who they are at war at. I guess that kind of goes with the whole ethical drift thing though."Urist, explain to me again just how did we become forest-defending sociopaths?"