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 - fonzacus

Pages: [1] 2 3
1
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.4)
« on: November 26, 2018, 10:01:43 am »
kudos for all the work on this mod, and thanks for including what i suggested as a feature request poll. looks like the poll is shifting favourably for the time being.

currently on a break from playing DF due to a bit of rage quiting a while back (FPS death).

2
A "hospital" with available storage furniture will automatically start collecting supplies up to the limit set by the player.
Same goes for the inn and the library, so why not have something similar for barracks, we could finally get some actual use out of the armor-stands and weapon-racks...
Military and armories specifically are not working as intended and need a bug-fixing pass, if not a rework to some degree or another. This has been acknowledged by Toady.

That said, an armory Location (with a quartermaster who maintains and stocks the armory, perhaps) with armour stands, weapon racks, and misc. containers (ones that that actually work and can hold a couple axes or a suit without failure and without dfhack), along with standing orders of what items of what material and quality to stock (similar to hospitals* and taverns, just with more control) and from which Military dwarves take equipment from... That would be nice.

*though more control over the hospital, such as "prefer animal hair, disallow giant cave spider silk and HFS strands, and stop auto-loom when below ## of threads" would also be welcome.

these 2 suggestions sound awesome. ive just started using bins again and many of my dwarves are missing a ton of missing specific backpack/flask/quiver.

or a new noble position. having additional reequipment checks like the update stockpile record converted to reassign equipments and schedule pickups. and probably (as others stated) force reequip on demand.

3
it is, but if the animals first step is like a door/stair then theyll just escape as usual. that also limits a lot of grazing spots (which i turn off).

seems some of this was implemented. after following some miners and cutters around, someone whos closer to the designation might take over.

4
ah, thanks for pointing me in the right direction from the biomemanipulator thread. both tools are very nice to have for setting up ideal embarks, kudos.

5
ah yeah, i tend to disable hunters since i strongly dislike them. they do have some job chainings on them.

hmm, still i think itd be a better idea to make the milker put the animal back in to the pen, then do another round of shearing and penning instead of having the animal dying of hunger in a far away section of the fort.

the more i play, the more i want to just DO NOW on so many of the low priority jobs, like penning an animal for instance.

6
i usually set basic clothing armour until i have a bunch of masterwork gear on hand, then mass switch the uniform with shift enter. it eases the pain of having almost all of them constantly picking up equipments, and the new bug pf demanding a specific equipment after returning from an offsite mission.

7
DF Suggestions / Re: Reducing legends mode clutter
« on: August 02, 2018, 10:00:36 pm »
if you checked under your site, youd see tons of masterworks being produced. also dwarf A changed profession and whatnot. culling every useless nooks and cranny is a must IMHO.

8
currently there are only a few workshop chaining orders IIRC, like fishing-process raw fish, spin/process thread-weave, butcher-tan skin. i know there are a couple more but i cant remember on the top of my head. what if they were expanded, and if dwarves had the required labors enabled, they automagically do them, instead of walking away.

expanding old workshop chaining

an old example would be a butcher with tanning labor also enabled will try to queue both jobs at once. fishing is a bit of a mess IMHO, no idea how theyd queue both as fishermen tend to drop their catch on the ground for someone else to either stockpile or process it. maybe a more efficient method using the same old backpack to store freshly caught fish (and expanding the decay timers) to queue both fishing and processing jobs.

new job chaining - a new job replacement queue. probably too cpu intensive ATM

dwarves should be much more responsible. a dwarf who takes milking/shearing jobs should also put the creature back in its pasture. pen/pasture jobs are really low priority jobs, and having to wait for someone else to queue it months later is frustrating. this literally applies to just about everything from harvesting to crafting. ive seen many farmers/herbalists drop their crops on the ground only for someone else to put it in the stockpile, while they have no job queued for a while. a hauling craftsdwarf (like a carpenter) should be able to decide to also do a carpentry job while theyre at it hauling the log.

another example, many miners doing a long range mining job just to do 1 tile and back again, versus many miners canceling their long range mining job because 1 miner got their first and replaced the job queue.

just 1 more example i can think of on the top of my head, clothing. the wiki says in order to book a clothing, they go through an extensive thought process. what if we made it much more extensive by tacking on 'stuff the old clothing in a bin and disown it' instead of just dropping it owned?

cancellations

there should also be better job cancellations too. ive seen many militia dwarves still hauling heavy stuff like stone or clay while switching to their active training duty. they should just drop their current job/item before switching. this also applies to civilian dwarves running away from something. ive seen some of them still hauling stone and stuff while running away. it sort of defeats the purpose of the 'running away' part.

military dwarves with inactive targets should also be able to cancel their target. if we tell squad A to kill something B, and dwarf C is still sleeping/eating/drinking/training session. dwarf C will go to where something B was at, and stare at the sky for a few days. they should automagically know that something B was killed and queue up a different job.

extra - make any job high priority (do now - n)

we should also be able to go through the job menu and add a high priority (like in workshops) on any job. i dont think job priority will ever be modifiable, but please give players something that allows it to shift it in our favors.

1 more extra - linking workshops to workshops, and reworking the AI

i tend to dislike stockpiles, and stockpile linking is very iffy. what if linked stockpile/workshops were recommended instead of required, or set a tolerancy level? 0 for default strict required behavior and 1 for more lenient recommended?

the ole butcher/tanner example.
both set to 1 - standard vanilla antics. i tend to have many butcher/tanner shops close together in many locations. 1 tanner shop in my cavern pasture will take a raw skin from a butcher shop on the surface and vise versa.
tanner set to 0 - tanner will only tan a hide from the linked butcher shop, and with both labors active will queue both jobs.

9
awesome script, im generally a noob user and trying to weed out fliers/versmins to squeeze in more FPS. wonder what kind of magic higher tier players can do. spawning a river out of thin air is still challenging, but the other options were fun.

sorry if its been discussed before, any plans on subregion/biome manipulator? you know the F1 keys during regional embarks. id imagine something similar to the layer switcher l key.

10
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
« on: July 30, 2018, 01:39:58 pm »
weapon balancing does seem like a tough issue, as id consider wep sets OP. what if you removed all solo weps? i love them BTW because it 'imitates' dwarves using their secondary weapon instead of bashing with their crossbow, while also using a shield. id give my militia marksman arms and my guards highwayman arms. currently im in a more serious play through, but i might test out 2 armies using only wepsets.

more 'hidden' (or removed) body parts would be a blessing IMHO, i hope you do make magic. thered be much fewer teeth, ears nose ETC to haul. having them hidden for all creatures would make my gameplay better, not too sure about others. im anti hunter, so i send out my noob squad to hunt game from time to time.

11
yep, literally no errors on 44.12. although i consider dwarves using bites and scratches (which this mod removes) an error of its own, thats another story.

BTW kudos, thia + svers combat mod made things more fun for me in general.

12
Mod Releases / Re: [44.xx] Sver's DF Combat Reworked (update v1.3.1)
« on: July 27, 2018, 02:09:00 pm »
great mod overall, it eases the pain when marksdwarves arent smart enough to switch to their 2nd weapon.

the more sensible naming thing is nice with the update. i also took it a bit further by renaming chain mittens and chausse to mails, and gave leggings a padded prefix for a bit more 'sensibilty'.

id like to request some magic. is it possible to have an unholy baby of a quiver/flask/backpack? or probably a ranged weapon set + quiver? recently ive been seeing a few dwarves having missmatches from usually quivers, and sometimes flasks. it happens from time to time in vanilla. DT says the dwarf was missing specific quiver/flask. removing them/their equipment usually fixes this.

i played a lot long time ago and have always been careful around miners, woodcutters and hunters so it isnt that.

13
DF Gameplay Questions / Re: mass pitting help
« on: September 05, 2016, 07:08:29 pm »
ah, so it seems the wiki is outdated.

Mass pitting is broken for goblins.  I always pit 1 by 1 for safety.

is it just for goblins? ive had goblin civ humans and elves (along with trolls, pets and mounts) that escape after the 1st. i prefer to stay friendly with humans for iron and elves for that tiny chance id get a giant something. wild animals have no problem being batch pitted in my games. if i were to mass pit 1 at a time, do i have to queue another pit job after 1 forward step, or when someone actually takes the job to register as a single job? ive never failed when pitting the 1st, but have always failed consecutively after.

Mass pitting has never worked properly for me (0.40.X onwards). When I designate a batch of 8 for pitting either all of them get pitted successfully or all of them break free. It's not a case of one free critter scaring dorfs hauling the other, as the first one can be put down before the second hauler comes along.
The only way to do it in my experience is one at a time with militia stationed in the pitting zone to reduce the number of hauler casualties. Thus, I've given up on pitting and use very laborious built cage hooked to lever in atom smasher elimination.

I've always made the hatches locked (rather than pet locked), and I've never had any pitted creature come back up (except when I forgot to lock the hatch): they escape before being pitted at all when escaping.

doesnt the forbidden hatch make it so dwarves cant use the hatch, and cant open the hatch to drop down the pity (see what i did there ;P). it seems both single pitting and lever + cage are the only options. both are very slow and tedious. ill just suck it up for the time being.

14
DF Gameplay Questions / mass pitting help
« on: September 05, 2016, 01:46:50 pm »
LNP R6

above ground pitting (+1 Z)

anyone having mass pitting problems? ive set a large area above ground as a cage stockpile and made sure theyre only 1 tile away from a pit covered in a pet blocked floor hatch as per wiki. even though ive zoned the entire area as a pit only, it correctly counts the floor hatches as the pits. the problem is at least most of the time (after every pit cycle) all of them have been able to escape and attack. am i doing something wrong?

Spoiler (click to show/hide)

i can only think of 3 things; im missing something obvious, 'disable all other animal stockpiles' is required, or the wiki is outdated.

having quicksaved and stuff in and out of the game, a stationed militia squad doesnt seem to affect the pitting problem. they instantly charge when they detect the problem of not pitting. the 1st will always succeed, and the target will fall down through the hatch no problem. everyone else 'survives' the pitting and instantly attacks the pitter. when the pit 'restarts' (no more pitting jobs), everything runs fine again. do i really have to pit 1 at a time?

saved game
https://drive.google.com/open?id=0B61T4pn_hBFobkFULWFBU2owUE0

15
DF Gameplay Questions / Re: Workflow vs Manager
« on: September 01, 2016, 11:44:10 am »
ive switched over to the manager work orders after getting the hang of it thanks to this http://www.bay12forums.com/smf/index.php?topic=158287.0

and currently im switching over to dfhacks job manipulator (the unit - labor plugin) from dwarf therapist. dwarf therapist is still my go to military manager since its hard to see their gender, skills and whatnot and i dont feel like typing notes of who should be in the military and stuff.

Pages: [1] 2 3