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Messages - Jiri Petru

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271
Additional costs to the system you propose:

1) You can't use prepared meals to buy out caravans or increase the value of your fortress.  The meals will rot too quickly.

2) You can't use prepared meals to consolidate food stockpiles, since you can't save prepared food.

3) You can't take advantage of quality bonuses as easily.  both because you have individual, non-specialist cooking, and because with the dangers involved in degradation, you can't put a single dwarf on just cooking duty.

Oh I see. All of these (perhaps except the last one) are what I hate about the current system, what feels weird and "unrealistic" to me and why I bothered to come up with a different solution in the first place  ;D Buying out caravans by steaks and stews might seem like a benefit, I call it an "exploit".

As for the second one, food would be stored before cooking instead of after cooking, but it would still be stored! The change is almost merely cosmetic and it shouldn't affect the size of your foodstocks in any significant way. If, as a second step, ingredients like vegetables or raw meat were made to rot even in barrels (they don't now), then we would get workshops to smoke/dry/salt/pickle them to preserve them indefinitelly. This might look as more micromanagement, but isn't, because these workshop would replace the current kitchen workshop and otherwise be almost the same. Instead of making roasts that last indefinitely, you'd make dried ham that lasts indefinitely. Not much of a change. The workshops could also be automated for less micromanagement.

But I do agree the end result might be that it would be a bit more difficult to keep large foodstocks - even if only because you had to build more workshops and divert some workforce to meat smoking or something. Again, this is what I call "gameplay" because the current system of having 2000 roasted steaks in a cellar sounds too much like an exploit. In medieval times, people were always on the verge of famine. I'm not saying to go this far (and this suggestion wouldn't even come close), but a bit more attention to food couldn't hurt.

Number three is very dependent on the actual implementantion, and whether we choose "individual cooking" or "communal cooking" or whatever. Dwarves right now use something like communal cooking. If they used my idea of communal cooking even in the new system, nothing in terms of bonuses would change. You seem to dislike the idea of "individual cooking" but please note this is only one of several proposed ways of implementation.

Hauling is the same as number three.

Quote
My concern with prisoners/wounded isn't about cooking, which seems simple enough to me, but to your suggestion that dwarfs ought to require multiple units of food for a single meal.   If you do that, you increase the risk of jobs being abandoned and dwarfs going hungry, which already happens very easily.

I'm not actually suggesting dwarves should eat more food units in a single meal. I was suggesting to limit the supply of food in fortress mode by dividing all food sources by 10. The end result: a single cow gives 1 to 2 meat and a single dwarf still eats 1 unit of food per meal.

---

Anyway, thanks for your questions. I now see I must rewrite the OP to prevent misunderstandings like these.

272
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: July 08, 2010, 12:43:41 pm »
...
Also, recipe should be able to create several items: For example, "full clothing" recipe with contains leather boots, socks, trousers, etc..
Brilliant!

Also, make the "full clothing" recipe a default one  :) By clicking "make set of leather clothing", you would get "make any leather headwear", "make any leather bodywear", "make any leather handwear", etc. All in one click! This is something I always wanted to have in the vanilla game and now it actually seems easy to do! I would set my clothier's workshop to make full sets on repeat and never care again!

EDIT:
Quote
While we are at it, i would also like ability to "clone item" - say, i have this golden breastplate with image of lion in rubies in it and decide i want several, so i let my dwarves examine it and create recipe for it.
This would, I think, be accessible from the k-z menu of an item. Amongst dump/melt/forbit there would be something like "make recipe" which would create a new recipe, name it after the item and then automatically add it to the appropriate workshop. You could later open the workshop menu to use or edit the recipe.

273
The problem is that cooking is already of pretty minor benefit to a fort.  Sometimes you can get some small happy thoughts; you can sell meals, but then you can sell anything; and it saves some food space.  If you remove these benefits, or add new costs, I don't think it's very likely that any player will bother with cooking at all, not unless you expand on this idea-- you have to make cooking the solution to a problem that doesn't yet exist.

I'm afraid I still don't get it. What benefits am I removing? What costs am I adding?

The only cost I can think of is the time you mentioned. Dwarves would spend time gathering ingredients before cooking their meal, yes. But this might actually end up being less hauling then before. It would be offset by not having communal cooks gather ingredients to cook a prepared meal, and not having haulers take the prepared meal to the stockpile. There might be a slight time difference, but with 8 meals per year, it would hardly be noticeable.

And that's only if we implement the "individual cooking" solution. If we implemented "communal cooking", the time spent hauling would be actually much, much lower!

Or prisoners, or the injured?
A good question, thanks. The answer is: if you had some communal "pot", the prisoners and injured would be fed cooked meals from the pot. If you hadn't, they'd be fed raw vegetables, bread, cheese, dried meat or any of the many foods that can be consumed without cooking.

274
DF Suggestions / Re: Adventure mode hospitals
« on: July 08, 2010, 11:46:58 am »
NO HOSPITALS, PLEASE!

Instead, you would simply visit the physician's home or he would visit yours. Easy as that!

There could be hospitals, of course, but I'd recommend making them something special and exceptional. Probably connected to temples, monasteries, courts, etc. But the standard of medical care should IMHO be visiting house doctors (at least for humans). Hospitals as a stand-alone, strictly secular commercial service didn't really exist until modern times.

275
DF Suggestions / Re: Total Interface Overhaul (now with sparkles)
« on: July 08, 2010, 11:36:38 am »
How to handle Material Selection
Now the Workshop Material Selection topped the eternal voting and was implemented to the upcoming features list, I started thinking about how to handle it in terms of interface. I wanted to draw a mockup, but the solution is so simple it doesn't even need one.

Use the uniform system for workshop items!
You could call them "recipes" instead of uniforms or whatever.

Each workshop now comes with a list of "recipes" that can be made there. But you could expand the list by defining your own recipes. You would then name them and they would appear in the menu. It's the same thing as with uniforms, except you wouldn't be able to delete the defaults.

Let's take craftsdwarves workshops, for example. The default list would look something like this (from the top of my head)
- cloth crafts
- decorate with bone
- decorate with horn/ivory
- decorate with pearl
- decorate with shell
- horn/ivory crafts
- leather crafts
- pearl crafts
- rock crafts
- rock mugs
- rock short sword
- shell leggings
- shell gauntlets
- totem


Now if I wanted to create something very specific, I would click "Add a new recipe". Which would bring up a new screen, something like the uniform definition screen. This screen would probably be very complicated, but in the end, I'd define something like "Carp bone helm" + "studded with cow horns" + "encrusted with red sapphires" + "bands of rose gold"... name my creation "horned helmet" and save.

The order list would then look:
- cloth crafts
- decorate with bone
- decorate with horn/ivory
- decorate with pearl
- decorate with shell
- horned helmet
- horn/ivory crafts
- leather crafts
- pearl crafts
- rock crafts
- rock mugs
- rock short sword
- shell leggings
- shell gauntlets
- totem


Easy peasy!

The uniform system has no cons, only pros! It remembers all your recipes (and if you don't want them remembered, simply delete them). And most important of all, it makes material selection completely optional. We definitely don't want to force the player to choose a material every time he orders something. The material selection screen should be something a player could go 100 % without, they could play the whole game without opening it once.

The uniforms/recipes could also be exportable and transferrable between games!

276
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 08, 2010, 10:59:34 am »
I suggest not doing anything. Don't enforce any artificial limits on suggestions, let it flow naturally. Basically, the system is good as it is.

EDIT: And you can of course post small suggestion. Toady is known to read and note every single suggestion in this forum. The problem we're talking about is that small suggestions rarely get enough votes in the eternal voting system(*), which I still don't perceive as a "problem".

(*) Or do they? See "Automatic vein digging" which is a very small suggestion.


EDIT2: OK, actual small (narrow) suggestions now (defining "narrow" as something that can be explained by only a couple of words)
2. (869)   Standing production orders
4. (676)   Workshop Material Selection
5. (494)   Full graphics support
7. (403)   Auto-mining
8. (373)   Job Priorities
12. (220) Integrated Dwarf Foreman
16. (159) [Resolved] Designate Safe Area
17. (140) Yearly Status Report
18. (134) Allow engraving of constructions

That's about half of the TOP20! Where the heck is the problem? It almost sounds like you are complaining only because your small suggestions weren't those small suggestions that made it to the top.

277
Doublepost to separate topics.

When talking about eating establishments, I think we can use taverns, inns, food stalls, kitchens, common pots, etc. etc. Just no restaurants nor cafeterias/canteens, please! These would be completely ahistorical. I don't mean the terms, I mean the ideas:

Quote from: Wikipedia
The first restaurant in the form that became standard (customers sitting down with individual portions at individual tables, selecting food from menus, during fixed opening hours) was the Grand Taverne de Londres (the "Great Tavern of London"), founded in Paris in 1782 by a man named Antoine Beauvilliers.

Quote from: Wikipedia on cafeterias
Perhaps the first self-service restaurant (not necessarily cafeteria) in the United States was the Exchange Buffet in New York City, opened September 4, 1885

The thing is, the idea of ordering food from menus or having food cooked specifically for a customer was alien in 1400 or whatever our time frame is. In 1400, you would come to an inn and eat whatever they happened to have at the moment.

278
Quote from: Phreak
Eh you put alot of work into the first post but doing that would be very inconvienient and time consuming to impliment and to test not to mention all the angry players who don't have time to get more food and want everything to last longer not rot in an hour as they may be too busy. This would be bad as imagine soldiers bringing cooked food in their back pack and they get trapped somehow what if the food goes off?

I'm starting to think I'm really bad at explaining, because people always seem to get me wrong and fixate on the most marginal part.  ::) (My fault, Phreak). But Rvlion seems to understand me  :)

I'm not concerned about rotting rates... not in the first place... I'm concerned about storage and trade. The idea was to turn the system around 180°... no cooked food would be stored anywhere. No cooked food stockpiles, no backpacks carrying cooked food, nothing. Cooked food might even not exist as an in-game item, as far as I'm concerned. The idea was to store raw food or dried/smoked/salted/etc. food instead. Cooking would occur only right before eating, and the resulting food would be immediately eaten, not stored. Soldiers would carry dried meat or bread or apples or whatever, just not steaks, stews nor potato mashes.

In other words: I'm not proposing to make food rot quicker! I'm proposing to cook it after storing instead of before storing.

As far as players are concerned, almost nothing would change for them. No added micromanagement (perhaps aside from new workshop types like smokeries, which could be automated), nothing. The biggest change would be that dwarves would store raw/preserved food instead of cooked food. A very cosmetic thing, actually.


EDIT: I removed the mention of rotting from the first paragraph, because it seemed to lead people off the right track. It now says: Instead, dwarves would collect ingredients and cook them right before eating. Prepared meals would cease to exist as a game item, or would exist only as leftovers or refuse or something. No more cooking steaks, stews, etc., and storing them in barrels... nor selling them to caravans!

279
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 07, 2010, 04:05:34 pm »
The trouble with generic vs. specific suggestions in the list is this: the generic suggestions will stay in the top ten until the game is finished. Smaller, specific suggestions can be implemented or ruled out by Toady, and that's it: room for new ideas.

Toady can work half a year on stuff from any thematic idea collection thread, and afterwards there will still be enough people that didn't see their specific favourite idea implemented to keep it in the top ten. Don't get me wrong, the thematic collections are the best the forum has to offer; but it's Toady who decides which arc to work on next. As such, they are not useful in an eternal suggestions ranking.

I dare to disagree. I think if you wiped the eternal suggestions now after DF2010 and then posted an "Improved Undeground", which used to be a very popular suggestion, it would't come up in the top 10. Sure, some people would still vote for it, which would mean they're still unhappy with the new underground, but most would propably move somewhere else. The same goes for the current top10 - i think most voters, seeing the list of features planned for the nearest future, would move to other suggestions. And those who'd remain in "adventurer skills" would basically be saying: "not enough adventurer skills, we want more!" Which is allright, but they'd hardly break the top 10.

EDIT: Looking at the current top 10, I think most of them would'n even get reopened when finished. I mean, you can't keep making "full graphics support", or "standing production orders" or "auto vein mining" or "workshop material selection" for all the eternity. Once they're done, they're done.

280
I have to be adding to the huge pile of questions, but, but... there are simply too many things I need to ask!  :D

The situation could change again when supply/demand goes in and that information is considered as acquirable knowledge, but at that point there could be something like a "chat with merchant" option or something that immediately illuminates all the rough pricing information, or that could just be automatic or something.
Isn't this what the Appraising skill is supposed to simulate? I mean, why have separate systems when we already have skills? The "chat with merchant" option could probably train the skill or add temporary bonuses.

Quote
Yeah, it would be a good angle on adding temple rituals etc. in a non-boring way, as well, since they'd be there for your infiltration.  Of course, then there'd need to be some kind of button to let you kneel in front of the sacred rock or whatever.
Have you considered how things like "kneeling in front of the statue" will be controlled in terms of interface, etc? I'm a bid afraid that as you keep adding more and more moves/things to do in Adventure mode, the list of commands will become so enormously long it would be unusable. I'm thinking rare things like these might be triggered through some item in environment - like the statue here. Rather than having the next-to-useless "kneel" command available at all times, the player would click "interact" or something on the statue, and the game would list all possible things to do there, including kneeling. Or something... The other issue is that the player might not know he can kneel in front of the statue and that the game would react (and kneeling everywhere just to try if it does something is a bit over the top), so a menu like this would definitely help. The question here is if you have thought about how to handle controls in adventure mode in a way that would both allow the miriad of functions and still stay user friendly at the same time?

Quote
The previous problems with cave rivers make me wary of them, but it would be cool to get the place looking nicer.  The underground is pretty dreary right now.  The treasure hunter role is the best bet there, probably, though that might focus on areas of concentrated local interest at first.  I guess enough of those makes for an exciting underground, but we'll probably need to find some middle ground stuff to avoid over-saturation.  Dwarf mode wants interesting stuff all over underground but it makes adventure mode cave exploration goofy.
How about if some features were added at embark? You could generate the word with the feature frequency optimalised for adventure mode, and then throw in some extra features when the player embarks in fortress mode. Or alternatively scan the neighbouring map squares and move the features from there to the embark idea or something. Or something... The question is whether retrospecting "cheating" like this (that could probably help even in other ideas) is something you might consider, or a thing that doesn't fit into your idea of simulating the world.

Another example might be ore veins and gems. Generate the world with realistic (low) amount of these, then throw in some extra ones to the embark area. Presumably hardcore players could turn off these extras in init, playing a realistic fortress in an area with a single metal vein, not veins of every metal possible. (Site finder would be needed to avoid completely empty areas, though)

-----

And a brand new question that popped in my mind when you were talking about ordering companions, having your own farm, and moving the time forward.

How about switching from adventure mode to something like fortress mode when ordering minions? You could control you farm like in dwarf mode, then switch back to your adventurer at any time and continue adventuring. Is switching game modes (or more precisely, levels of control) something you would like to explore, or again something you don't like?

The reason why I ask is that I'm almost terrified when I imagine having to command a farm from the "first person view". Imagine a farm with a couple of fields, some cows and pigs, and 7 servants. Still quite a small establishment I think. But the horror of having to find each servant, then order him using tal(k) interface, then some horribly complicated console thing for typing commands and locating them on the map...  :-\ How much easier would it be to switch to fortress mode, issue professions using the same system (v-p-l), quering a couple of jobs in workshops, drafting one guy to a military and setting him to guard the "farm burrow", then switching back to adventure mode. Now I can go kill an ettin and be sure the farm won't explode.

The game mode wouldn't have to be an exact copy of dwarf mode, nor do we want it to, I suppose. It could be heavily simplified, and could run in adventure-time instead of the faster fortress-time. I just think it would be much easier to control a farm/castle/hideout/cave/manor/etc. this way. We already have working code for stuff like this, so why not use it?

EDIT: It would be useful even for digging or building houses along with more people.

I think the issue here might be that it's too "god-like" and gives you more control than you would have if you stayed in "first person". But I disagree. Thinking about how dwarf mode works now, not only you can't control dwarves directly, but also all orders you can issue to your dwarves you could easily issue in "first person" too. For example issuing labours in v-p-l is like saying "You are responsible for handling animals and you two for fields". Quering a farmer's workshop to "make milk" and setting it to repeat is like saying "Brian, could you please milk Betty each morning?" And designated some trees to be cut is like "Guys, let's grab axes and get us some timber!" Perhaps it isn't so roleplayingish, but would be much, much more user-friendly.

EDIT: Also, this "farm mode" (for a lack of terms) could double as a way to fast forward time (if it used fortress-time) while staying in direct control.

281
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 07, 2010, 09:05:35 am »
But the problem is that then you can choose to vote for, say, the sand suggestion, or this "better family stuff" suggestion. A lot of people will think "i only have 3 votes, so i want to make them count -- i'll pick the giant suggestion!". That's what we're trying to avoid.

Why? I don't see a problem in it.

To elaborate: it's allright that people vote for the larger suggestion. It forces you, as a person who wants their suggestion to "win", to spend more time preparing your suggestion, to elaborate, to provide more details, to come up with a broader solution or system, to moderate a discussion where people send additional details, etc... generally to spend more time thinking about your suggestion before you post it, and making it more appealing than a one-liner. Which is a good thing! It's an eternal suggestion, and deserves more attention after all.


EDIT: For example, I think the reason why interface didn't get to the top 10 is there's no good eternal suggestion for it. There's quite a lot of too specific and minor ones I didn't even bother vote for, even though I'd like the interface to be improved, and then a single "Improve an interface" which is too general and doesn't even have a forum thread, so I can't decide whether it's good or bad (so apparently, more generic isn't always better). Now that we have the Interface Overhaul thread with a plenty of material, I'm confident a generic interface improvement would be a top suggestion.

282
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 07, 2010, 08:15:41 am »
But the problem is that then you can choose to vote for, say, the sand suggestion, or this "better family stuff" suggestion. A lot of people will think "i only have 3 votes, so i want to make them count -- i'll pick the giant suggestion!". That's what we're trying to avoid.

Why? I don't see a problem in it.

283
DF Suggestions / Re: Toady, it's time to simplify
« on: July 07, 2010, 07:12:33 am »
Its also very difficult to change things up later on since its hard to track down specific dwarves.
How is it hard? You have a unit list which has every dwarf on it. If you can't remember them by name, put in a note with the custom nickname/profession system.

Which is about hundred times more complicated than such a basic thing should be. Having to use nicknames so I can set rudimentary production. Really?

284
DF General Discussion / Re: What turns you off about DF?
« on: July 07, 2010, 06:49:16 am »
My 200 dwarves fort in 40d ran at about 15 fps which was enough for me not to complain.

My 80 dwarves fort in 2010 runs at about 5 fps(*) which is enough for me to turn me off Dwarf Fortress completely.

(*) That's after I revealed all the levels and killed all the &s, which means there shouldn't be anyone walled off and spamming pathing requests.

285
DF Suggestions / Re: DF Eternal Suggestion Voting
« on: July 07, 2010, 06:13:59 am »
How is, just to name a few, Bloodline naming, Paint stuff, Sand Fluid Physics, Wildlife Repopulation, Ceramics and Cement, or a winch different takes on the same suggestion?

I haven't said these examples are bad, have I?

They all sound like valid suggestions and as I've said, I wouldn't limit the broadness of suggestions nor forbid any. But what could happen is that someone comes up with a suggestion like "Better family mechanics" and links it to a topic with many sub-suggestions, one of which would be Bloodline naming. The larger suggestion would then steal most, if not all, voters of the smaller one. Which is good!

EDIT: Because more though-out systems and complex suggestions are more valuable than random one-liners.

EDIT2: Even better would be to delete the smaller suggestion after that, to prevent list bloating.

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