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 - Granite26

Pages: 1 ... 244 245 [246] 247 248 ... 286
3676
DF Suggestions / Re: Job Priorities Discussion
« on: August 29, 2008, 04:09:03 pm »
The poll that is stickied has been dumped and locked.  There's a new one floating around.

Anyway, I would think that the solution to both problems is really the same.

Currently it appears that there is a big list of jobs, ordered by nothing in particular.  Every so often (we'll call this job cycle) the jobs will reach out and assign themselves to idle dwarves.  The order they do this in is unknown.  Otherwise unoccupied dwarves will pick an idle task (drooling, I guess).

Anyway, there is no valuation cycle for prioritizing tasks.  Adding a value for the task itself and a value for what the dwarf wants to do (both what you set and the dwarf's personality) would solve this, but be a major headache for finding tasks.  (Since you'd have to sort rather than the top of the pile method)

If you didn't want to do all that, the lever issue could be changed in the (j) menu by simply listing the jobs by priority (its queued, so a FIFO list works just fine) and then allowing people to move them up in the list(or cancel them, for hauling tasks, etc).

3677
DF Suggestions / Re: Top10 Underground Diversity Discussion
« on: August 29, 2008, 02:50:19 pm »
The only thing I'll take credit for is the compiling, editing and pretty-color-making.

yeah, no, that's the bit I'm talking about.  I'm not even really thrilled with half the suggestions up there, but it looks hellah cool and is well laid out and readable.

3678
DF Suggestions / Re: Return of the Guilds - Guild Masters
« on: August 29, 2008, 02:48:50 pm »
I lean towards total skill points.  That is, two legendary dwarves are enough, or 1 legendary and 10 skilled, or whatever.  I also like the possibility of unintentional and unwanted guilds, although I think that the player should have influence over them forming.

Spoiler (click to show/hide)

Back on topic:

Did anyone ever play Sid Meier's Colonization?  In it, most of the people your colonies attracted were unskilled laborers and indentured servants.  However, you had the option of paying a large sum of money to essentially 'hire' skilled people like schoolteachers and blacksmiths.<P>It is really, really annoying when your fortress only has a few highly-skilled dwarves in some essential skill, and they die.  So...  why not have a noble who lets you make requests for highly-skilled dwarves, by paying some massive signing bonus or providing some specific items they request?  This could actually be done through the trade guild dwarves...  I don't think it should be easy or available early on, but it would help reduce frustration a lot in the late game.<P>It could work a bit like this:  Once you have a dwarf from a noble representative from a particular trade guild, he provides a screen where you can see a list of 'available' highly-skilled dwarves in the skills that that guild covers.  Each of those dwarves would have a set of demands they want satisfied before they'll come to your fortress...  for example, one might want X green glass items, a gold crown, and X amount of cash.  Think of them a bit like nobles, but you have to satisfy their demands just to get them to come; you offer them the necessary objects on the guild-noble screen, and they claim them when they arrive.  (If something has happened to the objects between when you make the offer and when they arrive, of course, they're going to go ballistic.)<P>What do you think?  It would give the player another set of demands, but optional ones, with a reward of a skilled dwarf if they satisfy them.  It would also provide the player with a way to recover quickly if a skilled dwarf dies.<p>[ September 24, 2007: Message edited by: Aquillion ]

3679
DF Suggestions / Re: Job Priorities Discussion
« on: August 29, 2008, 02:37:54 pm »
This is to discuss the Job priorities suggestion from the current poll.

I did a search through the forum, and there's a lot of people who have said the same things.

It would be nice if A: I could set a dwarf to do his primary job all the time, only hauling rocks (or whatever) if he has nothing else to do.  B: I could tell the dwarves that this lever needs to be pulled RIGHT NOW.

The down side to this is that it would require a major overhaul of the job/labour/task system.  On the other hand, it is currently the top vote getter in the poll.  I'd like to get what everybody thinks on paper.  Why do you like the idea?  What problems will it solve? 

On a more technical side, how could it be resolved in a world where jobs pick dwarves?

3680
DF Suggestions / Job Priorities Discussion
« on: August 29, 2008, 02:37:33 pm »
So far, here's what's come up:

The major 'problem' is that dwarves don't always do things in the order we want them to.  While this is usually possible to micromanage, it takes away some of the fun of playing large fortresses. These fall into two catagories.  Dwarf priorities and Task priorities.

Issues:

    Dwarf priorities
        Skilled Dwarves will perform low skill tasks(hauling) rather than their assigned tasks.  When these tasks are removed, they grow bored or are idle. (As there aren't enough skilled tasks to keep them occupied)
        Fish, meat, skins, fat all spoil.  There is no way to make sure that these jobs get accomplished in a timely manner if the dwarf(s) with these jobs are also performing other labours.
        Rare and unusual jobs (like architecture) don't get enough use to keep them busy.  It's usually going to be a side job.  There's no way to keep these dwarfs occupied without massive micromanagement.
        Eating.  Military dwarves will decide if they are hungry or not when put on duty.  If they are, they'll eat before heading out.  That's backwards.  On-Call dwarves should eat when nothing else is up, but be willing to go hungry when the emergency fires are lit.

    Task priorities
        Certain order important tasks are done in the wrong order (usually mechanics).  Sometimes you want to build the windmills and mechanisms before you build the axels.  Also useful for build from the inside out type tasks. (No walling yourself in)
        No way to specify 'deep' exploratory mining versus the rooms you need now.
        Pull that lever NOW.  Sometimes there are fort emergencies.  At the extreme level, this includes the desire to have a civilian run across 1/7 magma while be chased by a werewolf  in order to pull the fortress lockdown before he's gibbed.  At a more sane level, just being able to say 'grab the closest dwarf and assign them this job' would solve a lot of heartache.
        Naturally low priority tasks may stagnate
        Cooking.  There's food ready to be cooked, but the cook is resting, partying, hauling rocks, or hunting for vermin.
        Miners will occationally grab jobs across the map from them rather than two squares from them.  Conversly, a miner will decide to work right next to the other miners, claiming an important square for the duration of his trip across the map.

There are a number of suggested fixes discussed below.
        List all open jobs in the jobs screen in order of priority, and allow users to find and change individual jobs
        Skilled versus unskilled.  Dwarves do skilled tasks first, then unskilled.
        Allow user to set priorities, either by number, or high/mid/low for a dwarf
        Allow user to set priorities, either by number, or high/mid/low for a specific job
        Allow user to set priorities, either by number, or high/mid/low for a job types.
                    Profiles could be saved by Dwarf Job Profile
        'Do Now' Toggle (on job screen) that grabs the nearest available (reassignable) dwarf and makes them do it.
        Refactor code to make the behaviors 'correct' without giving player controls (I.E. hardcode solutions to the big problems)
        Allow dwarves to 'steal' jobs from others when they are literally right there.  (Mining right next to it).  This is especially useful if one is traveling, and the other is using the high priority 'grab contiguous square' command.
        Economic Simulation:  Dwarves are already encouraged to do some jobs over others by the differing pay rates.  Allow dwarves to be responsive to this

This has been discussed as far back as 2006, but seems to require a major rewrite for the way tasks are assigned to dwarves.  That means a lot of work with 'only' the benefits listed above.


At least partially justified by: New Round of Top  Suggestions Polls.

3681
DF Suggestions / Re: ranged combat too powerful
« on: August 29, 2008, 12:59:09 pm »
It is kinda suckish if you can walk through armies, slay dragons (Whos firebreath is easier to block then arrows), and survive having your legs chopped off by will alone... if you can be stopped by any Joe Shmo with a bow and arrow.

You are aware that in medieval, Pope Innocent II tried to ban the use of crossbow against knights because a simple Joe Shmo with a crossbow can bring down a fully armored, well trained knight?

Although yes, the firing rate should be drasitcally reduced for crossbow.  Nor should crossbow deal multiple internal injury.  Although crossbow should severely damage any organ they hit (a one shot kill if it hit any vital organ such as brain or heart).

That's a combat deadliness question as much as anything else.  For realism, sure, one shot should have a high kill chance.  For epicness?  You want to have your hero bristling.  For game balance?  You should be able to argue that crossbows are an important addition to a squad, but not a hands down superior force.

3682
DF Suggestions / Re: Make anvil a smelter item
« on: August 29, 2008, 11:30:54 am »
They're abundant back at the Mountainhomes, so they would be reasonably cheap to buy.

Comrade, are you suggesting the capitalist falacy that increased supply might reduce price?


3683
DF Suggestions / Re: Brooks defy common logic.
« on: August 29, 2008, 11:28:37 am »
Nobody (especially the developer) thinks that the current situation is ideal.  The problem is that given the current flow models and the z level situation, it's a reasonable approximation that saves a significant amount of FPS heartache.

You can't 'just say that it's 4 deep' because it's water, it flows.  If you wanted to have a naturally four deep river, you'd have to find some way of adding water at the source while taking it away at the drain, and still keeping it uniformly four deep, without breaking the way flows work now, and without it bunching up at the source while being to shallow at the outlet.  (The reason real brooks work is that there are increments of water depth less than 8-9 inches, and there are differences in rock height less than 5-6 feet.  Also, inertia helps)

Try coming up with an algorithm if you don't believe me.

3684
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: August 29, 2008, 10:28:15 am »
Hmmm, what's the difference between a training dummy and a weapon trap?  Why not the ability to set weapon traps to target dwarves (A la the current preasure plate system), and then make them attackable.  Would solve people's desire to have goblins destroy traps and also make trainers possible, with the same object.  If you're especially clever, you could build the grinders by making them attack inannimate objects as they fall through...  (Imagine the vg style conveyor belt with giant hammer weapon traps smashing rocks into dust...)

3685
DF Suggestions / Re: Fully Fleshed Stats Discussion
« on: August 29, 2008, 08:46:22 am »
Neonivek:  I wasn't thinking a whole category of Creativity stats was needed, just that a single one to serve as a mental stat would be cool.  Specifically tied to Engraving, Statue Making, Images (leather images and whatever else), and potentially other crafts.  However, even if neither of us thinks that a Creativity catagory is necessary, I think you hit the correct points for a fleshed out system.

Ascii Kid:  Excellent call on the Stability.  It's already kind of tracked (doesn't really care about anything anymore), but a stat to make you more resistant to those changes would be neat.  I also like your core appearance system.  I'd forgotten that there are a large number of preset 'personality' stats that don't change.

Oh, and I'd like to reiterate:  I don't think that more than about 9 stats would be a good idea.  I'm just collecting a list of what stats would be cool, and more importantly, what stats would be useful for different tasks.  That's why I like Creativity.  Enough of what the dwarves do could be based on it that it becomes a valid thing to track. 

3686
DF Suggestions / Re: Soil from refuse
« on: August 29, 2008, 08:34:26 am »
I was thinking of this this morning.

I'm thinking Compost pile, 'seeded' with one unit of lye per 3 squares.  Stuff decomposes into 'compost'.  7 units of compost could be used to fill in a dirt square (so you'd dig a hole and then fill it with dirt).  OR compost could be used as a fertilizer.

Inquisitor gets his dirt, farmers get fertilizer, and I get rid of my old xxsilk socksxx

3687
DF Suggestions / Re: Roads - Make them Constructions not Buildings.
« on: August 29, 2008, 08:29:38 am »
Plus eventual A.I. optimizations...

3688
DF Suggestions / Re: Return of the Guilds - Guild Masters
« on: August 29, 2008, 08:26:22 am »
Would fit DF if you only ever got X nobles/GMs out of the list.  So when the Leatherworkers guild forms, it reduces the chance of you seeing the metalcrafters guild.

Plus, it would be nice to have a lot of possible guilds without worrying about having to keep 50 guild masters happy in one fort.

3689
DF Suggestions / Re: New Top Suggestion gathering
« on: August 29, 2008, 08:23:28 am »
Interesting.  By page 5 of the original "Top3 suggestions" thread, way back when, the top suggestions had 20+ votes each.  People seem to be less monolithic in their desires for improvements now.

There is a good chance that the first set actually killed a number of really common gripes (IE mass dump for one). So now that we don't all have the same problem, people are coming forward with new ideas. I for one was worried last set about the shear overwhelming shift towards a few entries. Come to think of it, UD didn't even make a 1st round pick. It ended up being the #1 on the poll.

edit: after looking, it was a distant third in the last round!

Didn't the first few polls do an initial assess phase, and then only take the top 10 vote getters for the official poll?  (AKA when you set up the poll, anything that didn't get 3 votes in the prelims doesn't get added to it).  All the people dropping new suggestions would them be pushed into the core.

3690
DF Suggestions / Re: Return of the Guilds - Guild Structure and Politics
« on: August 29, 2008, 08:09:38 am »
This idea seems a better fit for the stated intent of this thread than the other one (apologies if this is too off-topic): 

When the economy starts, have the guilds be the ones who are in charge of a shop appropriate to their trade (gem shops, clothing shops, etc.).  Non-economic guilds wouldn't have shops (mining, etc.).  If a guild isn't present in a given fortress, initial shop ownership would default back to the broker. 

Revenue generated from those shops would filter back into the guild coffers.  Any profits from the shop might be distributed amongst guild-members as a way of ensuring that during periods of low activity, they're not evicted from their living quarters.

Making the GMs run the shops could be an interesting way to keep them from working while still keeping them busy..

Pages: 1 ... 244 245 [246] 247 248 ... 286