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Messages - Granite26

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4246
DF Bug Reports / Re: War dog killed by stone fall trap
« on: June 13, 2008, 11:00:00 am »
I've had quite a few animals killed by traps.  I haven't noticed any problems with visiting caravans and such, but the guards may be getting wacked.. I'll have to check next time they come.  (I never have any issues with the caravans themselves)

4247
quote:
Originally posted by Qmarx:
<STRONG>Took me quite a while to figure out this was a bug, though.  I kept mining out the marked areas, thinking it meant they were near gems/veins.  An early discovery of opal made it plausible...</STRONG>

Actually, I had the reverse initial reaction.  I avoided those spots like the plague, until I was ready for trouble.


4248
DF Bug Reports / Re: 38c channeling bug
« on: June 12, 2008, 04:37:00 pm »
Doesn't sound like a bug to me...

Sounds like a feature request for handling dwarves falling asleep in work zones and you needing a mechanism to wake them up.


4249
DF Suggestions / Re: Simplify Caravan Pathfinding
« on: June 11, 2008, 11:17:00 am »
I get the feeling that drawbridges could also cause this kind of problem...

4250
DF Suggestions / Re: Game Behavior Suggestions
« on: June 11, 2008, 09:25:00 am »
Neonivek:  Thanks for your help in clarifying my suggestions.  They make sense in my head, but obviously my pretty talking is not as good as I think it is.

 

quote:
Originally posted by Neonivek:
<STRONG>Alright... this is my second post in your series... Ill keep it more organised
</STRONG>

Threading
-Basically, everything in the threading section is saying 'let us watch things without stoping the action'.  I'd like to be able to watch the wounds apear, or what a dwarf is thinking, or any number of logistical type stuff while the action is going on.

Stops
----I don't agree... "Danger" is a good reason to stop. It is annoying, but not as annoying as abandoning your fortress because you just flooded everything.

Erm, I'm not saying don't stop.  Stop, but stop BEFORE you decide what else to do.  That way, if you choose to redesignate the dig, the dwarf doesn't decide to do anything else.  (Yes silly dwarf, I'm sending you to your death, dig dwarf dig!!)  If you do NOT redesignate the dig, it behaves as normal.  

Currently, the action will stop (good), and it will zoom to the location (also good), and it undesignates the dig in the area. (final good thing).  The problem is, as the action stops, the dwarf is having to decide again what to do.  Because the where he is at is no longer valid to dig, he wanders off.  This happens EVEN IF YOU REDESIGNATE THE SPOT TO DIG

Flick = Click on the dwarf and say 'Hey, You!!! You're being a 'tard, stop it!' and he drops his task and reaquires.  He may pick the same task, or he may not.

[ June 12, 2008: Message edited by: Granite26 ]


4251
DF Suggestions / Game Behavior Suggestions
« on: June 10, 2008, 07:00:00 pm »
This is the catchall for small changes in the way things work.  

•   Game behavior

Trading behavior

  • Ability to select everything at the Trade Depot for trading (AKA if it’s already there, mark it for trade)
  • Keep a running total of the value of items at the depot, of the value of the merchant’s items, and the value of all marked for trade items.  As an added bonus, qualify this with bins values and picky traders info.  (AKA the 'do I have enough to by the merchant out yet' screen)
  • Continue to access trade depot information ‘off season’ It's practically cheating, but I'd like to let my haulers carry silk loinclothes to the trade depot full time.
  •    Trade Deficits:  I’d like to be able to send more stuff back for some intangible game benefit, maybe hire off-site people.  Basically I'm producing more than I'll ever need.  There's no way to improve the quality of life for the dwarves using trade or any other means.  It doesn't mean anything to be a 'rich' nation
    ...............Hire Shills to boost immigration rates
    ...............Trade Deficit that makes the dwarves happy (currency market crap, since in theory they could visit the capitol and it would be cheap for them.
    ...............SimCity-esque rewards for sending enough tribute.  Think masterwork or artifact level fountains and stuff.

o   Trapped shoutouts

  • Message in log (possibly an action stop) about a unit unable to path to someplace (I.E. to his room or something)
  • If a unit has no job, can’t find a job (presumably because of pathing), and can’t path to (Bedroom, Trade Depot, etc), break.  I've had quite a few dwarves stoically starve to death because they were too timid to speak up.
  • On this note, a pre-death starvation / dehydration message early enough to do something about it would be nice

o   Threading
  •    Enable users to look at details without stopping the game.  i.e.
  •    Designate digging : Wouldn't it be nice to select elements of a vein as they were revealed without stopping the game?
  •    Unit objectives : What is he doing!?
  •    Separate Windows
  •    Popup a mini window with the (Z) screen on it, or a specific dwarves wound stats to watch a fight progress.
  •     Yes, this all requires threading of some sort, even if the compiler is handling it.

o   Stops
  •    When a dwarf does something that causes a stoppage, stop before he decides what to do next (I.E. wet stone, so we can redesignate it)  Nothing is so annoying as designating an area that just happens to pass under a river or pond.  Oh, it's wet here?  good to know, keep digging, and don't wander off the the other side of the map first.

o   Flick
  •    Force a dwarf to rethink what he’s doing

o   Better resource management
  •    Coal  :  Should be able to say ‘don’t use the last 5 coke items for anything but making more coke’
  •    Manager should be smart enough to say ‘Add a coke making task for every coke using task, and mix them together’.  This is opposed to the 'ok, make coal for five seasons until the nobles ask for something, then when I tell you to make platinum bars and lower the coal priority, you do that till we run out of coal, and then have to burn down the forest trying to get the coal stores back up without disabling the make stuff task on all the different workshops that use coal.

o   Mechanics
  •    Shut off arrow keys when hooking things up  :  It’s very easy to lose focus on the screen.  I'll find a lever, select setup, arrow down to select which type floodga... crap it's - not down, down moves the (offscreen) curser and deselects the lever...
  •    Flash and color to indicate which point we’re looking at :  Sometimes it’s hard to know which item it’s pointing to.

o   Skill cutup
  •    Conceptually separate skills from tasks. : Just because something uses the same skill, doesn’t mean it can’t be a separate task on the worker preferences list.  (Same goes in reverse.  Obviously hunting uses marksdwarf and sneaking.)  I added this based on some players desire to seperate smoothing from engraving.  I think they should use the same skill, but you should be able to set the new guys to smoothing, while the legendary dwarves engrave.

o   Room Building
  •    Sort by value  :  There’s a lot of times I don’t care what kind of bed I put in, I just want something dirt cheap for the plebes.  Maybe if it could list beds by value (associated with the value of the room) rather than type.  Or maybe just list the values next to them on the individual item select screen.

o   Free Gemstone floors
  • When mining out a gem, the floor is then gemstone.  This is a cheap and possibly exploitive way to get a high value room.  The floors should be the surrounding material, not the gemstone.

4252
DF Suggestions / Additional Logistics information
« on: June 10, 2008, 06:30:00 pm »
Again, pretty sure some of this has been mentioned in passing, but I don't see anything current on it.

The gist is; While I love that DF tracks so much stuff and that the simulation is so rich, sometimes it just takes too long to find something.  Usually it's either because the menu for selecting something goes away when you select it (think unit skills from the unit menu) causing you to start over again for each unit, or it's because the list that pulls up is just too long to meaningfully sort.


•   Additional information


  •    More tabs/sorting
     ....  Sort (U)nit screen by types
     ........    Controlled (AKA your dwarves)
     ........    Allies (AKA Merchants or Civilians)
     ........    Tamed Animals (Select for trained only)
     ........    Wild Animals
     ........    Enemies
     ........    Corpses
    ....Do not load details in (Z) Stocks screen for over 2000 items unless it is requested (AKA don’t crash the system for scrolling over stone)
    ....Sort History by event types
    ........Violence
    ........Found stuff
    ........Logistics Problems

  •    Location information in history
    ....Select a history item and zoom to it

  • Economics
    ....Show how many jobs a dwarf has available
    ........This will help with the unemployment problem
    ....Show how many dwarves have a particular tasktype active
    ........    Why isn’t this getting done!?
    ........Sort dwarves in the (U)nit screen by this, even if they apear more than once

  •    Buildings Screen
    ....Tab this out into workshops, etc  If graphics are used, tabs for types (Workshops, Piles, Furniture, etc), trees for subtypes (beds, chairs), and a window for individual items.

  • Separate Titles from Skills
    ....Title should default to highest ACTIVE skill
    ....For fighters, this should be the current weapon enabled and not what they are best at (I.E. after training Wrestling first)
  • (U)nit Screen
    ....Able to go to a dwarf, and back out to the same point in the list.
    ........I.E. when quick checking dwarves to see what their current skills are
    ........or looking for the enemy spawns in a siege
    ....Skills 'tab' a la the weapons screen.  Show the top three-ish active skills, color coded by the persons skill level.  You could possibly use the item quality scale here instead.

  • (M)ilitary Screen
    ....Color code weapon skills on the weapon tab  (If Urist is holding a sword, it should be bold, but if he’s actually better at using an axe, that should be bright green or something.)  This would enable users to quickly manage weapons, switching out for crosstraining, or turning off wrestling when they got high enough skill.

As a philosophy, I'm a big fan of dual level information on the screen.  The new player will see what he needs to see, while the more experienced player will be able to pull out additional visual cues from the information. (As in the quality levels of items...  New users don't always follow quality, but you don't need to at first)  Just a thought

(Also, aparently UBB doesn't support nested lists... careful diagraming replaced by dots   :( )


4253
DF Suggestions / Re: Nobles Suggestion
« on: June 13, 2008, 10:08:00 am »
Psychologist:
Enables thought aggregation and listens to complaints full time.

Thought aggregation would be a list of the thoughts, and how many people have them.  This falls into the 10 dwarves are easy to manage one by one, but 100's are not.  Anyway, imagine a screen where you can see each thought with a number of dwarves that have it, and the 'tab' switch to get the list (similar to the stocks screen, I guess).  It would be a good way to track if, for instance, you had a bunch of dwarves sleeping poorly, or not in beds, or thirsty, or any number of other problems.  I imagine this screen as having the dwarves color coded by happiness levels.


4254
DF Suggestions / Re: Nobles Suggestion
« on: June 11, 2008, 08:58:00 am »
quote:
Originally posted by Neonivek:
<STRONG>Alright let me look.. being my 5th

While I do agree that Nobles should be useful... I don't want to appoint any of them in areas where I feel ordinary dwarves should be able to do the very same job. (Yes... I am against the Dungeon Master)

This makes me very biased in almost any Noble discussion

[ June 11, 2008: Message edited by: Neonivek ]</STRONG>


Fair enough.  It's seemed to me that Noble in a DF context means less feudal leader and more shift foreman anyway.  I like the idea of a core samples being a basic skill, but I would like to see more... officials(?) that give you extra management power over the grunt workers in their zone of control.


4255
DF Suggestions / Re: Nobles Suggestion
« on: June 10, 2008, 06:36:00 pm »
That's kind of what I was thinking.  The advantage would not only be that it was faster than mining, but that it would be less destructive, and potentially 'automatic'.  If there's no destruction, why not just have your little assayer guys running all over the place doing this?  It would double your knowledge of the map pretty quick, enable you to dig less for exploration making cave-ins less likely (when they come back) Walls could ask to be assayed in the same way that stone asks to be moved to a pile.

It's not a huge advantage, but it's enough to put up with the occasional platinum chest request.


4256
DF Suggestions / Nobles Suggestion
« on: June 10, 2008, 06:01:00 pm »
I know at least some of this has been covered elsewhere, but I didn't see anything active, and wanted to put up my take.

Better Nobles

Part of the interface improvements will (hopefully) be adding new ways of accounting for your fortress information.  These improvements will be extremely useful in the late game, but not so much early on.  Coincidentally, this is when the nobles show up.  It would make them a lot more welcome if the nobles arrival and presence corresponded to increased functionality in the logistics screens

Prospector, Surveyor, Assayer
•   Ability to zoom to unmined rock of different types
 o     Useful if you are tracking veins, zoom to a vein of something
•   Ability to track unmined rock of different types
 o     Obviously (Fey Mood) dwarves know what’s out there.  Why can’t we see a list of what’s in the walls?
•   Ability to ‘see’ through a single layer of rock to the layer behind it
 o     This could be an assay task similar to wall smoothing
•   Ability to find major deposits by soil sample.
 o     Maybe get a report on a point based on the relative nearness of a few types of minerals (Adamantine and Gems should be exempt.)

Ranch Manager
•   Designated ranch areas where animals want to be?
•   Automated butchering options
 o     Kill a male animal at random every so often type stuff

Sergeant of the Artillery   
•   Automated Siege Weaponry commands in one place(enable a callout, battery fire, etc)

King
•   Feudal Society:  If the king ain’t happy, ain’t nobody happy
 o     Having the king around should make the dwarves basically happier
 o     Having a happy king should make the dwarves basically happier
           >Urist was complimented by the king recently
 o     Additional trade options (receive tribute maybe?)
 o     Better Immigrants?

Bard
•       Adds happy thoughts to people around him
•       Philosopher could do the same, or even take complaints

Guild Leaders
•       Increase base pay for the job-guilds they represent

Adding a good list of potential nobles could also help differentiate the various races (elves get bards, but dwarves don't, etc).  The core of this one is: Nobles should be an acheivement and a boon.


4257
DF Suggestions / Re: Pile Behavior Suggestion
« on: June 12, 2008, 08:12:00 am »
quote:
Originally posted by Normandy:
<STRONG>By jove, that sounds like a good idea.

Another interesting idea would be to have multiple input piles, each carrying a specific material, which would go to a single-tile large output pile by a workshop (it would work like that, no?), and by selecting which input pile the output pile would take from, you could both pre-haul materials to the workshop and get a fairly high amount of crafting control.</STRONG>


Setting it up manually is already implemented.  You can set up the system to haul from one pile to another.  The improvement is abstracting that so that you don't have to say FROM this pile TO this other pile.

You have an excellant suggestion for fixing the specific materials there:  Set up a pile 20ish squares from the workshop that accepts ALL materials, and a pile nearby that accepts NO materials.  Then when you want to use a specific material, turn on the 'right' material for the nearby pile and set up a manual transfer to the close pile, and it all of a sudden, all the jobs will start using the desired materials.  (With little extra hauling time, assuming your dwarves get to it fast)


4258
DF Suggestions / Re: Pile Behavior Suggestion
« on: June 11, 2008, 09:08:00 am »
quote:
Originally posted by Neonivek:
<STRONG>Alright last one... I said Id comment... and I kept my promise

Waitor: You made them WAY too much like a Hauler. If they served people in dining rooms (in which most dining rooms should have a food stockpile in them) that would be perfect.

Furnature Warehouse: Don't we already have a... Furnature Stockpile? I don't understand what the point of this is.
</STRONG>


Errm, maybe I didn't explain this well..  Waitors would be people with the food hauling task turned on.  It's an emergant behaviour, not a new skill or job.  Haulers with food hauling turned on would naturally become waitors this way.

In the same way, furniture warehouse wouldn't be a new pile, it would just be a way things would work.  The warehouse I mentioned would be a simple stockpile.  

Those are just quick examples of the kinds of behavior that would emerge as natural side effects of the change.

The only code change would be to make some piles want to be filled or not want to be filled.  With the custom stockpiles, my understanding is that you have to set them to transfer between specific areas, which is a lot of logistics work.  What I'm suggesting would allow you to just say 'this is an input pile, things can be put here, but haulers will still come and take them away', and the current job creation system would handle where it actually went.

Everytime I create a dining room (think burrows here) I don't want to have to tie it back to the kitchen, especially if I've got three kitchens, two stills, a food warehouse and 10 other dining rooms to scroll through.  That's assuming the pile transfer is smart enough to cull to just food piles.

Hopefully that makes a bit more sense.  I really (passionately!?) believe that this is a small change that will make playing big fortresses a lot easier.


4259
DF Suggestions / Pile Behavior Suggestion
« on: June 10, 2008, 05:20:00 pm »
I've actually got a lot of suggestions, Hopefully I will cut them up sufficiently.

In my experience, piles are separated into three types
 Input Piles: Are designed to take the output from buildings and store it until something can be done with it.  Basically you want an Input pile by every workshop so that your producer dwarf doesn't have to walk far to put it down, and the workshop doesn't become cluttered.  This pile needs to be emptied regularly, because you always want free space, but you don't need anything in it.

 Storage Piles:  Are designed for long term storage of items like excess stone and furniture.  You don't care if there is anything in it or not.

 Output Piles:  Are designed for distribution.  They are the sources of material for workshops as well as the food bin in the corner of every dining hall.  You actively want the Output pile to be filled with items in order to minimize travel times.

-----------------------------------------
That's the three kinds of piles I've built, seen on the forums, or seen on the wiki.  My suggestion?  Implement these pile types in code.  Input piles would be used by dwarves carrying items they don't want. (items they don't have hauling turned on for, for instance)  Output piles would actively fill from storage or Input piles without you having to manually set up a switchover.  Input piles being filled would naturally lower their priority the closer to filled they are, aiding your hauler dwarves in prioritization.  What would happen is an emergent AI system for managing your piles, based purely on telling the system what you want to do.

Here are a few behaviors that would be possible with just that switch:
Garbagemen and trashcans.  Turn off refuse hauling for all but a few, and put small one unit refuse Input piles around.  People will throw out the garbage, and the garbagedwarves will pick it up and haul it where it needs to be.

Waitors.  The cook makes food and places it in his Input pile.  The waitors will haul the food around to the various dining rooms, ensuring that each dining room always has a small stock of food and drink.

Furniture Warehouse.  Masons build beds and place them in the input pile right outside the door.  Haulers take them to the large warehouse.  Months later, you decide to build an apartment expansion.  In the hall outside, you place an output pile for beds.  When the expansion is complete, the furniture is already queued up outside waiting to be moved in.

I think the beauty of this particular system is that it doesn't involve tedious tweaking of routes, or designating this pile be moved to that pile.  It handles both the output of a workshop and the input in one simple step.

Thoughts?


4260
DF Suggestions / Re: Caps on room value
« on: June 13, 2008, 12:18:00 pm »
I agree with the theory, a huge room full of junk feels like an exploit, especially when it's a dinning room serving hundreds of dwarves at once.

Perhaps this could be resolved by dividing a room's value by the expected number of users (AKA a dining room's value would be divided by the number of chairs in it)

I think one of the accepted methods of dealing with this sort of thing IRL is to square the values of everything while adding it up.  (I.E. a value 1 chair would only add 1, a value 10 table would add 100 and a value 100 statue would add 10,000)

Additionally, a cheap way to lower the cost of rooms that have more than one square would be airport zoning.  AKA charge less for rooms subject to noise pollution.

(edit for grammer)

[ June 13, 2008: Message edited by: Granite26 ]

[ June 13, 2008: Message edited by: Granite26 ]


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