751
DF Suggestions / two little annoying things in big tasks
« on: August 22, 2008, 12:41:28 am »
hi, today i got really annoyed with some minor problems.
to the background: i play on a aquifier map and had some sort of outpost in the loam/sand so i had pretty much dwarfes before i pumped my way through and had access to the stones.
after reaching the stone, i put in huge mine multilayer layouts for my future fortress, with sewerage and all kinds of dig-intensives gadgets.
now the first thing: sometimes with the west for east for north for south for corner mechanics, dwarfs want to dig something one step away and run a huge way to get to the intended position.
for example:
X Wall
. floor
d dig designation
the confues dwarf
L last digged
W want to dig
in this situation the dwarf runs out, to get to the east position of the wanted digout, because the west is not free now. sometimes this can mean a throwback of a minute because of a huge run around a room with no (yet) digged entrances.
maybe it would be easier if the dig KI first steps into the last digged field, and then looks is the new field only one step away dig it out from position and dont try to use the W-E-N-S priority list. this would make them a bit less compucated becaue they not always run predictable to the farest spot because its in the west and so on.
so then two the second problem:
with such an huge digout i could do many stonebaths... so to get rid of them i decided to make a huge castle with walls, catapult and ballista towers on the surface around the main entrance.
with the new umhk-system for floors and walls, it got an layout pretty fast and so hundrets of stones at once occupied for construction.
and here the problem: as my masons cant haul stones from the cave up and build, they need time. in the meantime i started to construct my doors down there. but they mostly got suspended because an occupied stone was in the way, and they couldnt kick it one tile away.
so the reason could be: still allow dwarfs to clear material out of the way then they want to construct something, even if its forbidden or claimed for another construction.
yes i know both things i could get around with more micromanagment like stockpiles for the castle, and doing the digging in steps. but i am lazy and this are two small suggestions to make it more comfortable to build huge layouts without losing to much time
PS: grammar and other mistakes are totaly wanted... and i am not native english (nor i had good marks at school in my native language
)
to the background: i play on a aquifier map and had some sort of outpost in the loam/sand so i had pretty much dwarfes before i pumped my way through and had access to the stones.
after reaching the stone, i put in huge mine multilayer layouts for my future fortress, with sewerage and all kinds of dig-intensives gadgets.
now the first thing: sometimes with the west for east for north for south for corner mechanics, dwarfs want to dig something one step away and run a huge way to get to the intended position.
for example:
| X | X | X | X | X | X | X | X | X |
| . | d | d | d | d | d | d | d | . |
| . | . | ![]() | L | d | d | . | . | . |
| . | d | d | d | W | . | d | . | . |
| X | X | X | X | X | X | X | X | X |
. floor
d dig designation
the confues dwarfL last digged
W want to dig
in this situation the dwarf runs out, to get to the east position of the wanted digout, because the west is not free now. sometimes this can mean a throwback of a minute because of a huge run around a room with no (yet) digged entrances.
maybe it would be easier if the dig KI first steps into the last digged field, and then looks is the new field only one step away dig it out from position and dont try to use the W-E-N-S priority list. this would make them a bit less compucated becaue they not always run predictable to the farest spot because its in the west and so on.
so then two the second problem:
with such an huge digout i could do many stonebaths... so to get rid of them i decided to make a huge castle with walls, catapult and ballista towers on the surface around the main entrance.
with the new umhk-system for floors and walls, it got an layout pretty fast and so hundrets of stones at once occupied for construction.
and here the problem: as my masons cant haul stones from the cave up and build, they need time. in the meantime i started to construct my doors down there. but they mostly got suspended because an occupied stone was in the way, and they couldnt kick it one tile away.
so the reason could be: still allow dwarfs to clear material out of the way then they want to construct something, even if its forbidden or claimed for another construction.
yes i know both things i could get around with more micromanagment like stockpiles for the castle, and doing the digging in steps. but i am lazy and this are two small suggestions to make it more comfortable to build huge layouts without losing to much time

PS: grammar and other mistakes are totaly wanted... and i am not native english (nor i had good marks at school in my native language
)
