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Messages - morikal

Pages: 1 ... 13 14 [15]
211
DF Gameplay Questions / Re: caravans & large maps
« on: November 12, 2008, 04:46:14 pm »
Wouldn't you have to block the rest of the edges of this 12x12 fort though?  Agh.

No...

T = trade depot
W = wall
< = upstair so my dwarves can get to it

WWWWWWWWWWWW
                                 W
                                 W
        T        <             W
                                 W
                                 W
WWWWWWWWWWWW

So long as that left edge is the very far edge of the map, I'm set, right? (I think I'll do something a little more complicated than what is shown here, but the idea will be the same... I like to have the trade depot sitting above a z-level where I have stockpiles in all directions underneath it for trading goods, many stairs up, a double wall system, and several drawbridges so that the area is insulated until I'm ready.. ie: have the TD accessible but the rest of my fort not (well, not through that entrance). Once merchants are inside TD, cut off outside access, and enable fort access to the TD. Then my dwarves can go unload.

212
DF Gameplay Questions / Re: caravans & large maps
« on: November 12, 2008, 04:26:05 pm »
So I read on the wiki that if it takes too long for a caravan to reach my depot they will give up and leave...

If I am playing on a 12x12 map, and build the depot in the upper middle, is this likely to happen often? Is there some map size limit below which I can make sure the caravan can always reach me?

You could build it near the edge and make sure it can't be reached from anywhere else (it will always spawn at an edge it can reach the depot from)


Will they spawn at any point on the edge, or at a part of the edge they can reach from? ie: if I build the depot say 10 squares from an edge, then run walls that surround the depot and go out to the edge, will the caravan always show up right there? Or may it spawn anywhere along that edge and then decide it can't reach the depot?

213
DF Gameplay Questions / Re: caravans & large maps
« on: November 12, 2008, 04:24:51 pm »
12x12? that have to got lag.
Not yet I don't... it is using 60% of my CPU though already, so who knows what will happen with 200 or more dwarves... I do have a really nice computer though, so hopefully I'll be ok. Maybe I'll do some testing and see what my max framerate is on a 12x12 vs a 3x3 or 6x6. (I have been playing capped at 50 fps, and my fps counter hasn't gotten below 50 yet (aside from the constant fluctuation between 49 and 50)

I guess if you make a straight road from the edge to the depot the caravan wont have to zig-zag trough woods or mountains they will be able to get to the depot in time.
[/quote]

214
DF Gameplay Questions / caravans & large maps
« on: November 12, 2008, 03:18:27 pm »
So I read on the wiki that if it takes too long for a caravan to reach my depot they will give up and leave...

If I am playing on a 12x12 map, and build the depot in the upper middle, is this likely to happen often? Is there some map size limit below which I can make sure the caravan can always reach me?

215
DF Suggestions / Re: Delayed tasks (new task & building option)
« on: November 11, 2008, 08:11:49 pm »
Also, things like render fat... when the cook temporarily runs out of fat, the task goes away, and until you realize this and reinstate it, all your fat rots.

216
DF Gameplay Questions / Re: Dyeing
« on: November 11, 2008, 08:10:25 pm »
Right here it says you can dye both the thread and the cloth for even more value. I had read that as "you can dye both on the same object," not as "you can dye either the thread or the cloth," which is what it apparently means.

Thanks for the clarifications.

217
DF Gameplay Questions / Re: A few questions from a new player
« on: November 11, 2008, 06:35:09 pm »
No, not in the far left left, but under "furniture" there are several categories, like "item type", "material", etc. He means there

218
DF Gameplay Questions / Dyeing
« on: November 11, 2008, 06:18:48 pm »
On the wiki, it says you can dye thread and then dye the cloth after the dyed thread is woven...
Is this still true? If so, what am I doing wrong? I do:
Process pig tails for thread
dye the thread
weave the thread
dye cloth job

The dye cloth job gets cancelled due to having no dyeable cloth...

219
DF Gameplay Questions / Re: A few questions from a new player
« on: November 11, 2008, 05:03:10 pm »
1) This happened to me with the mechanisms... I had thought it may have been that I needed both the Rock type and the Mechanism item enabled... I did that, but don't know if it worked. Will check later and edit this if I remember.

2) I never had a problem with it, but others have written that this causes slowdown from all the pathing issues (ie: animals trying to avoid bumping into each other I guess). Solution is to do away with meeting halls, but I don't like to do that (but I'm on a fast computer, so it doesn't affect me)

3)  don't know this one, I have played a lot but haven't dealt with water issues yet (I have always just made a fort by a river)

4) See this page.

5) See <a href="http://www.dwarffortresswiki.net/index.php/Immigrant>this page[/url].

220
DF Suggestions / Re: Job manager suggestions
« on: November 11, 2008, 04:07:49 pm »
Oh don't get me wrong, doing it your way is better, but there are a few good reasons not to, and I think that they outweigh the benefits.  Specifically

  • Hard to program
  • Hard to design UI
  • Hard to understand

I don't know what language DF is written in, nor do I know how messy the job manager code is at this point, but I don't think it would be that hard to code. There already has to be some object in place to deal with the task list... it likely looks like this:
<linked list of jobs>
  < Job node >
     < Job specification >
     < Quantity spec >

It would just change job node to hold a job spec & quantity, or a separate linked list of job nodes & quantity information.
Yes all the functions which consume this task list would need to be updated. Sounds like a few days of work to me, at most, for the coding of the functionality (aside from the UI and display).

The UI would be a concern. For display, nested things (like you see when viewing containers) could work, especially if done like with bins of stuff.
ie:
My wood tasks (27/30 left)
  Make bed (0/1 left)
  Make bucket (1/1 left)
  Make barrel (1/1 left)
  Make bin (1/1 left)

If you look at the pseudocode I wrote, it would allow unlimited nesting.

Specifying new jobs: In the "new task" menu, have 2 options:
- regular job (goes to the current job screen, filterable as it is now)
- job set (name the job set, and then add tasks to it. The task adding menu would have the same 2 options that the top level "new task" menu would have).

Understanding and documentation might be an issue. I am a programmer myself, and I forget sometimes how hard it is for non-programmers and non-technical people to quickly grasp these things... but I think the average DF player would be able to figure it out, if they can figure out all the other interface stuff...

221
DF Suggestions / Delayed tasks (new task & building option)
« on: November 11, 2008, 03:56:37 pm »
Problem:
1) Certain tasks which you would like to set to repeat will be cancelled if they are temporarily undoable (this is especially annoying with "item misplaced" cancellations).

2) Specifying buildings on top of other items (say, build a door or a bed, but there is a rock in the space). Even if you specify the rock for dumping, you have to cross your fingers that the rock will be dumped before they try to build the door--otherwise construction is suspended and you have to go back and unsuspend it after the rock is moved.


Solution:
Add a new option to workshop tasks & buildings: Delayable.
This option would be mutually exclusive with Suspend (well, with a player setting the task to suspended status.. toggling suspend on or off would unset the delayable toggle).

Basically, any time the task would be cancelled or suspended, instead it is delayed (have the number of delay frames configurable in the init file).
So if I have render fat on repeat, and the cook runs out of fat, I could have set the task to "delayable" in order to have him not cancel it. The task would suspend itself, wait the specified number of frames, then unsuspend itself.

This would allow all sorts of nice combinations... you have a wood burner feeding an ashery feeding a kiln? All on repeat? Well, if one runs out, or if wood is temporarily unavailable, or one of the workers takes an extra long break, you get cancellations (ie: kiln runs out of potash to bake because the potash maker was at a party). Not having to cycle through all your workshops maintaining jobs like this would be nice.

222
DF Suggestions / Re: Job manager suggestions
« on: November 11, 2008, 03:37:35 pm »
First, you should probably reformat that.  It's kind of a wall of text.

Edited... is that better?

1:  I agree

2:  I disagree.  Having the Job Manager be a little more intelligent in creating jobs (mix them up) would be a plus, but this is a bit much. 

I don't think its really all that "much"...
It should be (unless the task-list code is completely crazy) relatively easy to implement, and using it wouldn't be very hard...
I think this would be preferable to something which just always or randomly did tasks from the job lists regardless of priority (which seems to be what you are saying...) if I have a list:

Make bed (30)
Make bucket (30)

How would the manager determine what order to do them?
Right now, it would do all the beds, then all the buckets (I think). Are you saying that within a given workshop type, you would rather it just automatically intersperse, instead of being able to specify?
What if I really did want 30 beds before the 30 buckets? What if on the other hand I wanted them interspersed? Having it hard-coded to always or never intersperse is not preferable, I think...
Can you explain a little more why you think being able to specify

( Build bed (1), build bucket (1) ) (30)
OR
Build bed (30)
build bucket (30)

is less desireable than
Build bed (30)
build bucket (30)
Where the order in which beds and buckets are built is always the same?

On the other hand, an easier but less flexible solution (and maybe this is what you meant) would be to have a toggle which can be set either globally (which would be easiest but least flexible) or on a set of jobs. If the toggle is set, all marked jobs are interspersed if possible.

223
DF Suggestions / Job manager suggestions
« on: November 11, 2008, 02:44:36 pm »
1) Raise or remove the # cap. I sometimes want to make 100 or 200 of something, and it is annoying
   having to enter the job many times

2) In addition to specifying a single first-class task with a number of repetitions, have the
   top-level structure of the job manager's task queue be something like (I hope my pseudocode is
   readable):

Code: [Select]
Class task-list {
 Field task-items ; list of task-item objects
}

Abstract Class task-item

Class concrete-task inherits from task-item {
 Field task-type ; construct bed, forge gold chain, etc
 Field quantity
}

Class task-set inherits from task-item {

 Field workshop-type ; a task-set should probably be limited to a single workshop type, but that may
                     ; end up being too hard to implement quickly

 Field task-list ; a list of tasks which belong to the specified workshop type. Again, this isn't
                 ; really needed, but may make sense

 Field quantity ; number of times to repeat the entire task-list stored here
}

The idea is that you could have, at the top-level in the job manager:

Job (50): Construct bucket (1), construct bin (2), construct barrel (3), construct bed (1)
Job (10): Make leather bag (1) <-- this is like the current style "make leather bag (10)"

This would add tasks to a workshop queue in the order and numbers specified (ie: add a construct
bucket, add 2 construct bins, add 3 construct barrels, add 1 construct bed). This would be 1
iteration of the job.

The point is that if I am short on barrels, buckets, beds, and bins, I don't want to constantly
either update the job manager and tweak the workshops to make sure that a few of each are produced
at a time (ie: I don't want 100 bins made before any barrels are made; I want a few bins and then a
few barrels and then a few more bins, etc).


3) Add a new option menu to each individual workshop. This menu would have a list of all tasks
  currently performable at the workshop (ie: the same list you would find under the add new task
  menu). Here you could enable or disable the use of this task at this workshop by the job manager.
  ie: If I have 4 crafting workshops:

     - 1 near a bone stockpile
     - 1 near a skull stockpile
     - 2 near a rock stockpile

And I want to use the job manager to make 50 bone bolts, 50 totems, 30 rock crafts, 30 stone mugs,
30 stone instruments, and 30 stone toys, I couldn't right now (at least not efficiently) because the
manager would just add a bunch of bone bolts (assuming I list that job first) to each of my
workshops. This could be partially solved by suggestion 2 above, but still each workshop would get a
little of each task, causing possible long-distance hauling.

I would like to be able to set the 2 workshops next to the stone stockpile to not be able to do
non-stone tasks automatically from the job manager. This way, only the rock based stuff would be
added to them. Same with the bone and skull ones.

Another thing this would help is training workshops: If I have a mason shop set up to only allow low
skilled masons to work there, and all I want it to do is crank out stone blocks, I would be able to
disable all automated job tasks (ie: job manager couldn't add anything to this workshop). This way,
all my crafting jobs would go to the higher skilled mason workshops, and my trainees wouldn't be
interrupted from their blockmaking by jobs I'd rather have done by skilled workers.

224
DF General Discussion / Re: Auto-designation macro 2.0
« on: November 11, 2008, 03:04:58 am »
For anyone else who wants the old version, the link in the first post appears to be broken.

You can find the original macro in this thread:
http://www.bay12games.com/forum/index.php?topic=1428

225
DF General Discussion / Re: Auto-designation macro
« on: November 11, 2008, 02:14:11 am »
I've actually released version 2 of this program a while ago, which can <B>instantly</B> designate the pattern using Dwarf Companion. It can't do constructions or furniture though. <P>Forum thread

This link is broken.. any other location/any ETA on a fixed link? I'm interested in being able to just do it in-game once and have it save my work (at least, thats what it sounds like you are saying version 2 does with the help of the dwarven companion utility)

Edit: Here it is: www.bay12games.com/forum/index.php?topic=1890.0

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