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Messages - profit

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1381
DF Suggestions / Re: Water height & movement
« on: November 21, 2008, 10:01:08 pm »
Oh? Memory usage? the smallest int programming variable is 0-255 if I recall correctly so, it could still use 1 to 70 easily.

But as for memory usage...  Say there are 5000 tiles of water... if they used 8 bits for 0-255  they would use 20k of memory.  if they used 0-65000 they would use 16 bit Int varibles which would use 40k of memory...

My machine currently has 2,000,0000k of memory.. so it could in theory hold 500,000 dwarf forts water usages in memory if each one had 5000 tiles of water.... my current fort has about 100 tiles of water so it would need 200 bytes of memory to store water depth information...

I cannot see memory use being a valid argument as the dwarf fortress process currently uses 185,492,000 bytes of memory I don't think  185,492,100 will hurt anything, but if for some reason it did, there is still plenty of room to do a 0 to 70 or 0 to 140 system.



1382
DF Suggestions / Re: Water height & movement
« on: November 21, 2008, 09:24:40 pm »
This would actually work better if water height was stored as a 0-7000 integer and when the difference is less than 2 between squares computation stops.

Calculating 7-1 and 64000 - 11100 for a computer takes the same time because they are both an integer op... so shouldn't add burden and Should really help water to flow more naturally.

And when the water levels get to like 6687 and the squares next to it have 6686   no calculations are done.

Simple and effective.

water levels are still displayed as 1-7,  they are just rounded and the last 3 digits are dropped.

BTW THESE MUST REMAIN INT VALUES, Floating point operations *anythng using a decimal point* is very processor intensive.





1383
You know....

If you could give dwarfs work area's that they preferred to be in, it would help things like keeping your masons from all abandoning your megaproject if you want a little smoothing done..  Just assign a few to prefer the megaproject's area and a few to prefer the smoothing area...  Could really be useful for many other things as well...

Hmm LOL I think I found another feature to request!


1384
On a related note, merchants should charge more for goods that are heavy. When they bring a wagon full of wood, that's only 5-6 logs at 3 dbux each (6 if you highly requested it). There's clearly no profit margin for such heavy goods, which is why they should be marked up by the merchant an amount proportional to their weight. So a log, a piece of bauxite, or a stone block would cost an additional 50 dbux or so based on its weight alone.

That is where wagon costs come into play.  As each wagon only has specific capacity if you need 10 wagons your paying 20,000 in wagon costs alone... with material costs it will be even higher =)

1385
DF Suggestions / Suggestion: Add an option to purchase materials outright
« on: November 21, 2008, 07:55:11 pm »
I propose adding a separate and entirely optional screen where a player who has spoken to a trading representative and established relations with their caravans can barter without traders actively being at their fortress and has a nearly unlimited source of goods.

Mechanics and balance vs caravans ->

A player can order a specific number of items such as in my case I want 2000 cobaltite because its a pretty blue. It determines a cost based on the things below and a weight limit for the wagons and I now have to select the items to trade for it like a regular caravan.

Cost #1 Special order - The things actively bought this way should cost 3x as much.  Special orders always have in the past raked people over the coals on cost why should DF be any different.

Cost #2 Wagons - Every wagon that they send will Cost an additional 2000 as they have to do a special run that may not be part of the trade route. This will make buying ore more expensive than buying a bar of metal a lot of times and helps balance.

A fortress credit account could streamline this significantly, as you could trade up spare credit when the merchants come and purchase food in an emergency if your farmers die or something.





1386
DF Suggestions / Re: Suggestion: Create designation "Break Stones"
« on: November 21, 2008, 06:45:40 pm »
I just checked a stockpile and the stone is actually not taking any space in it as the alcohol is sitting under the stones when I check it..
 I suppose there is technically no need for a command to break stones unless your trying to site a building but still.. would make me happier.....

1387
DF Suggestions / Re: Suggestion: Create designation "Break Stones"
« on: November 21, 2008, 04:27:03 am »
Will hiding allow things to be stored in its location?

And while I do know you can  quantum compress the stone in a 1x1 stone dump I was looking for a way to make it disappear without watching my slaves carry it around and grabbing different Z levels stones or me having to mark each and every one for dumping and such.

1388
DF Suggestions / Suggestion: Create designation "Break Stones"
« on: November 21, 2008, 03:07:39 am »
Create a designation that allows you to destroy stone as a miner.

An unskilled miner kinda does this already as they do not produce any rocks afterwords for a lot of digs but legendary minors can open a huge area and have a ton of stone left over. Probably should take a bit to crumble a rock to dust even for a skilled miner but would be handy if you wanted to create a storeroom without hauling all the stone to the chasm.

1389
yeah so... Didn't say they were not often already busy doing something, just said the skillsets matched, and it would be logical to combine them.

 Gameplay wise it might be an entirely different ball of wax and would require a little sacrifice of dwarves that are in already high demand...

The rough engraving is a good idea though, allow an engraving on a rough wall that has not been smoothed and it would make a much less valuable but still very nice engraving.

(As an aside I am using dwarf manager v.2 so making a bunch of masons is kinda trivial.)

1390
Very simple idea.

  Remove engraving and move smoothing to the masonary skill and engraving to the stonecrafting skill.

I think it would help fix the logic in that smoothing is not really engraving but does tie in with masonary and stonecrafting really is basicly engraving.

<in reference to ->
Req567, SMOOTHING AND ENGRAVING SKILLS, (Future): They aren't closely related, so they should have different skills and professions, although having a skill entirely for smoothing stone seems like a stretch.

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