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Messages - Seshat

Pages: 1 ... 4 5 [6] 7
76
DF Suggestions / Assignable stores
« on: February 16, 2007, 12:16:00 pm »
Here's a wishlist idea, utterly nonurgent.

It would be nice if we could designate our shops when we make them: I currently have two crafts markets and two general stores, one exotic clothing shop, but only one clothing shop.

Given how many garments a dwarf needs to buy to replace a full outfit, I'd have preferred the luck of the draw to get me three clothing shops, and one each of the others.  :)

Any chance we can eventually be able to designate our shops?


77
DF Suggestions / Labelling levers and other triggers
« on: February 16, 2007, 10:04:00 am »
It would be EXTREMELY helpful if levers, pressure plates, and any future-added triggers could be labelled with the name of the object(s) they trigger.

This could be done automatically by the game (perhaps a 'go to target(s)' option), or manually by the user with a 'name this trigger' option.

I just went to my levers room, and couldn't remember at first which lever was for my farm floodgate, which for which of my bridges, and which for my flood-the-beseiging-goblins trap!


Thank you.


78
DF Suggestions / Re: Kitchens prioritize inedible foods.
« on: February 16, 2007, 09:57:00 am »
I agree - in general - with this. While I think meals comprising 'substance' and 'taste' ingredients is a good idea role-play-wise, it would also add to the challenge. Perhaps it could be added as an option?
I know that there have been winters when my dwarves have subsisted on a diet of seeds and quarry bush leaves.

I reallyreallyreally would love to have 'EAT' and 'MILL' as toggle-able permissions in my kitchen settings!

And I'd like to add my vote to the 'reserve X seeds' option, and to having a option to tell my kitchen to cook inedible-until-cooked foods first.

[ February 16, 2007: Message edited by: Seshat ]


79
DF Suggestions / Re: Request instruction on screen
« on: February 10, 2007, 08:35:00 am »
Well, I just hit space on "Let us discuss what we are willing to offer for your craftsmanship", and it didn't take me to the negotiation screen.  :(

I think I flubbed it this year. AGAIN.


80
DF Suggestions / Re: Request instruction on screen
« on: February 07, 2007, 12:03:00 am »
Yes, it's just a text screen. I forgot the details, and it's going to be almost a full year before I get it again, but it says something like:

'Greetings to the noble dwarves of WhereverYouAre from the humans of WhereverWe'reFrom. We would like to discuss our requirements in this trade agreement'

Then you press whichever key you think of, and it should go to the screen described at http://dwarf.lendemaindeveille.com/index.php/Trade_agreements

If I recall correctly, they do it in sections, with one of those introduction screens to each section:

1. What they want
2. Confirmation of what they want
3. What you want
4. Confirmation of what you want


This year, I got four introduction screens, but only screens 2, 3 and 4.


81
DF Suggestions / Request instruction on screen
« on: February 06, 2007, 01:09:00 pm »
When the human guild representative meets with the broker, the initial screen doesn't tell you whether to hit 'enter' or 'space' to continue.

It seems as though hitting one will mean you don't get to negotiate, and hitting the other means you do. I may be wrong - or there may be some other thing I'm doing wrong.

In any case, please could a simple 'space: continue'-like instruction be added to the screen?

Thanks.


82
DF Suggestions / Separate residential from sparring barracks
« on: January 28, 2007, 03:54:00 am »
I tried to create an infirmary/residential barracks area by having sleeping quarters which were undesignated.

I also tried to make a sparring barracks, generated off a weapons rack (or armour stand, I tried both).

However, while the off duty soldiers would spar in the sparring barracks, the dwarves would prefer to sleep in the sparring barracks than in the comfortable beds in the undesignated quarters.

Could it be possible to make a 'salle' room, generated off weapons/armour racks, and have off duty soldiers spar preferentially in the salle rather than in a barracks?

This might also help in the creation of the 'infirmary', which I've seen requests for.

Thanks for thinking about this.  :)


83
DF Suggestions / Re: Slaughtering animals
« on: January 09, 2007, 07:51:00 pm »
Some indication (on the euthanasia selection screen) of which animals are maimed would be nifty.  :)

84
DF Suggestions / Re: Cancel 'Bring Item to Depot'
« on: January 10, 2007, 05:25:00 pm »
Yaaaaay!

Thank you, Toady One!


85
DF Suggestions / Re: Cancel 'Bring Item to Depot'
« on: January 09, 2007, 04:01:00 pm »
Would it be possible to have an 'empty depot' function that remains year-round? Essentially, a player-trigger for the 'the merchants have left' depot-clearing system?

Would that block the stockpile cheat, yet solve the problem?

It'd solve MY problem, at least.  :)


86
DF Suggestions / Cancel 'Bring Item to Depot'
« on: December 29, 2006, 12:21:00 am »
I just had unicorns wipe out a trade caravan (yay, lots of goods!).

Unfortunately, I still have a screenful of 'Bring Item to Depot' jobs. Which will then become a screenful of 'Store Item in Stockpile' jobs. Waste of Dwarf-hours.

Any chance of developing a way to cancel 'Bring Item to Depot' when the Trade Depot is reporting 'There are no merchants trading right now.'?

Thanks again.


87
DF Suggestions / Re: Personalised professions
« on: January 09, 2007, 04:27:00 pm »
The technique suggested in that thread isn't quite compatible with what I want, but since there's stuff there I want to discuss as well, I'll move to that thread.  :)

Thanks.


88
DF Suggestions / Personalised professions
« on: December 27, 2006, 01:18:00 am »
I'd love the ability to create labor preference sets, with my own profession names.

When I get a new wave of immigrants, it'd be really convenient to be able to designate, for example, two woodcutters, a brewer, a cook, and a clothmaker.

The woodcutters would get a saved set of labor preferences that might be wood cutting and wood hauling only.
The brewer would get labor preferences that keep her at the still whenever she's working.

If I wanted to be funky (and strange), I might have some profession with mining, animal training and dying.

Anyway, the base concept is simple enough: from the view units screen, be able to assign a pre-set (player-devised) profession to dwarves.

Thanks for listening to my suggestion!


89
DF Suggestions / Re: Catch-all Job Selector/Summary???
« on: January 11, 2007, 08:03:00 pm »
My only problem with that is: what if you're trying to train up a lesser dwarf in the skill?
I suppose if you retained the ability to restrict workshops, that would solve that problem for workshop jobs.


Otherwise I like the idea.


90
DF Suggestions / Re: Catch-all Job Selector/Summary???
« on: January 09, 2007, 04:38:00 pm »
I started a thread about job selection, but was referred to this thread. My base idea was described in: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=000646

Rather than having to individually designate the tasks for each dwarf (even on a more convenient list-style screen as DarkTreader suggests), I'd like to be able to design 'professions'. You can then designate professions, which are a set of labour preferences which get applied to the dwarf.

On the other hand, I like Soulwynd's idea. I'd LOVE to be able to say that, for instance, a dwarf with the custom 'brewer' profession will brew by preference, but is willing to do anything.

Or even to scale that further. The brewer most wants to brew, is willing to cook or do workshop farming, but if none of those is available he'll do anything.


Maybe even have 'forbiddens'. So the brewer has his preference list, but absolutely positively will not cut or haul wood....


Okaaaay, this is starting to get needlessly complex. All I really WANT is the custom professions, or Darktreader's easier-to-manage-labour-preferences list-style interface. The rest is low-priority wistful wishing.


Thanks again!
(Editted to clarify: in my version of this idea, the preferences are set by the player, not by the skill level)

[ January 09, 2007: Message edited by: Seshat ]


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