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Messages - XenoZergie

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1
DF Suggestions / Re: Skill Changes
« on: April 07, 2010, 11:31:44 am »
If you don't want to discuss this, then don't.  It helps no one for you to come in and tell us the issue isn't worth discussing.

2
DF Suggestions / Skill Changes
« on: April 06, 2010, 12:42:49 pm »
Long post incoming, you are forewarned.

I would like to propose the following changes to skills:

1.  Roll Lye Making and Potash Making into one skill - call it Ashery Worker.

Reasoning:  Lye Making as it stands is currently the most completely useless skill in the game since the Ashery provides an option to make potash directly from ash.  Even assuming that this option is removed at some point, that would then make the Ashery require two completely different skills to obtain anything useful out of it which is pointless complication and inefficiency.


EDIT:  It has been brought to my attention that Soap Making still uses lye!  Although I still have reservations about the ridiculous number of skills in Farming (see 3 below), it would seem Lye Making is not completely useless, even if it is entirely uneconomical.

2.  Make Dyer a Crafting skill rather than a Farming skill.

Reasoning:  Although the textile industry creates considerable interplay between Farming and Crafting, the position within your fort of each of the different steps (growing plants, processing them, dyeing the thread, weaving the cloth) may vary considerably.  Your Dyer's Workshop is likely to be located near your Clothier, Loom, and cloth stockpiles whilst the Farmer's Workshop and Mill is much more likely to be near your farms and plant stockpiles.  Having a burrow with blue dwarves dyeing thread, weaving it, and then making it into clothes is much more intuitive and efficient than having one or two brown dwarves running back and forth between your fields and your textile workshops.

3.  Separate out Butchery, Tanning, Milking, and Cheese Making from Farming - make a new profession called Ranching.

Reasoning:  Farming is one of the largest professions in the game, being the overarching category for a whopping 15 (!) skills.  That's overwhelming and unintuitive, especially when these skills are spread out over a variety of buildings.  By creating the Ranching profession, a number of infrequently used but still useful skills can be concentrated in one place.  This would allow a mere one or two dwarves to handle all these skills in one small area rather than have the skills spread out amongst all your farmers.  To further increase efficiency, put Milk Creature and Make Cheese in their own workshop - call it a Dairy Workshop - and place this new workshop in your ranching burrow.

4.  Rather than move Dyeing to Crafting, move Dyeing, Weaving, and Clothier to a new profession called Textile Worker (or Tailor, etc.).

Reasoning:  Similar to 3 above, the purpose here is to lessen the number of jobs in a profession to reduce clutter, as well as making more intuitive burrow / workshop groupings.  I would actually greatly prefer this to 2 but it would definitely be more effort.

3
DF Suggestions / Migrants are now ridiculous
« on: April 05, 2010, 11:18:05 am »
Long post incoming, consider yourself forewarned.  Actual suggestion is at the bottom if you want to skip ahead.

Here are two previous threads on this topic, including one I made myself:

http://www.bay12games.com/forum/index.php?topic=52834.0
http://www.bay12games.com/forum/index.php?topic=52966.15

I am also submitting a bug report via the tracker if what some people are hypothesizing in the second thread is correct (i.e. that HFS is contributing to size/wealth counts of your fortress).

Simply put, migrants both unbalance the game and have unbalanced skills (the two are related to some degree).

First of all, the massive waves of migrants in the new version can either become extremely overwhelming if the rest of your fort isn't rapidly churning out beds and booze, OR they immediately trivialize any HFS by giving you enough dwarves to simply smother whatever lurks below.

This is compounded by the amazing skill levels that some migrants now arrive with.  I've now seen a High Master of everything from Masonry to Fish Cleaning.  Even if they don't arrive with military skills, their uberdwarven stats make them incredibly well suited as soldiers despite training wonkiness*. 

Furthermore, migrants often arrive with a random shotgun assortment of unrelated skills.  The same High Master Mason might also be a Skilled Cheese Maker and an Adequate Wood Burner.  Given the specialization required in a high population fort (a state you very quickly reach with the massive size of each migrant wave!) the skills unrelated to the main one are still as useless as Lye Making has always been.

Therefore, I propose the following changes:

1.  Reduce the amount of migrants in each wave.  If this is, in fact, bugged due to HFS, then this should eventually resolve itself.

2.  Rework the maximum level of skill a migrant can arrive with, possibly by tying it to created wealth of your fort - you need to have a fancy fort to attract fancy migrants!  Again, this may resolve itself like 1.

3.  Rework the skills a migrant arrives with so that they will tend more often (a little bit of randomness is still good) to all fall within a given profession. 

* http://www.bay12games.com/forum/index.php?topic=52999.0 as well as post 556 in this thread http://www.bay12games.com/forum/index.php?topic=51953.555

4
DF Suggestions / Re: New Squad Interface Complaints/Suggestions
« on: April 05, 2010, 10:22:04 am »
I agree with Silverionmox.  The current system seems to be:

Alert --> difference between Inactive and Active
Schedule --> what they do while Active

When it really should be:

Schedule --> whether a squad is Active or Inactive during a given time frame and what they do while Active (train, stand guard at their station, etc.)
Alert --> overrides the Schedule, calls the squad to Active, and maybe stations them in their barracks ready to be moved out

5
DF General Discussion / Re: Hunters (and archers in general)
« on: April 04, 2010, 07:53:18 pm »
I don't think that's the whole problem.  Lack of quiver may explain why hunters are not hunting but the issue with trying to wield two crossbows and never practicing at the archery range seems to imply something weird is going on.

6
DF General Discussion / Re: Hunters not hunting.
« on: April 04, 2010, 04:52:34 pm »
Posting a link to my other thread.

http://www.bay12games.com/forum/index.php?topic=52813.0

It seems like crossbows in general may be borked somehow.

My hunter/marksdwarf did absolutely nothing without a quiver, and she kept trying to grab two crossbows.

Even after getting a quiver, she would never do target practice at the archery range and she took ages to start hunting after I took her out of the military. 

I did all the suggested things like assigning ammo but there is obviously something very wrong with marksdwarves.

7
DF General Discussion / Migrant skills
« on: April 04, 2010, 03:16:08 pm »
Toady wasn't kidding when he said he gave migrants more starting skills.

I've got a Woodworker that arrived as a High Master Bowyer... but he's also an Expert Bone Carver?

I've got a Farmer that arrived as a Talented Lye Maker, and also a Novice Bowdwarf, Novice Archer (?!), and Novice Trapper?  What on earth is the difference between Bowdwarf and Archer?!

Would it be possible to have all those extra skills in their actual area of expertise instead of this bizarre shotgun approach?

8
DF General Discussion / Re: Hunters (and archers in general)
« on: April 04, 2010, 03:05:38 pm »
She's the only marksdwarf I have.  Now she's just doing Individual Combat Drill.

Editing rather than double-posting:

This is especially irritating as my wrestlers (now axedwarves) are working perfectly: went to their barracks, started doing demonstrations to each other, grabbed their practice weapons once I assigned them, and so on.

Edit again:

Okay, it's now winter and she has FINALLY decided to go hunting after I took her off active duty.

9
DF General Discussion / Re: Hunters (and archers in general)
« on: April 04, 2010, 02:52:26 pm »
Okay, she has a crossbow, she has ammo assigned, there's a quiver available but she doesn't seem to be wearing it.  She's just standing next to the archery target trying to "Organize Combat Training".

EDIT:  Okay, now she has TWO crossbows and is wearing her quiver but she is still just standing next to the target.

10
DF General Discussion / Re: Hunters (and archers in general)
« on: April 04, 2010, 02:40:20 pm »
I assigned ammo, didn't help.  Trying to get a quiver made to see if she needs to be able to carry the ammo in order to use it.

11
DF General Discussion / Hunters (and archers in general)
« on: April 04, 2010, 02:18:01 pm »
The new military stuff is pretty cool but I am at a bit of a loss as to how to get my hunters to hunt or have my marksdwarf practice archery.

I've got an archery target set up, my marksdwarf has a crossbow, her squad schedule is set to training, but she just keeps saying she's "going to archery practice" but never actually fires any.

12
DF Gameplay Questions / Profession list?
« on: January 23, 2007, 11:28:00 am »
Hi, I'm a first time poster, long time lurker and player.

Anyway, the list of skills and descriptions of what they do on the wiki is very useful, but is there anywhere where the skills are organized according to what profession they fall under?

I ask this because they don't seem to be terribly consistent.  For instance, all immigrant Carpenters will show up with Wood Cutting, Carpentry, and then either Bowyer or Siege Engineer.  However, Wood Cutting isn't technically a Carpenter skill.  You can see this by making a new game and giving one of your dwarves nothing but Wood Cutting and he will end up as a Peasant.

Also, I'm sure I'm not alone in usually making my Mason my Building Designer, but immigrant Masons don't come with that skill, indicating it's not technically a Mason skill.  Does it even belong to any profession or is it unassociated like hauling?  On a related note, the Siege Operator skill also does not appear to have a profession.

It has been a couple versions since I tested some of these cases, so someone correct me if I'm wrong.


13
DF Bug Reports / Re: Murky pools don't dry out
« on: November 01, 2007, 09:01:00 am »
How exactly does that work?
Does that mean that the water in a "Murky pool" tile will increase when it rains?
What does rain do in any other tile?

14
DF Bug Reports / Murky pools don't dry out
« on: October 31, 2007, 09:12:00 am »
The floor of a murky pool is always some kind of "murky pool" material, rather than whatever underlying rock is actually there.

This makes it so that even if you drain the pool to make a mud room for farming, and even after all the water evaporates from the original pool, it still claims to be a "murky pool" and cannot be built upon or farmed.


15
DF Suggestions / Re: Possible new job
« on: January 27, 2007, 12:00:00 pm »
quote:
Don't you think it is the dwarf who adopts it that should get credit as the savior?

Technically, if you watch your announcements, it's the cat that adopts the dwarf, not the other way around.  *shrug*

Anyway...

quote:
 Craftdwarves have the same problem, and their skills are much harder to train than Farming skills making an immigrant Craftsdwarf with Novice Leatherworker pretty valuable.

I actually had a couple suggestions about them too, but I thought I'd focus on the Farmer issue.  Since you bring it up, I had also been wondering about the possibility of, for example, moving Glassmaking to Jewelers.

Everyone gets extra Jewelers, and giving them Glassmaking would not only enable them to produce their own raw materials, thereby ensuring that they always have something to do, but also would increase your chances for drawing more useful skills for your Craftsdwarves.

[ January 27, 2007: Message edited by: XenoZergie ]


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