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Messages - Boogey

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1
DF Bug Reports / Re: Bins/Barrels...
« on: July 22, 2007, 06:16:00 pm »
Could you zip'n'host savegames somewhere so we can give it a try?

2
DF Bug Reports / Re: Bins/Barrels...
« on: July 20, 2007, 12:13:00 pm »
And in that stockpile you have allowed the stockpile to use bins? If you have created the stockpile thru custom stockpile, it sets bins/barrels to 0.

3
DF Bug Reports / Re: Raging elephant
« on: July 18, 2007, 05:02:00 pm »
On another fortress (that's going better than well):

I have shitloads of "loot" outside, tens of dwarfs are trying to go and gather it. There are two wolfes at the same spot.

I have an army of 20 men, devided into 4 squads. I send all squads to the spot, not far away from the fortress. The stubborn person I am, I wait and wait and wait. After couple season changes, none of the armies (all on duty) show up to the spot.

Well, didn't matter really, as wolfes were long gone. Whom ever said armies are useless - yes, I agree. I think I'll rather have them as peasants doing hauling than useless bunch of people doing nothing put drinking and eating...


4
DF Bug Reports / Re: Raging elephant
« on: July 16, 2007, 02:19:00 pm »
Oh yes, I locked some doors, which of course I opened later on (without gamespeed returning).

Pathfinding & jobs (and such) do seem to cause lots of headache once situation chances. There definately should be a "job queue refresh" and a "pathfinding refresh" event attached to some tasks, such as calling dwarfs indoors.


5
DF Bug Reports / Re: Raging elephant
« on: July 16, 2007, 11:36:00 am »
Yup, they were on duty; they just refused to fight. I've come to believe they had what could be described as Dwarfen Hangover, as later on my troops again had "no trouble" killing elephants outside of the fortress.

Funny enough, after this accident game speed dropped to 1/4th of what it was before and never really recovered back. First time for me to game go slow, as normally it runs like a charm.


6
DF Bug Reports / Raging elephant
« on: July 15, 2007, 05:53:00 pm »
Okay, what's wrong with this picture:

I have army of 12 men and around 10 war dogs and 10+ hunting dogs. An elephant runs in the fortress thru various weapons traps, kills all the dogs and around 20 random dwarfs. From winter to autumn, troops refuse to either leave barracks which is one door away from the raging elephant, they either sleep or ... just don't leave it, not even if they are in squads on 1. Patrol, station, none of it works, they just stay in barracks. Eventually elephant runs to barracks and kills all troops who at this point sleep, not getting injured at all himself.

Bugged elephant or something that's supposed to happen?


7
DF Bug Reports / Re: Before my eyes.
« on: July 25, 2007, 01:37:00 pm »
quote:
Originally posted by Bien:
<STRONG>I'm starting to see in ASCII, I see nothing but text, I am one with ASCII.</STRONG>

Welcome to the Matrix.


8
On finnish keyboard you have to press ; and : to go to different levels insteads of <and>, which seems rather silly for going up and down..

9
DF Suggestions / Re: Job importance
« on: August 03, 2007, 04:28:00 am »
Programming wise it's not, like I said, hard to do at all. Dwarfs already filter jobs from generic job queue. Adding sorting according to job priority should be just few lines really - and yes, I dare to make that claim even if I'm not Toady in disguise.

10
DF Suggestions / Re: Job importance
« on: August 02, 2007, 01:54:00 pm »
As any settler fan knows, ability to assign priorities (in settlers it was hauling, but why not set overall priorities for jobs which apply to ALL dwarfs when choosing what to do) can make a big difference in efficiency of your settlement/fortress.

As an example, it would be awesome to be able to keep your farmers also as stone haulers, as during winter they would automaticly be hauling stones as there wouldn't be more important tasks (such as farming) available.

And it's not really even hard to implement.


11
DF Suggestions / Re: Easier Jobs
« on: July 29, 2007, 06:47:00 am »
The fact that you have to use external hack, such as LabourDF, to have even some kind of (doable) management for your dwarfs tells a sad story of lacking interface here.

I'm excited of the new features game is bringing, but I would have much rather had better Dwarf -labour, -health and -living management interface and some more information to overview screens. What makes me happy tought is that DF has active development and thus I can still hope  :).

Workgroups sound better than templates..


12
DF Suggestions / Re: Assigning jobs
« on: July 19, 2007, 05:38:00 am »
In addition to AI job queue update, having ability to actually do something at your task queue would be awesome. Like promoting some task, demoting some and especially  filtering out suspended tasks.

13
DF Suggestions / Re: Multi Threading
« on: July 16, 2007, 02:34:00 pm »
If nothing else, using Auto Parallelization might yield some performance gains on most environments... full rewrite to, say, OpenMP might be quite a task.

14
DF Suggestions / Re: Choose any rock to make that bridge!
« on: July 14, 2007, 10:05:00 am »
Juh, current system of selecting invidual rocks is ridiculous really. It adds so much overhead to your dwarfs workings, makes you a god that doesn't know what to do and prevents dwarfs from using their own "brains".

Thumbs up.


15
DF General Discussion / Re: Feature you're most looking forward to
« on: September 20, 2007, 06:00:00 am »
I'm definately waiting most for a day when dwarfs stop being utterly stupid and stop leaving stuff on the doorways..

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