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Messages - Fedor

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391
quote:
Originally posted by Darkfall:
<STRONG>There really needs to be a way to specify that an item be made out of a specific stone or wood type.  It's unnecessarily rough when a noble demands a limestone armor stand or export of chalk items, and the player is stuck basically creating 80 "light stone" items and hoping to luck into the needed type, despite having plenty of the right type of stone.  You can specify metal types for smithing, you should be able to specify rock or wood types as well.  At least, so long as nobles are allowed to specify those types in their demands and mandates.</STRONG>
I agree with the request to allow items to made out of a specific material.  Let the interface work similarly to that of the "grey rock/light stone/dark stone setup of the old version, except that you now have two options:  "use closest material" (default) and "choose specific material".  The latter would show a list just like the current build material selection list and, like building, you can use up materials until they're all allocated.

=============

Note, however, that there *is* a valid (albeit tedious) workaround already available.  Actually, there are several.  You either set up a new workshop near the desired material (assuming it's available), or you bring the material to an existing or new workshop.  The latter method requires that you either set up a material-specific stockpile or dump (and reclaim) some of the material nearer the workshop than any other legal input.

You may also have to go into the list of stones to permit that particular material being used for furniture.  So, if you have a yen for Hematite furniture, you can get it.  That's just one of the things I love about this new version  :D


392
DF Suggestions / Re: Top 10 suggestions
« on: June 08, 2008, 08:34:00 pm »
I'd like to vote for all ten options.  I'd love to vote for about four or five.  But I'm going to vote for the issue that's cost more lost fortresses and time, caused more frustration, rendered more game coolness unavailable, and ruined more fun than any other for me.

framerate improvements

I'm getting down on my knees and begging you here.


393
DF Suggestions / Re: Your priority fixes?
« on: December 03, 2007, 06:31:00 am »
I agree with a lot of the above, but my single biggest request is simply for less CPU-intensive flow code.  All I want for Christmas is to be able to play a fort with magma, running water, and a reasonable number of dwarves.

394
DF Suggestions / Re: Mass Dump function
« on: June 04, 2008, 07:27:00 am »
quote:
Originally posted by The-Moon:
<STRONG>I thought being honest was the best policy ?</STRONG>
If combined with respect.  Of late, there have been more than the usual amount of posts on these forums that cross the line between a proper "We really need X, please.", to "I personally demand X:  here's a deadline for compliance."

Toady has created a world.  We are guests there.  Although he relies on us to support him, he doesn't work for us any more than a writer is the employee of his readers.

Toady has many projects in hand.  Neat features to add in, buggy savefiles to examine, concepts to mull over, interfaces to improve.  He does what he feels like doing, he's always done what he feels like doing, on a schedule that seems good to him.  Thus far the results have been astounding.


I'm sure that your earlier post wasn't meant as disrespect or any attempt to dominate - it was merely a miswording.  Please edit it so it reads in the way you intended.


395
DF Suggestions / Re: Add "dump" designation
« on: November 30, 2007, 12:22:00 pm »
quote:
Originally posted by Mechanoid:
<STRONG>Yes please.

Oh Toady, PLEASE!!!</STRONG>


*knocks head on floor besides Mechanoid*

Please, please, please!


396
I'm a big fan of Tamren's post of May 19, 2007 (the one talking about the distinction between warriors and soldiers and between soldiers, levees, and militia).

397
DF Suggestions / Re: Diagonal/true line designations
« on: February 08, 2008, 04:14:00 am »
As with so many thing, macros are your friend if you want to do diagonal designations.  See this wiki section (requires AutoHotKey; see top of that wiki page).


quote:
Originally posted by penguinofhonor:
<STRONG>I noticed that diagonals take just as much time to traverse, although on a grid they should mathematically take 1.41 times as much time to traverse, because moving along the hypotenuse of a right triangle is 1.41 times more distance, rounded of course.</STRONG>
My own study indicated that diagonal movement really does take longer.  The bit I don't understand is that, instead of the diagonal movement itself taking longer, the move immediately *after* it takes longer.  Not sure how that works...

398
DF Suggestions / Re: Top3 suggestions ROUND 2
« on: April 16, 2008, 10:22:00 am »
My problem is that I want to vote for about 75% of the things on this list...

...but, since I get only three votes, they'll go to "bump" a trio of Neat Stuff already having votes up the list:
- underground diversity:
- improved siege AI (tunnels, siege ladders, etc.):
- resizeable viewport: (This is effectively the same as request "more tiles in the vertical screen direction:" and a sub-set of request "fully customizable/scriptable interface:" (which I didn't vote for only because it's the one request ToadyOne is unlikely to be in a position to accommodate in the next couple of years))


Comments on this list:  The scope of different suggestions varies widely, from the extremely specific "wrestling improvement "throws" (like hammer "push"):" to the extremely broad "fully customizable/scriptable interface:".  Some suggestions overlap entirely or partially.


399
DF Suggestions / Hoo yeah, what a game! Time for some feedback!
« on: November 01, 2007, 12:39:00 pm »
The new version kicks nine kinds of ass.  Here are some feedback ideas and suggestions:


* The biggest request is simply for a less laggy game.  Only greater efficiency will let many of us players fully participate in the fun.   With 7 dwarves, a 3x3 size map, no non-visible or sky tiles shown, temperature, sound, and weather off, and a 10 FPS graphical refresh rate, the game still lags.  Framerate varies intermittantly between 40 and max at the same (fully visible) location and I don't know why.

* Announcements of discovered materials (such as mica or magnetite) repeat themselves, sometimes even for the same material on the same level (but probably different seams).  If the stuff is precious that's one thing, but more than one announcement of colored rocks I can do without.

* I had hoped for more ores and gems (and danger) in the deeper map levels.  Ore and gem abundance (aside from magnetite) seems lower than it was.  Valueable ores are found too near the surface:  I had a fortress with scads of platinum actually exposed to the open air and silver and copper found only deep underground.  It may not be perfectly true to life to have the valuable stuff take longer to get to, but making the player work harder to get it makes perfect sense from a gameplay perspective.  The previous version's escalating rewards and danger setup worked very well.

* Variety of raw materials is also lower than players are used to at many locations.  At one site, the list of near-surface and deep materials ran as follows:  Near the surface, I saw the colored rock alumite; the metals aluminum and native copper; and no gemstones (their place being taken by the aluminum).  In the interior, I saw the colored rocks mica, orthoclase, and microcline; the metals silver, bismuthinite, and cassertite; and no gemstones (the bismuthinite taking their place).  Seeing nothing apart from the surface aluminum that was worth more than 10x base or had many of the colors I like to see in my fortress was disheartening...

* Should magnetite be found in veins rather than clusters? - it's incredibly valuable as is.  Decorative gemstones (actually anything found in small pockets), IMHO, should be worth at least 3-4x base.

* There may be too many metals.  One type of pewter seems enough.  Same with gemstones.  We probably don't need faint, light, /and/ regular yellow diamonds, and I'm gonna go out on a limb here and say that scrolling through a list including more than two dozen different opals might be taking more of my time than the distinction between a Claro and a Levin opal is worth.  And I'm speaking as a certified gem-fiend here.   :)

* I love the more varied colors for rocks, but many of the cheaper materials use colors and tiles once reserved for rare things, which makes the special stuff less visually distinctive.  Also, the variety of colors for ores that are useful for exactly the same thing (hematite, limonite, magnetite) makes it harder for players to remember what does what (is that yellow stuff gold or iron or just a rock?).  Additional colors to allow for more subtle shades and hues might be just what we need.  Failing this, the colored rocks should at least be worth a little more.

* Big thumbs up for how object selection now works when building and making things; custom-designed architectural projects have never been so practicable.  However, the object chosen should not be the closest in absolute distance; absolute distance caused troubles when we had two dimensions - with three it's much worse.  Ideally, path length should be considered instead.  If that's not practicable, just adding distance to the nearest stairwell would help.  May the player control which rock type (or even just which color of rock, as in the previous version) a mason's shop accepts as inputs?

* "Make coke from lignite" on a non-magma smelter never builds up more than one bar of coke.  Once it is made, additional jobs chew up lignite with no (visible) output.  Another confusing bit is that "Make Steel Bars" still takes 2 metal bars as inputs, but now outputs only 1.  Same problem with Fine Pewter; process uses 4 bars, outputs 1.  Also, available jobs are more confusing:  I didn't realize you would make pewter straight from ore until I read the raws.

* I love how my miners don't smash up so much ore and gems now, but they have also gotten better at preserving ordinary rock.  This makes it fairly tedious to clear out the inside.  I really like the new ability to mark an object for dumping and am now hoping for a way to dump non-economic rock from an entire area.

* Consider removing the cap on number of starting skills and making them 3 or 4 times as expensive.  Consider making the starting anvil cost fewer points (quick fix - by making it damaged?) and reducing the total number of points available.  I also recommend supplying only iron picks at start - those copper picks are just too good a value, allowing more metal choice for weapons, and requiring that every barrel obtained be paid for.


Trade ideas:

I'm loving the new trading setup.  Loving it, loving it, loving it! *skips for joy*  But I'm a natural wheeler-dealer and perhaps some tweaks might make it make more sense for most players.

* Let the asking price for what the traders offer be available regardless of appraisal skill.  Even if you don't know what it's "worth", you'll certainly be able to negotiate a price from the guy selling it.

* Let that asking price always be higher than base.  Traders are going to make a profit regardless.  The profit margin should depend on the ratio of weight/bulk to base value, with heavy low-cost objects requiring a much higher markup.  It should also depend on what the traders especially want, your trader's skills, and the difficulty of getting to your fortress.  Some often-traded material types such as cloth may deserve special handling.  The asking price for something like wood logs could easily be 10x base; for an aluminum goblet, required margin could be as little as 25%.

* Any offer of goods with a modified value equal to or above the total asking price gets accepted.  Anything less gets rejected.  Any player bargaining should adjust the asking price rather than consist of guessing it.

* Coins should always be in high demand and be among the most valuable uses of metal.  Cut gemstones should also be highly worthwhile trade items - more so than at present.  Traders love small, light, easily negotiateable wealth.

* Material usage and object value should be more closely related, especially for metal and gemstone objects, especially if the material is valuable.  A gold table has much more gold than a gold goblet and should be worth correspondingly more.  One way to re-think this matter is to stop multiplying base object value by material value and, instead, make it so either that object value equals either "material value + (object value * quality)" or "(material value + object value) * quality".  Material value equals "weight * material multiplier".  Adjustments will likely be be needed to various multipliers (quality multipliers of 1x, 1.5x, 3x, 5x, 9x, 25x perhaps?).

* More valuable rare colored rocks and special woods would be neat (and help to liven up the mountain too).  At present, it's pretty much metal or bust.


400
DF Suggestions / Re: Scaffoldings
« on: April 04, 2008, 03:11:00 am »
Scaffolding is the bugbear of the current project I'm working on.  It sometimes takes both more dwarf labour and user time to set up and take down the scaffolding needed to get access to a place than is needed to build the structure itself, to say nothing of clearing whatever the scaffolding was made out of.

I support pretty much any idea that reduces the fiddle factor.  Bonus points if it also saves my dwarves time (realistically).

Another game feature that is causing related problems is the fact that dwarves prefer to build or remove something from a given direction - even if that direction means they'll cut themselves off when the job is done.  When children do it it's especially bad, because you don't even get the cryptic warning of the idle dwarves indicator never dropping to zero.  The first warning you often get is "Mosus Littletyke has died of thirst."


401
DF Suggestions / Re: Scaffoldings
« on: April 04, 2008, 03:08:00 am »
Scaffolding is the bugbear of the current project I'm working on.  It sometimes takes more time to set up and take down the stairs needed to get access to a place than it does building the structure itself, and it is *very* user time-intensive.

I support pretty much any idea that reduces the fiddle factor.  Bonus points if it also saves my dwarves time (realistically).

Another game feature that is causing related problems is the fact that dwarves prefer to build or remove something from a given direction - even if that direction means they'll cut themselves off when the job is done.  When children do it it's especially bad, because you don't even get the cryptic warning of the idle dwarves indicator never dropping to zero.  The first warning you often get is "Mosus Littletyke has died of thirst."


402
DF Suggestions / Re: Sort skills by aptitude, or at least consistently
« on: April 04, 2008, 02:58:00 am »
My hope is for the non-social skills to be listed first, with the most-increased on top, and then the social skills, again in descending order from the top.  Possibly with a "----" in between for clarity.

Legendary Miner
Great Mason
Talented Siege Operator
Novice Grower
Dabbling Engineer
Dabbling Architect
-----
Proficient Negotiator
Proficient Organizer
Novice Intimidater

... And, while we're making requests, for social skills not to boost attributes.


403
DF Suggestions / Re: when port to linux?
« on: May 08, 2008, 11:49:00 am »
One vote for the parties most involved to call a halt at this point.

Getting the "last word" in this sort of debate is quite meaningless.  Caring about it isn't worth your time.  Unless your time isn't worth very much...


404
DF Suggestions / Re: Weapon Availability
« on: October 20, 2007, 02:51:00 am »
I agree.  If a dwarf could be given a wartime and a training weapon for his own, and complain loudly when they can't be grabbed as desired, that would be even better.

Speaking more generally, the entire military interface is doubtless intended as a placeholder.  When ToadyOne revamps the military in dwarf fortress mode, we can hope that a lot of the current issues will go away.


405
DF Suggestions / Re: Engraved CONSTRUCTED Walls and Floors
« on: March 06, 2008, 08:45:00 pm »
quote:
Originally posted by benoit.hudson:
<STRONG>

The difficulty is that then people would complain about a necropost.</STRONG>


They should not be complaining if the previous thread's most recent post was less than ~ 2 months ago.  Resurrecting a request thread from the 2D version might be iffy, but anything from the 3D version is fair game.

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