Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - splinterz

Pages: 1 ... 57 58 [59] 60 61 ... 70
871
brilliant idea! ptw

872

Really appreciate it; has made my dorfing much easier and enjoyable! 

One question, on the project page, where it says "see commit log for offset changes," if I don't know exactly what this means and can't find a 'commit log,' does that mean I don't need to worry about it?  (i.e. it's intended for modders or something beyond my skill level) :P

Also, I assume I can use this with 34.07, based on the project page?

i try to make note of the offset changes and their dfhack references primarily for ag as he's been generating layout files from the dfhack structures, which is incredibly helpful when updates are released. it should be fine with 34.07, although i haven't tested that version extensively, so if you find something amiss let me know.

Looks like a great update Splinterz!
I really like your role view, I was doing something similar with my spreadsheet... so nice!

thanks! :D

873
wait, we can update masterwork to 34.11?  I missed how to do that.   Does Dwarf Therapist work with it at least?  Been playing Genesis because it's my other go-to mod, but it's annoying how DT reads almost all the dwarven castes as female for it.

vanilla DT or my branch has incorrect castes?

874
alright, new version!

  • added new default military-alt view which includes individual weapon roles
  • color coded the existing default roles tab to match the labor colors/ordering
  • added a ton more default roles for individual crafting labors and weapon skills
  • added teacher, student, armor, shield roles to default military tab
  • added option to apply gradients on happiness, job and enabled labor cells
  • grids/views remember their group setting
  • updated sleep, beer icon and fixed milking job icon
  • added option to show role information in skill columns
  • column header text is always centered
  • added option choose column header font
  • cell drawing stuff is properly centered once again
  • fixed cell drawing/painting (borders, sizes)
  • pets are no longer butcherable, indicated by a red shaded square
  • DF connection alert will occur immediately now upon DF exiting
  • on break and idle will sort/group separately
  • fixed a bug causing the details pane to show multiple dwarf details (i think this will resolve the re-sizing issue, let me know if it doesn't)
  • fixed role sorting in context menus
  • when changing a nickname the current nickname is shown in the edit box
  • dwarf name on the details pane is now word wrapped

Project Home // Download

875
yeah but it'll be the same kind of option that's there for showing role information in the labor columns. the more i look at it, it just seems to make sense to sort by role, and keeping anyone with any experience up at the top. i haven't heard any complaints about the labor columns which do the same type of thing. it's still very obvious with the drawing methods who has higher a skill, but at a glance i can also tell who the best fits for the associated role(s) are.

it's win-win for myself, but i'll have to include an option for those who want to keep skill column solely for showing skills. as a side bonus it should also work on all the social tab columns too, finally that tab may be useful!  :P

876
it's not a problem to show more columns, i'm just debating whether it's worth trying to save the space or not, as literally every weapon skill column will be duplicated. it's the same reason i added the role info on the labor columns, it was just way too many columns in my opinion. maybe i'll just add another option to show the role information in skill columns and then people can choose the display they prefer.

877
the intent is to add a set of default weapon skill roles and show the information in the military tab's cell tooltip. like all other default roles they can still be overridden. if users end up wanting to do a ton of customized roles as you're describing, they're probably going to be creating their own military view anyway. this is in regards to defaults, and the default military tab.

reading uniforms won't get around the problem of subjectivity you've mentioned. just because you'd like to assign dodge to all leather wearing melee soldiers, doesn't mean the next guy will. i don't intend to try and dynamically create dozens combat role combinations hoping that one will fit the player's ideals, that's what the custom roles, or tweaking default roles, is for.

878
i'm working on adding role information to the tooltips of the military tab columns, rather than a complete additional set of role columns as it's redundant. however this brings up a few questions on preference:

should i add armor and shield skills to all weapon roles (axedwarf, speardwarf..) or only the weapon skill itself?

should it be sorted by total skill experience, and then role rating, or sorted by whether they have any experience at all, and then role rating? the latter is subtly different in that dwarves with any xp at all are still at the top of the list, but they're sorted by role rating (labor columns currently sort like this).

879
yeah fair enough, i'll see about reordering the default roles tab and adding more weapon roles to the military tab

880
the only thing that drives me crazy with the labor tab is that it's not in alphabetical order though! but having them match up would be a good idea..

881
hrmm what about leaving the generic melee/ranged military roles in the default roles tab, add individual weapon skill roles to the military tab, and put the noble roles first on the default tab, followed by the civilian roles?

882
yeah i considered creating separate roles for each weapon type, but it adds a lot of extra roles.. maybe it would be better to create a special military roles tab...

883
In-this-way meaning lumped in this fashion. I'm not arguing that traits influence certain elements of the game.

I felt it was rude that this fella comes in and completely invalidates the points I was making, despite my presenting evidence that one trait (or the lack thereof) influenced role score by a full 60 (!!!) points.

in your calm soldier role, you're excluding traits, so it's only taking into account skills and attributes, so this dwarf who receives a 91.83 rating, has great attributes and skills relative to the other dwarves.

the base melee role rates him at 31.76 because you've told it to value traits as being worth 1/3 of the rating. because he's got a very low trait rating, that 1/3 trait part of the rating isn't going to contribute very much. furthermore as the final ranking, once again, is relative to the population, with that low trait number, he's probably going to be ranked near the bottom.

valuing the trait the same as each individual attribute will most likely increase the 31.76 rating, but it will probably make no difference in his ranking relative to the others.

884
first, there's plenty of documentation on the project home site about the roles and how they work. second, it's still a weighted average rating for the attributes, and while it may change per role, the end rating for each role is relative to the population. you can still tweak each role individually as you'd like or create custom roles.

third, the game doesn't provide you with any indication whatsoever on who may be best for a job, however we do know (see the wiki) that skills and attribute can affect jobs. we also know that some jobs may be affected in different ways by traits (ie. rage for military, compassion or whatever it is for doctors). it's still subjective, which is why all the different weights are there to allow players to decide what makes up a good rating.

you bring up an interesting point about taking each component and valuing them equally. i don't know if it's necessary, and i also don't know how much of an impact it would have on the rating without doing some testing. as they're ranked relative to each other at the last step, i don't think it's going to make a difference in the rankings.

finally, no offense, but if you don't want other people chiming in on a public forum perhaps private messages would be more suited to your needs. personally i like to hear that for some people the roles are intuitive and they've got no problems as much as i want to hear the concerns of people who think it's totally inaccurate.

885
BUG: If an animal is set as "Available" to be tamed ingame and then you set it to butcher it in DT then it is already treated as owned and so when it dies it gets put in the corpse stockpile and then given a tomb...it works fine if you butcher it from ingame. I'm guessing there is a flag that isn't being cleared which makes it get treated this way.

just to be sure, you mean 'Toggle pet availability' to available, and then slaughter?

Yep on the Status->Animals screen.

bah. i'm not sure what's going on then. i did some comparisons of the 'ready to slaughter' flag, setting it from DF and then from DT and it was identical. there must be something else happening  :-\

just to make certain i'm following your actions: set animal to available, then set to slaughter in DT results in corpse stockpile->tomb right?

Pages: 1 ... 57 58 [59] 60 61 ... 70