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Messages - Shurhaian

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421
DF Suggestions / Re: People Carrying Money
« on: November 23, 2009, 05:06:17 pm »
That, too; I may have misinterpreted that remark.

Kobolds might not haul much loot around by preference, but:

A) They have to do so with the loot they steal. Coins are small, may be easily accessible if others are carrying, and are suitably shiny.
B) There might just be some things that they treasure. There aren't now, but that could change(and/or they could start carrying +<<-copper daggers->>+ or something).

422
DF Suggestions / Re: Regarding animals and pets
« on: November 23, 2009, 04:02:47 pm »
Changing that setup such that dwarves close those doors would still work so long as the doors are closed behind the towed animal, not on top of them - treat the dwarf+animal as a multi-tile creature.

That was my point :)

Except that your point is currently moot. Dwarves that are butchering animals have no trouble leading them through "tightly-closed" doors as it stands. It will only become an issue at such time as dwarves close the doors behind them(which they don't, now).

423
If scrolling through the hits isn't an option, at the utter least it should be possible to rearrange items according to priority. I haven't genned a new fort in a while, but missing out on magma because the site finder thinks it's VERY VERY IMPORTANT that I get an underground pool or whatever is aggravating; my machine is slow enough that scanning the sites takes a while, and flipping values on and off repeatedly is a nuisance. It doesn't help that the priority doesn't seem to be according to listed order - I've had something in the middle go red toward the end of a search(I think it was e.g. underground river) while another thing lower down went from red to green, and I think it's done so for one higher up, too.

(Ed: I think one of the more aggravating high-priority hits is flux. I can live with iron instead of steel, and improved bulk imports would make it that much easier, but magma can make or break a metal/glass industry - unless bulk import of coke and charcoal become MUCH easier.)

I also agree that, like flux, sand should be searchable directly.

Regarding the things that are on a range(savagery, good/evil, rainfall, drainage), it'd also be nice to be able to toggle these options between AT LEAST, AT MOST, and ONLY. ONLY is a bit iffy on the broader scales - for temperature, you might be satisfied with anything from Cold to Hot(but not Freezing or Scorching, which risk deaths by exposure among other concerns) - but would work fine for the savagery and evil scales.

424
DF Suggestions / Re: Regarding animals and pets
« on: November 23, 2009, 03:05:52 pm »
The permeability notion is redundant, precisely because the door stays open behind a dwarf; I've had my dwarves grab animals and pull them through a corridor of pet-impassible doors, no problem. Changing that setup such that dwarves close those doors would still work so long as the doors are closed behind the towed animal, not on top of them - treat the dwarf+animal as a multi-tile creature.

Having newly-assigned work animals not count as pets right away would be good as well; having them able to be unassigned while in this stage, also good. But as mentioned, long acquaintance(or not so long, prefs depending) would lead to the dwarf adopting the animal as a pet outright.

In general, the work animal system needs an overhaul. It's kludgy and can't be used on some of the dwarves who most warrant it(experienced military, and nobles). It'll do the basics for putting some extra protection on vulnerable dwarves, but forever after those dwarves' new pets will be adding to the FPS problem.

I think it'd be really nice if dwarves could pick up a work animal on their way out of the fortress, and return the animal when they're no longer doing an outdoor task. Possibly as a different assignment control - one for permanent companions(which become pets if not revoked before the dwarf grows to like them), one for "risky" labours(anything which inherently leaves the fortress - hunting, plant gathering, fishing) and on-duty military. When going on duty / activating a risky job, the dwarf will gather work animals up to the number set, go do it, and when that task is done, release the animals again. A designated "animal holding area", or perhaps the ability to designate a zoo like jails are currently(so that the animals get chained/caged automatically) rather than just as "a meeting room from a cage", could help with this.

425
DF Suggestions / Re: init.txt standard (Yes/On?)
« on: November 23, 2009, 02:51:10 pm »
Making it allow multiple options would be another possibility. For a binary option, 0, NO, OFF, FALSE would all be equivalent; a non-zero integer, YES, ON, TRUE, similarly, all evaluate to turning that option on. This could cause problems with typoes, though(for reasons in the next paragraph).

I would suggest, at the same time or on its own, moving toward a standard pair as suggested. The programmer in me suggests TRUE/FALSE, which also doesn't have the possible typoes-that-make-sense-but-mean-entirely-the-wrong-thing issue which NO and ON would; a little bit of thought makes plain what TRUE and FALSE mean, but a casual glance, without stopping to think, won't tell you when you got the letters in the wrong order on NO, because ON also looks like a sensible value(and vice versa).

426
DF Suggestions / Re: People Carrying Money
« on: November 23, 2009, 02:46:30 pm »
All coins? Perhaps not. But there's no reason they wouldn't carry some of their wealth. In fact, when shopping, it makes sense. Exactly how much they try to carry might depend on their total wealth, and on personality.

A separate "coin purse"/"pouch" item would probably be the way to go, with one unit of cloth or leather yielding three of them, much as leather does for waterskins now. Having kobold thieves cut a purse rather than going for a specific item might be an intriguing way to handle the skulking filth.

427
DF Suggestions / Re: Adjectivize the no-adjective skill level
« on: November 23, 2009, 02:34:42 pm »
I realize that future discussion may have been rendered moot by Toady weighing in, but...

Journeyman is an interesting one. Going by the root of the word, a journeyman should be skilled enough that, in times of economy, they'd be able to provide for themselves on the labour they do(probably with a fixed per-job rate rather than one based on the value produced, to normalize for available materials), with some slop for downtime and hauling time.

The definitions cited don't really address the root of the word - a journeyman was a craftsman who journeyed, who travelled from one town to another to ply his craft, but who was not yet (recognized as) skilled enough to himself have apprentices. A journeyman might or might not be studying under a master, but will certainly need to be assessed by masters before climbing to that role him/herself.

That said... I'd probably have agreed with the suggestion of "Adequate" even if Toady hadn't done already. But the notion of a journeyman might be nice to have in the future - maybe dwarves that wander into a fortress that (so far as they knew when setting out) doesn't have that particular craft, and live there for a time, before moving on again(maybe once they've reached master skill and thus want to go back to the Mountainhomes to be officially tested). Similarly, once your fortress gains prominence, some dwarves might LEAVE the fort as journeyman, returning some seasons later with [something] master skill, to become masters in their own right... IF you have an excess of dwarves with that particular skill.

428
DF Modding / Re: Civilization Forge Mod
« on: October 14, 2009, 04:08:55 am »
Also, just to make sure you've got the simple thing, double-check init.txt to make sure GRAPHICS is set to YES and the resolution settings are filled in.

...For that matter, does anyone know a good resolution to use with the graphics set? I tried 800x600(laptop, screen is rather constrained) but everything was squashed funny.

429
DF Suggestions / Re: Interspecies breeding
« on: October 14, 2009, 04:04:22 am »
Just remember you're talking hyper-realism, rather than a more relaxed rule of cool or magical world.

This.

If we're going to introduce these common fantasy tropes, then their basis should be rock-solid.

The best fantasy still has its own internal consistency, even if some of the rules are not those of the reality we know.

430
DF Modding / Re: Dwarf Therapist (LATEST 0.4.1 10/6/09 see first post)
« on: October 12, 2009, 03:27:50 pm »
Bummer about the string entry and such, but that wasn't what I was talking about. I put in issue 126 - splitting Grid Colors from the other Grid Options, so that the Options screen is small enough to fit on my 1024x768 screen.

(Ed) I see now that that's already been fixed for next build. Score. :)

I'd also like to voice my support for suggestion 31. Given that my most common task to toggle is hauling, which is all the way over to the right, not being able to see who I'm highlighting to change can be a bit vexing - and on my machine, DT is sluggish enough about mouseovers/right-click menus that identifying the dwarves with such means is a bit inconvenient.

431
DF Modding / Re: Dwarf Therapist (LATEST 0.4.1 10/6/09 see first post)
« on: October 12, 2009, 07:19:22 am »
Gave Linux R296 a try, and it worked all right so far! I did find a quibble about the options screen which I put in the Issues page. I didn't give it very exhaustive testing - this is a mature fortress with very little shuffling of labour needed - but it loaded, ran, and closed without causing a hangup; I'll try it soonish on a younger fortress.

432
DF Suggestions / Re: Stockpile profiles
« on: October 09, 2009, 05:50:52 am »
No, no. Storing profiles with a simple yes/no for what items can be stored in a profile, that's fine. A submenu to select a stockpile profile would be great.

I mean getting into the details of how many can be stored in a stockpile. That's what I think would be excessive detail in the game engine, if it starts tracking every good for every stockpile.

The game doesn't exactly "ignore" the max settings, but they only apply when they are being used to store stuff, NOT when they are loose furniture. My furniture stockpile has a max of zero bins, and always has, and it's currently cluttered with bins that aren't otherwise in use. Since boxes and bins are at present the only containers used in that manner, nothing else is relevant.

It could be nice if loose cabinets could be used to store clothing, for instance, and then there would be a max cabinets setting too. But again, that would not apply to cabinets just waiting to be installed. Those still go in the furniture stockpile, which would not have any "max cabinets" by default.

I think, although I'm not 100% certain, that any stockpile which has its "max barrels" set greater than one will always have an empty barrel dragged to sit in it if one is available. Same for bins. This is what lets dwarves just drag something right to the barrel/bin in that stockpile. If all containers in that stockpile are full, and the stockpile is not at its maximum for that sort of container, the dwarves will put new items in a barrel/bin somewhere ELSE, and a task will be generated to drag it there(resulting in "job item misplaced" spam for any tasks to store something in that barrel/bin).

433
DF Suggestions / Re: Stockpile profiles
« on: October 09, 2009, 04:15:11 am »
There's so many possible combinations of goods, materials, and quality that that may not be practical. Even if you use a sort of tree(setting a max for "all bars" vs "all metal bars" vs "all iron bars"), stockpile definitions could get arbitrarily large with it; they'd have to store an array of permissions that could have many entries indeed. A better way to manage it is probably to make smaller, more specific stockpiles, at that point. Although I can see it being nice to have, I think slicing the stockpile into pieces may be a better way to handle it for the time being.

The max number of barrels vs bins used on a stockpile is one thing - that's not the same as actually limiting the contents. A furniture stockpile, for instance, can have as many barrels and bins in it as the fortress has that aren't in use, room permitting; it doesn't care about the max barrels/bins settings. Those are only barrels/bins used for consolidating the contents - in food stockpiles for barrels, and anything else that can be shoved into a bin.

434
DF Suggestions / Re: Stockpile profiles
« on: October 09, 2009, 02:26:52 am »
And a glassworks stockpile that carries pearlash, possibly potash, and rock crystal, sandbags optional(I like my sandbags in one pile, and the binnables in another)...

I wholly approve of this idea. As well, the profiles might be given an in-game name. Any stockpile that uses such a profile in its unmodified state could show up as a "{Name} Stockpile" instead of just a "Stockpile".

Alternately, let stockpile names be set by hand.

435
DF Suggestions / Re: Quality Booze
« on: October 09, 2009, 02:23:17 am »
We're getting into topic drift here.

Note - there already is a quality modifier on booze. It's just not currently visible, and is rather simplistic, as is brewing in general.

Booze "farms" that need the brewer skill would be an intriguing idea, but I think the upcoming moddable workshops are a more standard "dwarf stands here, turns these reagents into those products using such skill" variety. A "put it together and leave it sit" workshop would be a very special case, and at that point it may be better "just" rewriting brewing in general.

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