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Author Topic: Future of the Fortress  (Read 1154194 times)

G-Flex

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Re: Future of the Fortress
« Reply #4020 on: January 26, 2012, 06:08:51 pm »

I do not think Toady has any plans to fix bugs in other games. ¯\(°_o)/¯

EDIT: Oh, wait, you mean the Dungeon Master. I have no idea.
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== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

trees

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Re: Future of the Fortress
« Reply #4021 on: January 26, 2012, 06:20:47 pm »

Quote from: Footkerchief
Does the Justice revamping mean that the bug with baron-appointed nobles e.g. the hammerer will be fixed?

The hammerer was fixed.  The dungeon master is still in limbo.
« Last Edit: January 26, 2012, 06:24:04 pm by trees »
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monk12

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Re: Future of the Fortress
« Reply #4022 on: January 26, 2012, 07:39:37 pm »

Next version, no. Bugfixes after, maybe.

thvaz

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Re: Future of the Fortress
« Reply #4023 on: January 26, 2012, 07:49:01 pm »

I'm a bit anxious.
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Quatch

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Re: Future of the Fortress
« Reply #4024 on: January 26, 2012, 08:29:22 pm »

Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.

You can make trading easier on yourself with a macro. Try recording a macro of <enter>, <down>. Then assign that to one key, which you can now hold down to keep selecting more things in the trade screen. You could also have a macro which does multiple down+enter, for say 10 items at a time.
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>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

O11O1

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Re: Future of the Fortress
« Reply #4025 on: January 26, 2012, 11:51:23 pm »

Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.

You can make trading easier on yourself with a macro. Try recording a macro of <enter>, <down>. Then assign that to one key, which you can now hold down to keep selecting more things in the trade screen. You could also have a macro which does multiple down+enter, for say 10 items at a time.

Handy as that trick is, Bins are also massively helpful.

He does have a point though, being able to just mass select my craft goods warehouse and have my swarms of haulers just decend on them in about 5-6 keystrokes.... would be very nice.
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MrWiggles

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Re: Future of the Fortress
« Reply #4026 on: January 26, 2012, 11:53:11 pm »

Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.

You can make trading easier on yourself with a macro. Try recording a macro of <enter>, <down>. Then assign that to one key, which you can now hold down to keep selecting more things in the trade screen. You could also have a macro which does multiple down+enter, for say 10 items at a time.

Handy as that trick is, Bins are also massively helpful.

He does have a point though, being able to just mass select my craft goods warehouse and have my swarms of haulers just decend on them in about 5-6 keystrokes.... would be very nice.
Well, we probably wont see this get touched until all the world gen trade stuff is incorporated into Fort Mode.
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zwei

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Re: Future of the Fortress
« Reply #4027 on: January 27, 2012, 02:23:08 am »

Question: are there any plans to implement a feature that will allow mass "Trade" designations, similar to the "Dump" and "Forbid" functions (d->b->T, perhaps)? This would sure make moving all those +green glass goblets+ a much less monotonous task.

You can make trading easier on yourself with a macro. Try recording a macro of <enter>, <down>. Then assign that to one key, which you can now hold down to keep selecting more things in the trade screen. You could also have a macro which does multiple down+enter, for say 10 items at a time.

Handy as that trick is, Bins are also massively helpful.

He does have a point though, being able to just mass select my craft goods warehouse and have my swarms of haulers just decend on them in about 5-6 keystrokes.... would be very nice.

Picking goods for sale is not problem - easily macroed; bins are indeed very helpfull, select goods to trade screen allows you to search by string and filter by type.

But picking goods for purchase is. You have look carefully through list of available items instead of blindly selecting everything which can be real pain in the ass. There is no way to sort or search goods list. Anyone who traded for steel items to melt can attest to that.

Caldfir

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Re: Future of the Fortress
« Reply #4028 on: January 27, 2012, 03:47:05 am »

Well, if I am remembering correctly, Toady made some changes to the trade interface for both adventure and dwarf mode, so we'll have to wait and see how it is now. 
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Areyar

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Re: Future of the Fortress
« Reply #4029 on: January 27, 2012, 08:33:23 am »

I've been having some trouble with dwarves not seing what is inside bins though. :(
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Rafal99

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Re: Future of the Fortress
« Reply #4030 on: January 27, 2012, 08:42:00 am »

<quote pyramid>

Picking goods for sale is not problem - easily macroed; bins are indeed very helpfull, select goods to trade screen allows you to search by string and filter by type.

But picking goods for purchase is. You have look carefully through list of available items instead of blindly selecting everything which can be real pain in the ass. There is no way to sort or search goods list. Anyone who traded for steel items to melt can attest to that.

Yeah it is big problem for me too, takes so much careful looking to find the items you want.
Even worse for items with long names because you need to (v)iew each of them so see exactly what kind of item it is.
A filter option like in "Bring items to depot" screen would be great help. Hopefully Toady will get to it one day...
I even added related item to Eternal Suggestions Vote but it seems that idea is mostly discontinued.
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Putnam

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Re: Future of the Fortress
« Reply #4031 on: January 27, 2012, 06:37:26 pm »

I've been having some trouble with dwarves not seing what is inside bins though. :(

I think that's fixed next version, along with only being able to buy whole stacks.

m4davis

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Re: Future of the Fortress
« Reply #4032 on: January 27, 2012, 07:48:32 pm »

With necromancy in the next release can we expect it to be built upon more in future releases such as being able to reanimate your hand and reattach it
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MrWiggles

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Re: Future of the Fortress
« Reply #4033 on: January 27, 2012, 08:47:53 pm »

With necromancy in the next release can we expect it to be built upon more in future releases such as being able to reanimate your hand and reattach it

Necromancy , and the other new proto magic stuff will get expanded upon, when the need arises in future updates.
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Footkerchief

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Re: Future of the Fortress
« Reply #4034 on: January 27, 2012, 09:45:53 pm »

God damnit I've got a serious feeling that the release is nigh but for all I know there are dozens of misc issues left.

I am getting IRL mocked for how often I'm refreshing /dwarves
« Last Edit: January 27, 2012, 09:51:16 pm by Footkerchief »
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