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Author Topic: Programmable schedules?  (Read 517 times)

Yanlin

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Programmable schedules?
« on: September 01, 2008, 01:43:56 pm »

I came to this idea while looking at another idea. That idea can be found here. This is an exact copy paste of my reply.

http://www.bay12games.com/forum/index.php?topic=24198.0

"Programmable schedules?

I like.

But... We need a realistic day first. Right now our dwarves work for about a month then sleep for a few days.

I want a variable speed option first.

I remember playing a Sid Meier game but I forgot the name. It was about ancient Rome and every citizen represented a hundred but that does not matter.

Anyway, there was a wheel thing in their "profile" that had red and blue areas. One of them was a working time and the other was leisure during which they could go shopping, each, sex, wrestle a carp or kick a god in the balls. etc.

We need programmable time segments. Like every 6 hours. That divides the day into 4 segments. From what I know, Dwarves sleep for 6 hours. So one segment can go to sleeping. The other three segments we could assign this way.

Work, work, leisure, sleep.

A work segment can be divided into a subsegment which we can specify what he would do each half hour of the segment which makes 8 subsegments total.

Alternatively, we could have 3 segments of 8 hours each. Work, leisure and sleep. Why this is good? Think cave adaptation. Outside workers could work during night time. I will copy paste this into a new thread. This is a great idea."

I would love if both suggestions could be thought over. Sure this requires a mass code rewrite but perhaps something similar can be applied to the current system.

I say a rewrite is worth it. Lets wait for Today one to confirm it.
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Idiom

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Re: Programmable schedules?
« Reply #1 on: September 01, 2008, 01:46:49 pm »

I'd have to say this would be rather nice, though more things take priority over adding this.
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Wahnsinniger

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Re: Programmable schedules?
« Reply #2 on: September 01, 2008, 02:06:00 pm »

And I'll copy my post from there too:

Well, reorganizing the time-system into having days which actually take a while would be problematic. It would likely take a real-life day just to get through a game year. THen how do you handle Crop Growth? Animal and Citizen Reproduction rate?  Interactions with the OUtside world?

Probably better to leave the current rate-of-time setup as is, and apply these ideas to that. Have it where you can assign what a dwarf works on each Month of the year. (Or applied to some sort of future "Work Template", so that you don't have to customize it for each dwarf, but for a type of job)
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Buugipopuu

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Re: Programmable schedules?
« Reply #3 on: September 01, 2008, 03:01:51 pm »

Being able to organise work shifts (which is what this is all about) would indeed be immensely useful, as it means you can guarantee that dwarves won't abandon their posts to eat, drink, sleep or goof off in the statue garden at the least convenient moment, and it'll keep military squads together.  It's inevitable that a siege will show up when all of your squad leaders and siege operators are asleep.
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Granite26

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Re: Programmable schedules?
« Reply #4 on: September 02, 2008, 09:40:47 am »

Outside workers could work during night time.

I know quite a few people that don't like swimming where they can't see the bottom (out in the deep ocean.)  I can't imagine that telling them 'it's ok, just go at night, you couldn't see the bottom normally then' would work.

I don't like the idea of fiddling with time to make a day/night cycle possible.  Having a set schedule for eating and sleeping (work 20 days sleep 10, with 3 shifts switching off) seems cool though.