quote:
Originally posted by qalnor:
<STRONG>I don't really understand the point of this. . and SPACE are right next to each other to begin with, all this does is add another way to accidentally pause the game.</STRONG>
The point is mainly for when you're exiting a menu and want to go to step-at-a-time mode, but you aren't sure whether the game was paused with the space bar or just paused due to being in a menu.
Also, in general, it's about making DF do what you intended, even if you aren't hitting keys in the proscribed fashion. If someone hits '.', they probably wanted to step through time one frame at a time regardless of whether or not they've already paused the game.
quote:
<STRONG>That having been said, I have a horrible memory but I can't imagine having trouble remembering the second request, once learned.</STRONG>
The key phrase being once learned. Short of starting a new game in each area or digging through the wiki, there's no easy way for them to learn this to begin with.
quote:
<STRONG>And on the first request while I do forget what all the buttons are in between breaks from the game, once I've played for a few hours I'm pretty set until my next break. I don't really have a problem at all with making the interface more newbie-friendly, but I'm not sure I really see it as being that horrible.</STRONG>
It isn't about remembering which key is which. That's easy for me, too. Rather sometimes I'll hit 'k' to look at stuff on the ground before realizing that I actually meant to check the room inventory. Similarly, I'll sometimes hit 'k' to check out what a monster is and then realize I want to also check its wounds under 'v'.
quote:
<STRONG>This sounds OK I guess but where do the blood sweat and tears come into this? This sounds more like an easy way out to fix flooding rather than a meaningfully challenging way to repair your fortress.</STRONG>
The blood, sweat, and tears would involve getting infrastructure in place to drop the walls, pumping water out of the enclosed area, and watching dwarves get washed off the dyke while trying to stop the 10% flow. I honestly think that this change would make reclaiming land from the ocean viable while at the same time having it be one of the more elaborate dwarven engineering challenges.
As for using it to fix flooding, I don't think that's too big a deal. Most floods are a non-issue these days. Also, even after dropping a wall in place, you'd still have to dispose of all the existing water. If the flood's light enough that the water will evaporate on its own, than it's light enough for your carpenters and masons to build a flood-stopping wall normally. If it isn't light enough, then you still have to worry about getting all the water cleared out.
Your comment did make me realize one concern, however: This change makes tunneling through the aquifer significantly easier. Going through an unfrozen aquifer would be only slightly more difficult than going through a frozen aquifer. I'm honestly split 50/50 on the feature, now. On one hand, having an effective means of damming the river and dyking the ocean would be great. On the other hand, forcing your way through the aquifer on a map that doesn't freeze is an exciting challenge. Damn.