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Author Topic: How to fix hauling problems (My take)  (Read 1440 times)

Granite26

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Re: How to fix hauling problems (My take)
« Reply #15 on: August 08, 2009, 02:11:41 pm »

Quote
In 1827, Britain declares the slave trade piracy, punishable by death. The power of the Royal Navy was subsequently used to suppress the slave trade, and while some illegal trade, mostly with Brazil, continued, the Atlantic slave trade would be eradicated by the middle of the 19th century. The West Africa Squadron was credited with capturing 1,600 slave ships between 1808 and 1860 and freeing 150,000 Africans who were aboard these ships.[75] Action was also taken against African leaders who refused to agree to British treaties to outlaw the trade, for example against ‘the usurping King of Lagos’, deposed in 1851. Anti-slavery treaties were signed with over 50 African rulers.[76]

The Islamic trans-Saharan and Indian Ocean trades continued, however, and even increased as new sources of slaves became available. In Caucasus, slavery was abolished after Russian conquest. The slave trade within Africa also increased. The British Navy could suppress much of the trade in the Indian Ocean, but the European powers could do little to affect the intra-continental trade.[77]

The continuing anti-slavery movement in Europe became an excuse and a casus belli for the European conquest and colonisation of much of the African continent. In the late 19th century, the Scramble for Africa saw the continent rapidly divided between Imperialistic Europeans, and an early but secondary focus of all colonial regimes was the suppression of slavery and the slave trade. In response to this public pressure, Ethiopia officially abolished slavery in 1932.

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Rvlion

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Re: How to fix hauling problems (My take)
« Reply #16 on: August 08, 2009, 03:44:51 pm »

Implement the use of a small type of wagon with pack animals pulling it, 1 dwarf rides the wagon to the pickup location, load the wagon till full and then go towards dropping location.
Would give the useless animals wondering the fortress a purpose and would decrease walking for hauling tasks over long distances.
Even if they could only be able to use ramps within the fortress it would still be a huge improvement for dumping stones, emptying workshops, collecting wood outside.
Although I would like to see a long load time and an almost instant unload time.
Would also decrease the amount of Haulers needed.
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HatfieldCW

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Re: How to fix hauling problems (My take)
« Reply #17 on: August 08, 2009, 04:53:17 pm »

That's a whole new can of worms, and underlines something I'm hoping for.  Hopefully, the "squad" dynamic can be expanded to peacetime operations.  I'd love to see groups of dwarfs treated as a single entity for work delegation.  Have a "hauling corps" that'll have a wagon and can drive it out to the woods where the logging team is chopping away, load it with logs, and drive it back to the main fort ramp, with one guy on the buckboard driving the mule and the other two hanging on the side.  The drop of the lumber, have a beer, then push a couple smaller carts down into the mines to load them up with magnetite and deliver it to the foundry room.

The first step, I think, would be to allow the jobs themselves to be packaged together into projects.  Once that's been achieved, maybe a way for the projects to be assigned to squads would become feasible, instead of individuals just working on bits of projects.

How cool would it be to title a group of designations?  Hit the "Start Project" key, designate all the halls and room for a new dormitory, then close out the project and call it "Lower Dorms".  When your miners get to work, you can prioritize it via the manager screen, so they'll complete the stockpile dig before they get started on the sleeping quarters.  No more of this "leave one undug tile right in the middle of the obsidian farm while we dig out a new wing of the dining hall" nonsense.
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Grendus

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Re: How to fix hauling problems (My take)
« Reply #18 on: August 10, 2009, 11:12:48 am »

I actually think that's a more doable suggestion than most of the other "multiple hauling jobs" threads I've seen. For example, designating a zone for hauling would cause dwarves with a special job enabled (team driver maybe? wagon driver?) drive an applicable vehicle to the zone to be loaded up with everything in the zone, then when the vehicle is full drive the wagon back to a second zone designated to accept drops from the first zone which could be on top of a stockpile or simply a waypoint or right over a bottomless pit for disposal. Vehicles could range from very simple pack animals to constructed carts for the mine or large wagons for outside.

Would make cleaning up after a goblin siege easy, designate a hauling zone over the carrion to have your dwarves load up all the corpses and clothing to haul them inside your walls. Later your dwarves can sort through it at their leisure from the safety of the fortress. I like it a lot, and it would be much simpler to implement this as a simple 2d behavior only active in designated areas than with a 3d pathing algorithm active at all times like other suggestions.

I also like the custom job groupings a lot. Would essentially allow you to design your entire fortress from the get-go and have your miners dig it out in order, instead of at random.
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http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325
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