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Which method of prioritizing thirst/hunger/rest over work do you prefer?

DF40d
Df2010

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Author Topic: Which method of prioritizing thirst/hunger/rest over work do you prefer?  (Read 4378 times)

Rotten

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In the beginning of the game, it's nice to have your miners actually digging instead of stroking beards at the river, but when you're into the mid/late game, it's really annoying. When my crafter started extracting strands from a certain blue metal, I was afraid he would die of thirst before he finished.
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True, but at a certain velocity the resulting explosion expels invader-bits at fatal speeds. You don't want to be dropping trogdolyte-shaped shrapnel bombs into your boneworks.
Only in Dwarf Fortress...

Deathworks

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Hi!

I have never had any dwarf die because of the new system. And even though product quality may vary, that is not that much of a problem as most of the things produced use raw materials that are either abundant on site or can easily be obtained via the caravans.

However, in the old system, I did have dwarves die thanks to the system. When I had wounded dwarves, dwarf A finally getting the "Give Water" job, then in the middle deciding they are thirsty themselves. After a while, another dwarf B decided that being helpful would be a nice idea, get the "Give Water" job and instead of using the bucket of water dwarf A left behind go to get fresh water - only to realize it was time for their afternoon nap.

On a similar note, when making the defenses for the fortress (weapon traps), there was always the problem that the stockpiles were within the fortress and the traps on the outside requiring long tracks for the dwarves. While the task was not completely restarted as with the water giving, it was extremely prolonged, increasing the risk to the dwarves involved significantly (I usually try to do such constructions just after an ambush attack has ended when my cats and kittens have told me that there are no more goblins around - if a normal trap needs a year to be completedm that timing is useless).

Being able to prioritize jobs would of course be an ideal solution, but since we are only comparing the old and the new way, I can not come to any other conclusion but that the new way is better - as it means a few flawed goods rather than a few dead dwarves for me.

Deathworks
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zwei

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Hi!

I have never had any dwarf die because of the new system. And even though product quality may vary, that is not that much of a problem as most of the things produced use raw materials that are either abundant on site or can easily be obtained via the caravans.

However, in the old system, I did have dwarves die thanks to the system. When I had wounded dwarves, dwarf A finally getting the "Give Water" job, then in the middle deciding they are thirsty themselves. ...

I have yet to see dwarf die of this reason in old system ... but anyway:

Issue of current system is that it is scarry and masks problems.

If everyone in your fort it currently at thirsty/hungry levels and at edge of starvation, it is quite scarry. As I had my fun with starvation and dehydration deaths of nearly whole forts (and survivor tantrum spirals), screen full of flashing blue and brown arrows is quite concern provoking. And there is alwazs fear that dwarf will not make it to stocpile on time and dies walking to food.

And since everyone is always hungry and thirsty, you might learn that your food production is not adequate quite late only after first few deaths. Where having 1/4 fort flashing hunger/thirst arrows would have been serious warning in previous versions, it is not "business as usual", problem is masked.

I can very well see that important tasks are to be carried out at cost of dwarven discomfort, but those tasks are quite rare. Making foods and drinks when supplies are critical, medical aid. thats it, everything else is more-less optional. (it can spill of course and be messy: making barrels for booze/cutting down trees for barrel wood/making axe for cutting down trees/smelting iron for make bars for axe/mine hematite to have ore ...)

alpha

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Issue of current system is that it is scarry and masks problems.

Yes this is a huge problem. And also the fact that the combination of self-induced dehydration, starvation and sleep deprivation decreases skill level and thus decreases speed of completion of certain tasks. In old version I used to get Legendary Mason after I finished setting up basic fortress for 100 dwarves. With this new system my mason took probably twice as long to create all the tables/thrones/doors/ whatever, but also is only a Master level. Same goes for miners: they dig with decreased skill level when tired, thus taking it ___ACTUALY LONGER___ to complete the same dig than if they would feed/sleep properly and work at full power.

This is so depressing.
« Last Edit: May 23, 2010, 04:59:45 am by alpha »
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