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Author Topic: Throwaway ideas, intersesting mechanics you would like to see, in general!  (Read 2014 times)

Meurlorg

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Re: Throwaway ideas, intersesting mechanics you would like to see, in general!
« Reply #15 on: September 02, 2016, 09:14:48 am »

A few hours in, n I manage to get my fortress going, building walls n stuff
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Fleeting Frames

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Re: Throwaway ideas, intersesting mechanics you would like to see, in general!
« Reply #16 on: September 02, 2016, 10:58:43 am »

Removing upstairs/ramps uses d-z command and Mining labour. It is possible your miners are busy elsewhere. Though, when using it outside I usually leave few entrances/exits that I then proceed to cage-trap for animal industry.

Downward slope is just empty space by different name, it indicates that there's ramp on the level below. Nothing actually exists there.

You need to use either up/down stair pairs+ or walls with floor above+ramps to travel across z-levels, unless you fly. If you remove all ramps at a certain level of your fortress, you have to include some stairs to get out.

Meurlorg

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Re: Throwaway ideas, intersesting mechanics you would like to see, in general!
« Reply #17 on: September 07, 2016, 07:36:47 pm »

I was a bit too hasty, appreciate your guys comments.

I have been playing fortress mode on n off, for the last week or so, and yet I noticed how unnecessarily
tedious and somewhat repetitive, embarking usually becomes, mostly pertaining to surface fortress!

What I mean by this is, designation is awfully selecting/clicking-intensive, when n if, you ever want to clear a  sizeable chunk of area/space that require more than one type of designation like cutting trees, removing shrubs etc.. What I propose, why not give the ability to select any amount of 2D area/space, similar to stockpiling but within the specified space/area, you can choose any number of designations that can be applied to said area.
« Last Edit: September 07, 2016, 07:46:45 pm by Meurlorg »
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Re: Throwaway ideas, intersesting mechanics you would like to see, in general!
« Reply #18 on: September 08, 2016, 12:32:22 am »

You don't have to designate/undesignate individual trees with the mouse (though you may want to, to keep stock of fruit trees).

You can designate whole map with d-t, pressing enter on upper left corner, then going to lower right corner of embark, and pressing enter again to mark all the trees on current z-level for cutting. Designations don't have to be connected to each other!

Furthermore, when using dfhack Autochop plugin also helps with cutting down trees as needed. And with prospect and getplants, you can also only take the trees and shrubs types you want.

If you always send up your starting fortress in the same way, consider a macro. Useful from applying different designations to same 2d space to dig designations to labour setups. Speaking of labour setups, for 43.03 Dwarf Therapist application helps manage large amount of dwarves, and autolabour can be "fire and forgot", even if dwarves die.
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