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Author Topic: Trading stacks in fortress mode  (Read 3012 times)

Kogut

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Trading stacks in fortress mode
« on: March 27, 2012, 12:11:02 pm »

In 34.06 trading single stack requires 2 enters - what results in more pointless clicking and breaks mass trade macros. Is it possible to revert this change or add key "mark for trade entire item/stack"?
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peskyninja

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Re: Trading stacks in fortress mode
« Reply #1 on: March 27, 2012, 12:11:48 pm »

A toggleable option would be indeed very good.
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Re: Trading stacks in fortress mode
« Reply #2 on: March 27, 2012, 12:18:44 pm »

Enter to select the whole stack.

Shift-Enter to open up the "by partial stack" menu.
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Greiger

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Re: Trading stacks in fortress mode
« Reply #3 on: March 27, 2012, 04:18:43 pm »

An option would indeed be nice (or a separate key for buying the whole stack)  I changed my macro to have 2 enters instead of one but it still acts up because there seems to be a tiny little one frame delay for the "how many" window to show up. 

And that does funny things with the whole hold the key to go faster thing when combined with a macro.  You release the key, and the macro keeps playing, because even though it's only showing one entry a second, internally it's still speeding the entry up, which can result with the macro still playing for a few second or even minutes after the macro key was released.
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RenoFox

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Re: Trading stacks in fortress mode
« Reply #4 on: March 28, 2012, 04:03:26 pm »

I agree that buying partial stacks could be done with shift+enter, since it is needed way less often than buying multiple full stacks.

Infiltrator

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Re: Trading stacks in fortress mode
« Reply #5 on: March 29, 2012, 05:08:39 pm »

How about a "buy all or X amount of food/booze/wood/whatever without caring about stacks/types" button?  :P
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dree12

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Re: Trading stacks in fortress mode
« Reply #6 on: March 29, 2012, 08:20:34 pm »

I agree that buying partial stacks could be done with shift+enter, since it is needed way less often than buying multiple full stacks.
By this logic, because constructions are way less often selected with Enter than Shift+Enter, they should be swapped.

This is all a moot point because the key-bindings could be modified, but I'd prefer consistancy such that Shift+Enter always selects as much as possible by default. (or, Enter can be swapped with Shift+Enter in constructing stuff too, I'd also be fine with that).
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Kogut

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Re: Trading stacks in fortress mode
« Reply #7 on: March 30, 2012, 12:21:18 am »

How about a "buy all or X amount of food/booze/wood/whatever without caring about stacks/types" button?  :P
Even better but IMHO this limited version have a slight change that it will be implemented (BTW, "buy food" may end is certain problems - gnomeblight etc is a classified as a food)
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Kogut

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Re: Trading stacks in fortress mode
« Reply #8 on: March 30, 2012, 12:30:44 am »

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Infiltrator

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Re: Trading stacks in fortress mode
« Reply #9 on: March 30, 2012, 03:39:43 am »

How about a "buy all or X amount of food/booze/wood/whatever without caring about stacks/types" button?  :P
Even better but IMHO this limited version have a slight change that it will be implemented (BTW, "buy food" may end is certain problems - gnomeblight etc is a classified as a food)

Well, by "stacks/types" I mean that you could say either "buy all strawberries" or "buy all plants" or "buy all food" sort of thing.  And even if you ended up with gnomeblight, it's still be easier that going through 50~100 stacks pressing enter twice for each.
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SuicideJunkie

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Re: Trading stacks in fortress mode
« Reply #10 on: March 31, 2012, 01:13:05 am »

I've just been hammering Up, Enter, Up, Enter myself.  (Up, because the stuff I want to trade is at the bottom of the list.  Down should work fine too)
The second up doesn't do anything if it is a stack, but that's OK; nothing breaks, and the whole stack gets selected for trade with the second enter.

What goes wrong with your macro?

Sorting and filtering would certainly be handy in the trade screen, though.
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Greiger

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Re: Trading stacks in fortress mode
« Reply #11 on: March 31, 2012, 10:03:13 am »

It's a hold button macro.  enter, enter, down.   Made to use the single key speedup to quickly purchase the 50+ pages of food brought by the caravan.

However the new dialog box that comes up breaks that, it introduces a millisecond delay into the process that the macro system does not appear to understand.  The macro still speeds up what it sends to DF while the key is being held down, but DF fails to speed up it's processing of those keys like it used to due to the delay.  And DF has to continue processing the key entry well after the key was released to catch up.

 Just 5 seconds of holding ctrl+p with that macro while trading food causes DF to be processing the macro for 10.   10 seconds of the key held down takes nearly 30 seconds, the poor unfortunate fool who holds the key for 20 seconds or more will find DF going out of control for multiple minutes going through the entire stock of the caravan a few times wildly, because the macro system multiplies it's rate of entry depending on how long the key was held down.  But DF can no longer keep up with the multiplied entry rate due to the rendering delay the dialog box creates.
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