Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Common demand  (Read 1808 times)

Alu

  • Bay Watcher
    • View Profile
Common demand
« on: June 04, 2012, 07:19:28 am »

Some way to gather up the most important demands of the dwarfs would be nice.
like a black board or they tell the mayor and he makes a list of the most pressing matters

The list could be sorted by priority (times asked for) like
-boots (30)
-ale (28)
-proper bedroom (22)
-burying site (17)
-socks (11)
Logged
"He admired a wonderful Trap lately"

MrWiggles

  • Bay Watcher
  • Doubt Everything
    • View Profile
Re: Common demand
« Reply #1 on: June 04, 2012, 07:26:37 am »

That's interesting.

+1
Logged
Doesn't like running from bears = clearly isn't an Eastern European
I'm Making a Mush! Navitas: City Limits ~ Inspired by Dresden Files and SCP.
http://www.bay12forums.com/smf/index.php?topic=113699.msg3470055#msg3470055
http://www.tf2items.com/id/MisterWigggles666#

Inarius

  • Bay Watcher
    • View Profile
Re: Common demand
« Reply #2 on: June 04, 2012, 07:57:12 am »

Shouldn't either be the work of a manager rather than the mayor ?
Logged

Williham

  • Bay Watcher
    • View Profile
Re: Common demand
« Reply #3 on: June 04, 2012, 09:02:27 am »

Shouldn't either be the work of a manager rather than the mayor ?

The spheres of influence of the mayor, the manager and the baron or monarch if present are rather ill-defined, but as this relates to contentedness of fortress dwarves, it belongs on the mayor. This would clearly expand the sphere of influence of the mayor, giving him more relevant work, and increasing the value of the baron/monarch, hopefully helping to avoid unfortunate accidents.
Logged

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Common demand
« Reply #4 on: June 04, 2012, 10:53:12 am »

There was/is a thread on the front page on this forum where the same idea is proposed(In fact, it's the suggestion below yours). The idea there is that there would be a screen listning the happiness of all dwarves and the most common bad thoughts. This is easier to implement, as all the game has to do is count the bad thoughts and sort them. While I won't blame you for not searching, as the thread title there is not exactly informative, the idea there is both better worked out and easier to code.
Logged

Alu

  • Bay Watcher
    • View Profile
Re: Common demand
« Reply #5 on: June 04, 2012, 01:38:17 pm »

Oh, nice. And yes, that title didn't really imply a relation to my thread.
If its more likely to be implemented with that automatical bad thoughts sorting, I'm all in.
Nevertheless, with my way you could give them a happy thought after fulfilling their request because they actually requested it, while the other method is more like mindreading.
But yea, I can imagine it to be much more complicated to program this way :C
.. on the other hand, maybe its not much different from the crime reporting system I think
Logged
"He admired a wonderful Trap lately"

10ebbor10

  • Bay Watcher
  • DON'T PANIC
    • View Profile
Re: Common demand
« Reply #6 on: June 04, 2012, 01:54:51 pm »

It's again, as so often happens in the suggestion forums, simulationist vs Game-ist.

Both ideas solve the same problem, but yours is more realistic while theirs is simpler and arguably, more fun.
Logged

Peacemaker636

  • Bay Watcher
    • View Profile
Re: Common demand
« Reply #7 on: June 04, 2012, 02:38:48 pm »

The problem is the level of detail to go into. There is already a precedent of conceptualizing certain aspects of the game as opposed to them explicitly occurring on screen. This is seen with the manager and work orders. The manager does not seek out workers and tell them in person to produce an item. The jobs are simply generated at the workshop.
Regardless of that, dwarves already seek out leaders for consolation when they get certain bad thoughts. And leaders often socialize, so the info relay can be handwaved that way.
I'm all for realism (very happy that the material densities were updated), but there is a point where you are just splitting hairs. I would prefer Tarn's time go into making villains more realistic than having dwarves who need to directly talk to a leader for it to be acknowledged.
Logged

King Mir

  • Bay Watcher
    • View Profile
Re: Common demand
« Reply #8 on: June 04, 2012, 05:14:37 pm »

How about making the mayor make demands about whatever dwarves complain to him about, and have a separate detailed, happiness chart?

So he could have demands like "Build a well", "kill 10 vermin", or "build 20 beds". But he would only make demands when people complain to him.

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: Common demand
« Reply #9 on: June 04, 2012, 08:41:54 pm »

Canceling the order should result in a negative thought for the mayor, and all those complaining --Disappointed that a popular order was canceled/Disappointing that their complaints were being ignored--. It could also harm the mayor's chance of being reelected.

While I like the general idea, I'm worried that this will take out a level of 'player interaction'. There's a certain point where the game turns from a game to a simulation and this toes the line. I think it would be better just to inform the player that dwarves need x and y and let the player decide how best to cater to that.
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

Phlum

  • Bay Watcher
  • Above Is my true form, no mortal shall see it!
    • View Profile
    • Idontwanttowork
Re: Common demand
« Reply #10 on: June 04, 2012, 09:20:12 pm »

I like.

A complaint panel would be very useful
Logged
So I have spoken, may this thread live long!!

I don't share my age online, no one takes horny 14 year olds seriously.

"dwarf fortress is autism in a game"  -a guy named rick