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Author Topic: Zone Improvements  (Read 1627 times)

Rakushun

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Zone Improvements
« on: June 06, 2012, 11:58:06 am »

I think zones could use a bunch of improvements. They could probably all stand to work more like traffic designations in that the size shouldn't be limited. I'd like the option of just designating pasture area and not having to manually assign all the grazers to it, grazers should just go to designated pasture and hang out there (if they're not assigned to a more specific location).

Also, and more importantly, we should be able to designate an area that children have to stay in, call it residential. I don't think dwarves would generally let their children run around willy-nilly in the magma forges, barracks, fortified defense areas, or minecart tracks. They should be confined to residential areas. Then you could also designate a nursery area where babies get put in cribs while their mothers are at work, rather than carrying them around in combat and dropping them when they go to ride a minecart. Bonus points for releasing wild dogs in the nursery.

Also, make a traffic designation that lets you forbid dwarves from going through a square at all. That would be ridiculously useful.
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Silverionmox

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Re: Zone Improvements
« Reply #1 on: June 06, 2012, 02:30:52 pm »

The zone functions ought to go to the burrows, you can paint any area you want already and there'll be less possible zones to keep track of.

Concerning the pasture, I don't know. Some animals you want to guard, but others can roam freely. There should be a law or manager command that says: "put any (eg) waterbuffalo in pastures", so you could vary depending on your needs. In any case that would allow you to put all animals in pastures, if the manager accepts "any grazer" as animal type.

An area that children have to stay in? Use a burrow. As above, it would be handy to make a law that automatically assigns children to the relevant burrow (or releases them when they come of age), so you don't need to do it manually.

The forbidden traffic designation would be useful, but since other creatures wouldn't abide by it, you'd need two connectivity maps, effectively doubling memory requirements for pathfinding.
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Williham

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Re: Zone Improvements
« Reply #2 on: June 06, 2012, 03:30:01 pm »

While I see what you are getting at, I think you're going at it wrong:

For grazers, it would make somewhat more sense if grazers actually sought out grass actively, in preference to going to meeting areas, fulfilling essentially the same purpose, but in a more general and realistic way.

As for children, I'd say that there's a deeper problem with how children are handled in DF:

Children should follow their parents, and gain, from that, a mild skill gain, on the order of 1/10th of the skill gain of their parents, simulating apprenticeship. An additional zone type defining a school of sorts might be apt, where children would go to learn a variety of skills from dwarves assigned to teaching rather than following their parents around would be great.
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Bohandas

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Re: Zone Improvements
« Reply #3 on: June 06, 2012, 04:17:33 pm »

While I see what you are getting at, I think you're going at it wrong:

For grazers, it would make somewhat more sense if grazers actually sought out grass actively, in preference to going to meeting areas, fulfilling essentially the same purpose, but in a more general and realistic way.

I agree with this suggestion
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aka010101

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Re: Zone Improvements
« Reply #4 on: June 06, 2012, 06:40:56 pm »

Ah, apologies, i wasn't clear, i meant we wouldn't be seeing this UNTIL he overhauls it. Hopefully that'll come soon.
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floundericiousWA

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Re: Zone Improvements
« Reply #5 on: June 07, 2012, 03:11:25 pm »


Children should follow their parents, and gain, from that, a mild skill gain, on the order of 1/10th of the skill gain of their parents, simulating apprenticeship. An additional zone type defining a school of sorts might be apt, where children would go to learn a variety of skills from dwarves assigned to teaching rather than following their parents around would be great.

I LIKE this idea!!  The thought that, within my "child burrow" that keeps the little buggers from being snatched, I can designate a "school" and then assign (S)tudents and (T)eachers to train children in skills.  it's my choice and I have to choose which valuable dwarf to remove from the work pool to teach the kids.  I'd need to study the available masters or legendaries to make sure I picked one that was "happy to help others" to get the most benefit.  There's some real goodness to that idea so that children are not a random, plant-plucking resource drain which emerges as a peasant with absolutely no skills.
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5asdffdsa5

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Re: Zone Improvements
« Reply #6 on: June 07, 2012, 08:18:52 pm »

Schools don't seem dwarfy enough
i like the idea of the kids following their parents around
daddy why are you fighting that thing with the tentacles
daddy what is that green stuff on the ground
daddy my hand hurts when i touch it
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Rakushun

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Re: Zone Improvements
« Reply #7 on: June 07, 2012, 09:17:57 pm »

Schools don't seem dwarfy enough
i like the idea of the kids following their parents around
daddy why are you fighting that thing with the tentacles
daddy what is that green stuff on the ground
daddy my hand hurts when i touch it

Daddy I'm going to go play in that odd mist rolling across the landscape
Daddy why did you drop my brother on the ground before we boarded this minecart
Daddy why did you decapitate the legendary cheesemaker with a sock and make a loincloth with his skin
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GreatWyrmGold

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Re: Zone Improvements
« Reply #8 on: June 07, 2012, 09:47:28 pm »

Daddy why are you buthering the kitten
Daddy look a monster
Daddy what happened to the siege operator's eyes
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