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Author Topic: New Zones  (Read 1989 times)

friendguy13

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New Zones
« on: September 09, 2012, 04:30:58 pm »

I have an idea for some new zones that would reduce some of the game's tediousness and give the player more control.

1. Tree Farm - In this zone trees would be cut down by your woodcutters when they reach maturity.
2. Greenhouse - Similar to tree farm in this zone any plants that grow are automatically collected by your herbalists.
3. Hunting Ground - Works the same as the existing fishing zone but for hunters instead.
4. Clear Ground - In this area dwarves would automatically clear any grass, plants, trees, and saplings from the ground useful for both dirt roads and for keeping parts of you fortress built in the dirt layers clear of obstructions.

Tell me how you feel about these and offer any other new zone ideas.
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GreatWyrmGold

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Re: New Zones
« Reply #1 on: September 09, 2012, 04:43:09 pm »

1: Heck, I'd mark most of the map with this if it was available. Agree.
2: Same.
3: Sounds reasonable.
4: Sounds like a helpful idea.

Maybe add some zones for collecting items from; they'd be placed in the nearest stockpile or garbage dump. Call it #5, Clean Zone
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thiosk

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Re: New Zones
« Reply #2 on: September 09, 2012, 05:12:06 pm »

 Agreed.  The zone system is astonishingly powerful, once you get the hang of it (PASTURES IS WHERE THE HEART IS)

Theres a lot of nuance there i'm still trying to figure out.
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Manveru Taurënér

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Re: New Zones
« Reply #3 on: September 09, 2012, 07:38:19 pm »

Good ideas, bit hesitant about the hunting ground part though, since it's a bit more random than the others whether huntable game would actually enter and stay in the zone unless you make it really large and just blanket most of the outside area. Some more control over hunters would be nice though.
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Silverionmox

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Re: New Zones
« Reply #4 on: September 09, 2012, 07:56:54 pm »

I'd actually even make all the zone options available for every single zone. Many of these have overlapping usefulness. Agriculture ought to function with zones too instead of "built" plots.
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assasin

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Re: New Zones
« Reply #5 on: September 09, 2012, 09:12:13 pm »

Rooms could also be based on zones. It would be a lot less anonoying to have beds auto moved to zones than having to place each one separately. Especially if you  could combo dining/throne/bed into one apartment space.
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dominusnovus

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Re: New Zones
« Reply #6 on: September 09, 2012, 09:19:02 pm »

Rooms could also be based on zones. It would be a lot less anonoying to have beds auto moved to zones than having to place each one separately. Especially if you  could combo dining/throne/bed into one apartment space.

Or, with a little more detail, room templates, kinda like a combination of burrows and zones.  Designate a new template of 'basic bedroom', for example, with 1 bed (any type), 1 coffer (any type), 1 cabinet (any type).  Or a 'noble bedroom', wich 1 bed (masterpiece), 2 coffers (masterpiece, obsidian), 2 cabinets (masterpiece, obsidian).  Etc. etc.
 
Then, just plop where needed.  Of course, the dwarves will put the furniture in ugly locations, but oh well.
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GreatWyrmGold

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Re: New Zones
« Reply #7 on: September 09, 2012, 09:25:32 pm »

I'd actually even make all the zone options available for every single zone. Many of these have overlapping usefulness. Agriculture ought to function with zones too instead of "built" plots.
You mean like you can do now?

Rooms could also be based on zones. It would be a lot less anonoying to have beds auto moved to zones than having to place each one separately. Especially if you  could combo dining/throne/bed into one apartment space.

Or, with a little more detail, room templates, kinda like a combination of burrows and zones.  Designate a new template of 'basic bedroom', for example, with 1 bed (any type), 1 coffer (any type), 1 cabinet (any type).  Or a 'noble bedroom', wich 1 bed (masterpiece), 2 coffers (masterpiece, obsidian), 2 cabinets (masterpiece, obsidian).  Etc. etc.
 
Then, just plop where needed.  Of course, the dwarves will put the furniture in ugly locations, but oh well.

Maybe set up zones where dwarves can pay rent and buy and install their own furniture?
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SuicideJunkie

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Re: New Zones
« Reply #8 on: September 09, 2012, 10:44:25 pm »

Not designation boxes, GWG.
Permanent zones that act like you're automatically re-designating the area for tree cutting and plant gathering every time something grows there.
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GreatWyrmGold

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Re: New Zones
« Reply #9 on: September 10, 2012, 06:30:28 am »

Not designation boxes, GWG.
Permanent zones that act like you're automatically re-designating the area for tree cutting and plant gathering every time something grows there.
I know. I would probably set most of the map as that.
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mastahcheese

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Re: New Zones
« Reply #10 on: September 15, 2012, 10:49:55 pm »

I would really like this, and personally, I would like dwarves putting furniture in "ugly" places, it looks more like the dwarves are actually living, rather than being stuffed into identical bedroom tubes.
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telarin

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Re: New Zones
« Reply #11 on: September 17, 2012, 02:37:03 pm »

I like the idea, my biggest concern is the current 31x31 tile limit for zones. I would really like to see the zone and burrow interface combined so that you can define an area(burrow) of any size spanning any number of levels, and then assign various zone activities to that area similar to how zones work now. However, expanding with the zone functions you have listed would be incredibly helpful. Adding an option to stockpiles to "Gather from Zone" would also be another expansion to zone functionality that I would like to see.
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GreatWyrmGold

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Re: New Zones
« Reply #12 on: September 17, 2012, 04:42:00 pm »

That does sound useful.
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Bohandas

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Re: New Zones
« Reply #13 on: September 19, 2012, 09:09:41 am »

These all sound like good ideas

Regarding the Tree Farm zone proposal, the zone should also automatically mark all saplings in the zone as restricted movement tiles (maybe with an option to turn this effect on or off).
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GreatWyrmGold

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Re: New Zones
« Reply #14 on: September 19, 2012, 03:19:48 pm »

Low traffic should be enough.
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