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Author Topic: Fortress mode: UI/navigation improvements, stress management, guard posts, etc…  (Read 768 times)

nystemy

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I have been thinking of a few features that could help with keeping one's fortresses in check.

  • Introduce a marker on the population screen indicating the current mood of each individual in the fortress.
    This would give us the ability to notice if someone's mood is starting to fall of a cliff and be able to react to it earlier before they rage into a tantrum...
    Currently, one either needs to look around the map to spot the downward yellow/red arrow, or go through all the dwarfs current thoughts manually.

  • Just like the above, but an indicator for what squad an individual is part of (would though need a squad emblem as well...).

  • We can also continue on with an indicator if the individual lacks a bed, has one in a dormitory, or has their own bedroom.
    Sometimes migrant waves leaves one with a few beds too few, and dwarfs sleeping on the floor is a bit problematic in the long run...
    Adding a "bedless"/homeless stat on the stats page would also be informative.

  • Have a list for all the rooms owned by a specific dwarf. With the ability to go to a room on that list.
    This would make it easier for us to manage the accommodation of various inhabitants, as well as more easily decorate a room belonging to a specific individual.
    The list could also include how large and valued the specific room is. (So that we can more easily find the room we are looking for on the list.)
    This list would be especially useful when giving someone a new room and not have to hunt around to find their prior one...

  • On the topic of rooms. Add the ability to "assign" a bedroom/office/etc to a nobility (the position, not the individual).
    Currently to my knowledge a room is given to an individual, not a position.
    For example, you build a mayors quarters with bedroom, dining room, office, etc, when the dwarfs elects a new mayor, the quarters gets handed over to the new mayor.

  • Were going to say that we can make an option for making a room "claimable" by whoever takes it that doesn't already have a room. But this is already the case...
    But... We can't group a set of different rooms to be considered part of the same quarters.
    For an example if we build a bedroom with its own office. (Then it would be nice if someone who desires an office were prioritized.)
    A simple way to define a group like this would be if the rooms have at least 1 overlapping tile.

  • Introduce "free time"/"time off".
    A way to specify that a citizen should simply take a break every now and then. Could be a global % setting.
    Could also have an individual modifier so that we can have some people work while the other rests, like tavern keepers, entertainers, guards, etc...
    (And maybe even a second individual modifier for how they are as an individual. Some people will put in more or less work than asked for.)

    Where setting it to 100% means that the dwarfs will eat, sleep, drink and work.
    And setting it to 0% means that very few dwarfs will work, but of course still eat, sleep, drink, and now even have a lot of time for socializing.
    This means that if you ask for something to be made, and the only dwarfs stated to do it currently are on break, you have to wait a bit.
    But this means that your dwarfs won't be stressed out due to getting overworked.

  • Designate guard posts.
    A simple room, a bit like a barrack, but for the purpose of keeping an eye on an area.
    A setting for melee or ranged weapons, so that we can designate a guard post overlooking an area (for example a guard tower or other fortifications) from one were melee weapons might be preferred.
    Here some system for guard rotation would be nice, so that our squads can go to the barracks and train, or catch some sleep, or socialize etc..

  • Designate "citizen only" areas.
    Won't stop uninvited guests from strolling through. But any squads or guard posts around will keep an eye on ensuring that this won't be the case.

  • Make the floor material effect the "value" of a location.
    Currently it doesn't, were kinda confused by it when building a gold/silver floor in a temple and not seeing the temple's value increase.
    Would also be nice if there were more steps between "shrine" and "temple complex", going past 10K in value is easily done with a single artifact... A tempel complex sounds like it has at least a few artifacts.

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Red Diamond

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    • Make the floor material effect the "value" of a location.
      Currently it doesn't, were kinda confused by it when building a gold/silver floor in a temple and not seeing the temple's value increase.
      Would also be nice if there were more steps between "shrine" and "temple complex", going past 10K in value is easily done with a single artifact... A tempel complex sounds like it has at least a few artifacts.


    Really? Smoothing and engraving the floor/walls of a location increases it's value. 

    On point number 3, it would good to be told the stats for the last migrant wave, both the total number of them and the number of married couples there are.  Presently I had to undergo this laborious process of counting them and then subtracting the number of marriages to get at the total number of rooms.

    On the matter of position rooms, it would probably be best if they kept their individual room but were kept from using it as long as they hold their position IF the room does not meet their position requirements (this is a problem that happened to me, they complained that their old personal room was not good enough, but they voluntarily slept in it).

    An extra suggestion though from me is.

    *Targeted socialising.  If dwarves are lonely, need romance etc, they need to actually seek out individuals to become friends/lovers rather than leaving it up to chance.  A big cause of unhappiness is all those needs that seem to rely on chance to meet. 
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    nystemy

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      • Make the floor material effect the "value" of a location.
        Currently it doesn't, were kinda confused by it when building a gold/silver floor in a temple and not seeing the temple's value increase.
        Would also be nice if there were more steps between "shrine" and "temple complex", going past 10K in value is easily done with a single artifact... A tempel complex sounds like it has at least a few artifacts.


      Really? Smoothing and engraving the floor/walls of a location increases it's value. 

      On point number 3, it would good to be told the stats for the last migrant wave, both the total number of them and the number of married couples there are.  Presently I had to undergo this laborious process of counting them and then subtracting the number of marriages to get at the total number of rooms.

      On the matter of position rooms, it would probably be best if they kept their individual room but were kept from using it as long as they hold their position IF the room does not meet their position requirements (this is a problem that happened to me, they complained that their old personal room was not good enough, but they voluntarily slept in it).

      An extra suggestion though from me is.

      *Targeted socialising.  If dwarves are lonely, need romance etc, they need to actually seek out individuals to become friends/lovers rather than leaving it up to chance.  A big cause of unhappiness is all those needs that seem to rely on chance to meet.

      Smoothing/engraving increases the value.
      But building a floor out of gold doesn't increase it beyond what a smooth rock floor does.

      And yes, having information for how many new migrants have arrived would be nice. (the marriage part is adding a bit of complexity, though building too many bedrooms is better than too few.)

      That the dwarfs keeps their old room when getting appointed to a position would be logical. Since then they have a room to return to if they loose the position. And yes, it would be nice if they prioritized going to their highest valued room. (unless its annoyingly far away, could have some "personal" bias behind that decision.)

      Targeted socializing is indeed a good idea. An idling dwarf could just search up other idling/socializing dwarfs. (Would be particularly useful together with the "free time"/"time off" idea.)[/list]
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