Comments on Dwarf Fortress (movement #1)Same comments apply about personal opinion and possible repetition as in my previous post on this thread.
IMHO, lack of or fiddly knobs to control dwarf and object movement is the second weakest part of this game.
An example: I want to build a bridge over the chasm. One of my favorite things about this game is how detailed objects are, how neat they look, and - how cool is this? - that dwarves admire good work. So I want to spend some time creating a thing of beauty instead of a grey rock slab.
Above, we see a Master Mason hard at work (green circle) making blocks. The reason he's hard at work here is because moving the numerous existing marble blocks from the far away block depots is going to involve some serious micromanagement and a great deal of wasted labour. Plus, I'm going to have difficulty using blocks for anything else while this is happening. Also, even if I did move them, I wouldn't know which blocks were near and which far. So the most practicable solution is to make a new set of blocks on site, and use only the ones at the bottom of the list.
Near him is a block depot (white circle). The idea is for the blocks to be taken from the workshop to the nearest depot. The haulers, however, are not doing this; they are (as far as I can tell - I'm probably wrong) are hauling to the nearest depot to where they were at the time they got the order. Now, it's bad enough that haulers most of the way across the fortress are getting calls for this job when closer haulers are available (I've even got bedrooms for them), but having my only master mason pant from the river with every bloody block motivates me to extreme measures.
Like taking time from a fun game to post this plaint.
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More generally: Try as I might, I cannot figure out how to segregate my fortress into cooperating economic units. The reason I want to do this is that different parts of the mountain are suited to different economic roles; I've got several indoor forests, a major silk-weaving operation headed by a legendary spinner, and various other neat things, but I also want to go into metalworking on a major scale, which means the magma, which means greater travel distance.
The reason for my failure is that:
Controls over the flow of goods are lacking. Despite having abundant wood, abundant haulers, a furnace fuel stockpile set to take from the main wood depot, and having spent abundant time on the wiki, I cannot figure out how to keep it stocked except by overflow from the main depot. So my charcoal maker runs back and forth. Same with food, a far worse problem. What I really need is a way to tell my dwarves such things as "The production chain runs from this pile, to this workshop, to that pile, to that workshop. Overflow goes to the nearest legal depot.", and "I want at least X goods in this depot, if they are available anywhere and if they are not desired for immediate consumption."
Controls over the flow of hauler dwarves are even more lacking. The map encourages a fortress to specialize by location. This encouragement is reinforced by the vital need to stop excess running about. The game design then works against itself by using (as far as I can tell) an all-fortress plotting system; every hauler dwarf will run everywhere, to handle any legal job, without any prioritization by location (as far as I can tell). The deeper I dig, the less efficient my fortress becomes, which is terribly painful to witness.
[ August 24, 2007: Message edited by: Fedor ]