Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 7

Author Topic: New Top Suggestion gathering - Round One Completed  (Read 17226 times)

Christes

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #30 on: August 26, 2008, 01:49:25 am »

Improved Resource management
Remember trade agreements
Quantified courage/scariness levels
Logged

zagibu

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #31 on: August 26, 2008, 03:43:20 am »

Isn't improved resource management a bit unspecific? What resources? And how do you want to have it improved?
Actually, two of my votes ask for better resource management, namely stockpile priorities and material selection for materials used in workshops.

[edit]
My third vote, job priorities, also has to do with improved resource management, the resource being manpower.
[/edit]
« Last Edit: August 26, 2008, 03:45:13 am by zagibu »
Logged
99 barrels of beer in the pile
99 barrels of beer!
If some dwarves know the way to the pile
0 barrels of beer in the pile!

Othob Rithol

  • Bay Watcher
  • aka Dark Snathi, Rain & Tom Bombadil
    • View Profile
Re: New Top Suggestion gathering
« Reply #32 on: August 26, 2008, 07:50:13 am »

From reading the supporter's posts as well as the thread therein, it seems the following are umbrellaed under "Resource Management"

  • Using materials close to the shop, not close to the dwarf the moment it is tasked.
  • Something similar to stockpile priorities...maybe localized as well (IE drop the goblets in the FG stockpile next to the forge, not the one ten Z levels away to the NW)
  • Adding tabs similar to the kitchen screens BREW/COOK to the stones screen for MASON/MECHANIC etc
  • the same thread mentioned an EAT tab for the kitchen, and another recent thread talked about adding a MILL tab.

Lumping these together seems no different than how broad UD ending up being, but that means they need a thread to get specific and talk about it. Or the supporters could get real specific about what aspects they want and recast their votes for just those.

All three of your votes, zagibu, could easily be reworked into a single "resource management" proposal, along with all of these and more.

zagibu

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #33 on: August 26, 2008, 08:16:35 am »

Yeah, but "more underground diversity" is content-addition, not gameplay-enhancement, therefore it doesn't have to be very specific.  Anyway, people should be allowed to vote for whatever they feel like wasting their votes on. I'm not a bit fan of open polls with restricted poll options...
Logged
99 barrels of beer in the pile
99 barrels of beer!
If some dwarves know the way to the pile
0 barrels of beer in the pile!

evktalo

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #34 on: August 26, 2008, 10:26:29 am »

I for one greatly appreciate the rundown of "Improve Resource Management" by O.R., as I don't get a lot out of just the title. It's very general. OTOH, more kitchen-like selections under the z-screen, that's more specific and I'm already going "that sounds extremely good!" I've noticed that you can only make cheese if the milk is set cookable. There could be a separate "cheese" selection. :) And a lot more other selections.

(Response to cheese making uselessness - you can buy milk from caravans and make cheese from that. I sure find it strangely entertaining. I wish you could stamp pictures on the cheese. Pictures of dwarves and cheese. The dwarf is admiring the cheese. Hehehehehehe.)

Sorry about that. Now onto my choices.

I'd love to have this one: automatic switching to sparring weapons. Off-duty soldiers could automatically try to find as low-quality weapon made of as low-damage material they can find. Soldiers put on duty would then do the reverse.

(rambling:) I'm thinking that if this adds an in-game delay for the dwarves seeking weapons, that's actually a benefit for the gameplay. Imagine a siege suddendly on your fortress' front gate, you put all your squads on duty, but there's some hassle because of the weapons swapping that causes your defenses to be just a little too slow, and you lose the fort because of that. ..that's fun right? Hopefully this could be avoided with more efficient barracks and armory design - if not, then I can see that it wouldn't actually be fun. :)

I really like the Guildmasters idea. It would be just like the manager works right now, and I really like that mechanic. So that gets my second vote.

I'd like to also vote for farming improvements - back in the 2D, getting the food production going was a significant challenge. The game has changed, and very much for the better, but that specifically is something I miss every now and then.

There are a lot of worthy suggestions here, but those are my top three. Actually adoption of orphan babies almost makes it to my list. Those lone toddlers just break my heart.

In conclusion, I'd like to commend Toady - significant items on the previous top ten list have been resolved either directly or indirectly. I've enjoyed (lever) notes, entrance dance soltions (forbid on death - and even without it I seem to have less problems), and framerate improvements, which have been surprisingly significant on my laptop. The game just keeps on getting better and better with each increment. Cheers!

--Eino
« Last Edit: August 26, 2008, 10:29:09 am by evktalo »
Logged

Fieari

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #35 on: August 26, 2008, 02:56:50 pm »

I've linked to Othob Rithol's explanation of "Improved Resource Management", but if anyone wants to make a thread dedicated to it, I'll link to that instead.
Logged

Someone-else

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #36 on: August 26, 2008, 05:42:09 pm »

Only useful jobs (counts as "make all jobs useful" only it is a better suggestion) - (lye, soap, ash, potash)making dwarves have separate jobs, while they are all plant processing dwarves. Milkers are animal caretakers. Dissectors are butchers. All dwarves are "dabbling comedian, dabbling liar, dabling internet troll" etc. - one skill for most of them would be enough. Even if those skills could have use in a future currently they can be just combined into one skill.
Seriously - programming should be done in such a way that it's easy to extend a project, but all of those can be added/removed in 5 minutes. Placeholders should be commented until they are useful.
Job prorities - "Hey Urist, demons are charging!" "I've got to do some stone blocks, eat, sleep, drink, do more stone blocks, and if someone takes over my workshop then I will build this wall"
Farming improvements - currently non-legendary planters are a waste of farm and dwarfpower. "Watering a farm" job would be cool.

I've got few good suggestions, many of which are trivial to implement (re-dark tiles with constructions above them) or suggested many times already because of their coolness and usefulness (pipes), but they would clutter the first post, so I will save them for next thread.
« Last Edit: August 26, 2008, 05:44:23 pm by Someone-else »
Logged

Untelligent

  • Bay Watcher
  • I eat flesh!
    • View Profile
Re: New Top Suggestion gathering
« Reply #37 on: August 26, 2008, 06:54:39 pm »

1. Allow custom naming of professions that don't end in "man."

For example, in the creature raws, you can rename "Swordsman" to "Swordsdwarf" and "Fisherman" to "Carpbait," but you can't rename "Wrestler" to "Bean dip" or "Woodcutter" to "Treeslayer."


2. "Forbidden area" designation. A designated area that dwarves will not pathfind through. Simple enough, as they can't pathfind through walls at the moment either.

3. Material selection for materials used in workshops.
Logged
The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Ralje

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #38 on: August 26, 2008, 08:40:41 pm »

Game play wise I'd say resolve some of the issues that make some skills un-usable, under the category currently useless or nearly useless professions I'd include.

milker and thus cheese maker, animal caretaker, animal & fish dissector, Potash & Lye & Soap maker

All of these either have bugs which prevent them from accomplishing anything (milker) or cut off their material supply chains (cheese maker) or what they make is just not needed to any great degree (potash, lye, soap, extracts).  Some consolidation is probably in order animal dissector & fish dissector for sure, Lye & Soap maker unless more uses are found for their products or more products are added.

So overall you might just call this "Make all professions at least minimally useful".
I'm not sure how much more useful the lesser professions can be... Would you want your entire fortress to be run on Milking and Potash making?
I think the solution is this:
  • Merge the lesser Professions together.


Fish dissector and cleaner? Just Cleaner. Gem cutter and Gem setter? Just merge to jeweler. Milker and Cheese maker.. Farmers assistant?  :P And while we're at it, lets merge all of the hauling jobs to just one "Item hauler".

My hope is by standardizing the professions, dwarf jobs will be easier to understand and choose.
Logged
I>"When god gives you lemons, YOU FIND A NEW GOD" - Pt

Joseph Miles

  • Bay Watcher
  • DF isn't a game, its a way of life!
    • View Profile
    • http://bugger92.proboards91.com/
Re: New Top Suggestion gathering
« Reply #39 on: August 26, 2008, 08:49:05 pm »

If I understand this correctly, you can vot for 3. So, my 3 will be:

1-Forbidden area designation (acts as wall for pathfinding)

2--allow engravings on constructed walls

3---door access lists (keys, etc)
Logged
Cog - He's the new Urist.
Yes they are a bunch of drunken unstable retards, but they're MY drunken unstable retards, and I will take care of them.
It could be worse, that cat could be alive.

Faces of Mu

  • Bay Watcher
  • I once saw a baby ghost...but it was just a tissue
    • View Profile
Re: New Top Suggestion gathering
« Reply #40 on: August 27, 2008, 12:39:08 am »

1. Job Priorities.
2. Standing Production Orders - I see this as a solution to the problem of spammed cancellation messages from the job manager about there not being 2 unrotted whatever to make an item. I either vote for standing production orders, or a cure to the cancellation spamming.
3. Centre on announcement OR be able to centre on dead bodies (the former being the solution to the latter).
Logged

Othob Rithol

  • Bay Watcher
  • aka Dark Snathi, Rain & Tom Bombadil
    • View Profile
Re: New Top Suggestion gathering
« Reply #41 on: August 27, 2008, 01:08:29 am »

I went ahead and opened up a thread dedicated to my Guild Masters suggestion. I'll be supporting this thread just like UD despite how it fairs in the Top Suggestions polls.

Return of the Guild Masters

JujuBubu

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #42 on: August 27, 2008, 02:51:48 am »

Improved Resource Management [7]
Inquisitor Saturn, Gantolandon, JujuBubu, Mephansteras, Velusion, Techhead, Cristes

* Designate decorate [1]
JujuBubu


Since I found my Name only two times, I guess I have one vote left :)
Thats great. But first lets punch it to two votes.

* Designate decorate [1]
JujuBubu

seems nice, but belongs into improved ressource management, so scrap it please Fiari :)

So my second vote goes to my personal favorite :

Tabbed Filters for all Selection Screens ..

If this includes a search by name option for the stock screen, like the trade depot, embark screen and job manager has ..
  if not make my third vote : Search by Name Option in the Stocks menu
Else my third vote goes to : Material selection for materials used in workshops




Logged

CJN

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #43 on: August 27, 2008, 08:22:53 am »

My first pick:

1. I think most important thing to do is

Standing production orders: With the manager, pick a product and a desired stocking level. If your usable stocks (as counted by the guy who counts) drop below the stocking level, automatically create a new job to make more.

Second pick, MILL tab:

From reading the supporter's posts as well as the thread therein, it seems the following are umbrellaed under "Resource Management"
...
  • ... and another recent thread talked about adding a MILL tab.

Third pick:
Improved site finder.

Logged

kaypy

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #44 on: August 27, 2008, 09:17:44 am »

By the way, by "Job Priorities", what exactly do we mean, are we talking about:

Labor priorities: "If theres no metalwork to do, then you may as well haul rocks until something comes up"

or

Task priorities: "I need that lever pulled *now*, even if theres a goblin gnawing on your liver!"

Hmm. Incidently, the Labor priorities one may be more doable than it initially looks:

Assuming there is a stage in the game loop that runs through all the pending jobs and tries to find dwarfs for them (there have been hints in this direction, but I could still be wrong)

Make each labor setting for a dwarf a 2 bit value (0-3) rather than on/off
Store the time a dwarf has been idle, incremented each time the job assignment process is run. We dont need much detail, 2 bits is fine.
When running through the job list, a dwarf is available for a given labor if:
     The labor is set (not 0)
     The dwarf has been idle for more passes than the labor priority

Thus a dwarf will initially be available only for priority 1 labors, but if that leaves them idle, then they will later do priority 2 labors and eventually priority 3 labors

It may even be possibly to do this in a third party app, if it can check for fortress-time passing and set/clear labor settings
Logged
Pages: 1 2 [3] 4 5 ... 7