Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 3 [4] 5 6 7

Author Topic: New Top Suggestion gathering - Round One Completed  (Read 17228 times)

Granite26

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #45 on: August 27, 2008, 10:25:58 am »

I think that you are correct about 4 settings High, Mid (default), Low and Off (Suspended)

Could be applied to both Tasks and Labours, with a defined conflict resolution.

Both Tasks and Labours would be extremely helpful, adding to both 'fire and forget' play, and correctly prioritizing the current workload.  (Also, you could tweak the AI of different races!)

Anyway, I like both, and if the job pick code is rewritten, why not DO both. 

Narmio

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #46 on: August 27, 2008, 10:39:45 am »

It'll probably come up in the presentation arc, but could Toady please at least add a tab by page option to the [ u ]nits list? Right now, when a fort gets to much more than 3 pages of critters, it's effectively useless (it's faster to hunt the dwarf down via other means than scroll through the list).

If he has more time on his hands, maybe he can make it so that it collapses all creatures  into subgroups. So, if you want a miner, you go to the miner entry, open it up and select the desired miner, same applies for all pets and wildlife.

EDIT: Presentation

I'd like to suggest something similar to this, but instead of tabs and groups, which is tricky with the interface, what about just putting in the search-by-string capability we have on the "add a job via manager" and "bring to trade depot" windows?

So I'd like to put my suggestion down as "Search by string on units and stocks pages", but I think we could combine these into "Stockpile/Units interface usability improvements".  I know Toady wants to redo the whole interface eventually, but just hacking in a string search would be so useful.  You could pull up a list of all GCS silk footwear in a second.  Or a list of all your masons.  Or all your idlers.  Or everyone named 'Urist'.

And for my second and third suggestions I'm going to go with "Job priorities" and "forbidden area designation".

I'd also like to thank Toady for all the improvements he's put in recently that seemed to be inspired by lists like these.
Logged

Davion

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #47 on: August 27, 2008, 11:00:03 am »

It'll probably come up in the presentation arc, but could Toady please at least add a tab by page option to the [ u ]nits list? Right now, when a fort gets to much more than 3 pages of critters, it's effectively useless (it's faster to hunt the dwarf down via other means than scroll through the list).

I'd like to suggest something similar to this, but instead of tabs and groups, which is tricky with the interface, what about just putting in the search-by-string capability we have on the "add a job via manager" and "bring to trade depot" windows?

So I'd like to put my suggestion down as "Search by string on units and stocks pages", but I think we could combine these into "Stockpile/Units interface usability improvements".  I know Toady wants to redo the whole interface eventually, but just hacking in a string search would be so useful.  You could pull up a list of all GCS silk footwear in a second.  Or a list of all your masons.  Or all your idlers.  Or everyone named 'Urist'.

I vote for having both. If he was to change the units page to something more like the status page of the fortress, where you have several tabs/sub-menus you can cycle through, plus having a way to filter out units, it'd be great. Then you could separate it between say: Fortress Inhabitants, Animals, Wildlife, etc and if those lists are long, especially if you have something like 200 dwarves you could still filter them down by typing something in.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: New Top Suggestion gathering
« Reply #48 on: August 27, 2008, 12:11:17 pm »

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!"

I'd actually REALLY like to have both. But you're right, those are two separate issues.

Could we have them separated in the main poll, when it gets set up?

In which case...I think I'd have to put my vote in for Task Priorities instead of Job priorities. It'd be more convenient to have dwarves manage their time better, but it can be critical to the fort to have certain tasks done NOW.

Although that can be a hard one. For Task Priorities, we need to be able to set ANY task to be a "someone do this now or bad stuff happens!" sort of thing. Anything from a hauling task "The door is stuck open and goblins are coming, someone move that rock NOW so we can lock it!", to a digging task "Urist is drowning! Someone dig a ramp in the side of the pool so he can get out!".

I'm not really sure how you'd manage that properly. Some tasks, such as pulling a lever or moving a rock should probably be done by the dwarf closest to the item in question. Others, like the digging, need a miner with a pick. So I guess you'd need to pick the closest appropriate dwarf.

Not sure how hard that is for Toady to code in, but it could be a life saver for a lot of dwarves and forts.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Fieari

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #49 on: August 27, 2008, 12:43:15 pm »

Meph, you have three votes already.  Would you like to unvote something to vote for Task Priorities separately?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: New Top Suggestion gathering
« Reply #50 on: August 27, 2008, 12:51:34 pm »

Yeah, sorry I didn't make myself clear enough. I want to change my vote from job priorities to task priorities.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One

Jude

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #51 on: August 27, 2008, 12:56:06 pm »

A comment on "make all professions minimally useful/combine useless"...I'm for the first but not the second. I LIKE the vast variety of jobs available in DF (even if scrolling through the list is a pain in the ass) it adds to the complexity and "realism" of the game.

I don't think the two should be put together...it's one thing to add more game elements so that every profession and craft has its use, but another to remove game elements so that things will be more streamlined. For an example of how this stuff can go overboard, look at the Elder Scrolls games and how they went down this road. Lots of largely useless but diverse and interesting skills in Daggerfall...combined skills in Morrowind to the point that every skill could be worth specializing in but the loss of more obscure and interesting skills...and in Oblivion, melding together of even more skills resulting in less flexibility and diversity in character creation and development. I like that DF (Dwarfort, not Daggerfall) is way off the charts in the "more diversity' direction; don't make it less so.
Logged
Quote from: Raphite1
I once started with a dwarf that was "belarded by great hanging sacks of fat."

Oh Jesus

Onion Knight

  • Escaped Lunatic
    • View Profile
Re: New Top Suggestion gathering
« Reply #52 on: August 27, 2008, 01:21:32 pm »

Really, my number one desire for DF right now is the ability to add a unique character to everything (like the graphics sets have for units). The community would handle creating a workable full graphics set, I'm sure.
I like ASCII just as much as the next guy, but full supported graphics would open the game up to so many more people, and undoubtedly generate a lot of cash for Toady. Most of my friends love the idea of DF, but just can't parse 'the matrix'. Even the current graphics sets aren't complete enough to not intimidate a lot of people.
So I'll toss my vote in for interface/graphical overhaul
Logged

snelg

  • Bay Watcher
  • Hoary Marmot Extraordinaire
    • View Profile
Re: New Top Suggestion gathering
« Reply #53 on: August 27, 2008, 01:29:11 pm »

* Automatic switching to sparring weapons

* Designate "safe area" for civilians to go to during danger

* Forbidden area designation (acts as wall for pathfinding)

cheers !   :D
Logged
When there's no more room in the fortress, the cats will walk the earth.
Cancels writing: Interrupted by Hoary Marmot.

Dame de la Licorne

  • Bay Watcher
  • Cats? Check. FPS? Uh-oh...
    • View Profile
Re: New Top Suggestion gathering
« Reply #54 on: August 27, 2008, 03:27:35 pm »

These are all excellent ideas, but my top three picks are:

-> improved farming (currently it's too easy to keep a fort well-fed and well-boozed, the 2D farming was more of a challenge)

-> automatic switching to and from sparring weapons

-> return of the guilds and associated masters (these seem to have the potential for *fun*, and I liked having them in the 2D, that was one of the very few disappointments of the 3D version, not to mention that they would add the option for more micromanagement/options for those of us who want it)

I love this game.  :D
Logged
If software was real world, then it'd be something equivalent of hitting a nail with a hammer and having a building collapse on the other side of town.

Don't worry people, sometimes -moments occur

Yaddy1

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #55 on: August 27, 2008, 03:31:27 pm »

resource management

designate safe place for civiliens to go during danger

guilds

thats my pick
Logged

Fieari

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #56 on: August 27, 2008, 04:49:36 pm »

I've separated make all jobs useful and combine useless jobs.  Also changed Meph's vote.
Logged

Jamini

  • Bay Watcher
    • View Profile
Re: New Top Suggestion gathering
« Reply #57 on: August 27, 2008, 05:12:24 pm »

Vote 1. Bring Back Guildmasters to fill requested "special abilities" (prospecting, zoom to dead, etc)Vote 2. Improved Resource Management
 
 
Vote 3. Automatic switching to sparring weapons
Logged
Tales to remember from Bay12:
http://www.bay12games.com/forum/index.php?topic=41896.0

GENERATION -23:The first time you see this, copy it into your sig on any forum and subtract 1 from the generation. Social experiment.

Othob Rithol

  • Bay Watcher
  • aka Dark Snathi, Rain & Tom Bombadil
    • View Profile
Re: New Top Suggestion gathering
« Reply #58 on: August 27, 2008, 07:59:10 pm »

Hate to be an annoying jerk, but I shut down the Bring back the GMs thread. The original post where I started outlining the idea is here

If anyone wants to restart it, I kept a copy of it and will PM it to you. People need to learn to stay on topic and read the @#!!$! thread before posting.

NBtQMK

  • Escaped Lunatic
    • View Profile
Re: New Top Suggestion gathering
« Reply #59 on: August 28, 2008, 04:26:33 am »

And my last two wotes is

2. Job Priorities
3. Automatic switching to sparring weapons

This two will also reduce annoying micromanagement a lot
Logged
Pages: 1 2 3 [4] 5 6 7