sorry, i know a few of these have been suggested before (i did a search)
1'st
it would be very nice if it was possible to give names (or some form of associated text viewable from pressing k or q and moving over the building). mainly useful for levers, yes, i try to build them in places where its easy to remember what they do, but some times you just end up with a few next to each other, and if you return from a break from playing it can be hard to remember that the top lever does the pump not the flood gate etc
2nd
if a dwarf is digging a channel, and something is standing on top of the square it is digging, then it would be nice if it didn't complete digging that channel and went on to do another square and come back to it later. so annoying to have to channel 1 square at a time some times because they channel the square the other is standing on and they then get stuck in the channel / drown (yeah, you can ask them to dig their way out, but that can mess things up)
and you would think it isn't too hard to notice you're digging out the floor from under your friend, (they do notice they are trying to build a wall where something else is standing)
3rd
that they don't walk past the thing they are trying to do before starting it, a more specific example would be
code:
xxxxxxxx
x..aXb.. <-- way in
xxxxxxxx
x = wall
X = floodgate to be builtright now a dwarf will almost always
walk over b, through where they are going to build the flood gate, stop on a then build the flood gate, then be stuck.
right now I sometimes have to play about with suspending the construction so they walk to b then enable it again and hope they decide to continue form where they are (though they do sometimes walk back to a to carry on). why walk further to a when they are perfectly capable of doing it from b?
i've seen the same thing with doing constructions and digging channels
like if i want to make a pillar of rock
code:
xxxxxxxx
x......x
x.xxxx.x
x.xxxx.x
x.xxxx.x
x.xxxx.x
x......x
xxxxxxxx
x = floor
. = channel
they may get this far
code:
xxxxxxxx
x......x
x.xxxx.x
x.xxxaxb
x.xxxx.x
x.xxxx.x
x......x
xxxxxxxx
then to do the last bit
a dwarf will walk to a instead of stopping on b, then channel out the last bit and be stuck on the platform
so then to get him off, you build a floor
code:
xxxxxxxx
x......x
x.xxxx.x
x.xxxx.x
x.xxxx+x
x.xxxx.x
x......x
xxxxxxxx
+ = floor
he walks off, you de-construct the floor...
code:
xxxxxxxx
x......x
x.xxxx.x
x.xxxx.x
x.xxxa.b
x.xxxx.x
x......x
xxxxxxxx
the dwarf walked to a instead of de-constructing it from b and now we have a different dwarf stuck on the platform instead and a building material may be stuck at the bottom of the channel.
however, i have only noticed this behaviour with horizontal or vertical building, with diagonal building, they do stay on the correct side.but it would save a lot of time and trouble (yeah, i could avoid it in some cases, but some times it is hard to avoid) if they wouldn't walk the extra distance and just stay on the side they came from.
maybe a traffic restriction which is "do not step on this area ever no matter what!" would be useful, so i could jute designate the side i don't want them to stand on as that
3rd
after several attacks i noticed that enemys just stand still if there is no way to get to your dwarfs. i simply lifted my entrance drawbridge and the huge goblin army just sat there getting shot by my siege engines until they left, but they could have easily walked closer and shot all my dwarfs who were outside but inside of the moat with their ranged weapons, but no, they just sat there because there was no path to my dwarfs, similar thing with a dragon that came
dragon came, one silly dwarf decided to ignore the stay indoors order,i shut the way in as it was close, dragon chased the dwarf, toasted him, then sat there with the ground all around on fire, then the dragon caught fire from the ground around it and died, dragons probably should be a little more resistant to fire given they breath it, and things should probably move away from tiles that are on fire.
so for suggestion 3, make things which can't find a direct path to their targets try and move as close as they can to try and use ranged weapons, but if there is no direct path and them or their friends are taking damage to move away.
4th
"all dwarfs stay indoors" etc
the "indoors" seems to actually mean "under ground"
i have some towers with siege engines in which are built outside, i've put floor over their tops so the areas with siege engines in are marked "light","inside" and "above ground"
but if i change it to anything other that "all dwarfs allowed outside" then my siege operators abandon their machines as they are in a place their not allowed and retreat underground, even though they were in an area marked "inside" and so is the way to where they are, its just that it is also marked "above ground"
it would be nice to allow them to be in their towers but not have everyone else wandering around outside not inside.
perhaps make the list
all dwarfs allowed outside
soldiers allowed outside others inside
all dwarfs inside
soldiers allowed inside others underground
all dwarfs underground
(again, a "do not ever stand on this area" traffic designation may be useful here)
this one may be a bug, but on the map i'm on, there is no river and my only source of water is an aquafier. I have wells, but i keep getting "xyz cancelled give water: no water source/collection zone", i tried designating water collection zones on land next to water (zone covering the land and the open space above the water), but the zone thing always says (0) (though the number for fishing increases from 0) next to water collection no matter where i put it (tried over channels, over murkey pools i filled up again with pumps and channels - i'm in a hot place and they keep evaporating).
[using un-modded 33g (i changes some things in the ini to show flow numbers and save seasonally etc, but nothing game mechanic changing) on a map generated with the previous version]
also, you don't seem to be able to build a downward staircase construction from above onto a already existing mined upward staircase
code:
z=0
ffffffff
f.>....f
f......f
f......f
f......f
ffffffff> = to be constructed down stair
f = floor (natural)
. = open space
z= -1
xxxxxxxx
xf<ffffx
xffffffx
xffffffx
xffffffx
xxxxxxxx
x = wall
< = upward staircase previously carved (top down stair previously channelled away... why doesn't that remove the bottom part too, it does when you do it to solid wall)i'm sure i had some other points/questions, but i can't think of them right now
...yeah, i know,
nice descriptive title..
(and yes, not everything is in the right place in the forums, sorry about that, thought it better to condense it all since i'm not sure if the things i thought may be bugs were etc.. bit of a long post though :/)
[ January 03, 2008: Message edited by: madpeople ]
[ January 03, 2008: Message edited by: madpeople ]
[ January 03, 2008: Message edited by: madpeople ]