Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 206 207 [208] 209 210 ... 1065

Author Topic: Future of the Fortress: List of Remaining Items  (Read 3656909 times)

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3105 on: July 17, 2009, 11:48:57 am »

Quote
Soldiers are now divided up and assigned to their squad's scheduled orders such as patrols/training and so on according to hunger, thirst, etc. as well as preference settings and to match staffing minimums set in the schedule, and they know what equipment they should use. It'll periodically swap out soldiers to try to keep all of the month's schedule items staffed without interruptions. If it is unable to find replacements, soldiers will staff positions until they are starving (which shouldn't happen if you don't order them all to be someplace). In any case, now they just need to run out and grab their assigned equipment and start following their orders.

A few questions on this:

1) Do soldiers still carry provisions? I assume that'll let them stay out much longer. Relatedly, is there a specific order that lets them leave there post to resupply but then sends them back? This also applies to archers and bolts.
2) Are there any plans to allow haulers to bring provisions (food, booze, bolts, etc) out to soldiers on station?
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

Christes

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3106 on: July 17, 2009, 12:12:03 pm »

And related to the above, will there be a way to assign booze to soldiers in the field, or at least make it so they don't drink their assigned water when booze is available.
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3107 on: July 17, 2009, 12:17:17 pm »

I can answer the booze question, at least.

From the list of remaining Items: Booze instead of water should be allowed
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

James

  • Escaped Lunatic
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3108 on: July 17, 2009, 12:38:40 pm »

Man, future Dwarf Fortress players are going to be so spoiled, with all these burrows and alerts and complex squads and whatnot. I can see myself now: "When I was your age, we used to assign every non-combat dwarf to a squad and have them wait in the deepest darkest hole! We didn't have any of these fancy alerts or doctors. And doctors! Bah! Back in the day, if a dwarf got hurt, we just kept shoving food down his throat till he healed his own damn broken arm!" Etc. I would probably hit them with a walking stick once or twice while I was speaking, just for good measure.
Logged

AbuDhabi

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3109 on: July 17, 2009, 12:53:12 pm »

While the new features are awesome, what I'd really like to see would be a working population cap and the ability to cap pets. Any chance of getting those in the upcoming release?
Logged

chaoticag

  • Bay Watcher
  • All Natural Pengbean
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3110 on: July 17, 2009, 01:07:23 pm »

Currently, you can cap your fort pop in the init, but I'm not too sure about pets. The cap for pets is 50 per animal at the moment.
Logged

BigFatDwarf

  • Bay Watcher
  • The irony ... it doesn't burn?
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3111 on: July 17, 2009, 01:21:33 pm »

... really like to see would be a working population cap ...

I think he refers to the point that although you can cap them, immigrants still come in groups of one at a time usually.
Logged
I loaded up my save in the new version, spent a minute trying to find my archery range before figuring it was the room with Xs down both sides: bins of ammo and archery targets.
Urist McCrossbower cancells practice crossbowery: Unsure of which end of the room to shoot at.

Javis

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3112 on: July 17, 2009, 04:52:35 pm »

Toady mentions a 3x3 burrow in the latest update. I wonder if you can designate a burrow over multiple z-levels. I ask because I usually vertically integrate workshop areas, with raw material stockpiles below and finished good stockpiles above.
Logged

phi2dao

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3113 on: July 17, 2009, 05:25:49 pm »

Toady mentions a 3x3 burrow in the latest update. I wonder if you can designate a burrow over multiple z-levels. I ask because I usually vertically integrate workshop areas, with raw material stockpiles below and finished good stockpiles above.
I know you can.  I don't remember where Toady said it, but you can create burrows over multiple z-levels.
Logged

ArkDelgato

  • Bay Watcher
  • ERROR - LOGICAL FALLACY
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3114 on: July 17, 2009, 07:22:03 pm »

Speaking of immagrants filing into a fort in a 1 dwarf at a time line, Will migrants ever ride caravans into the fort? 
It sure would be more safe and immersive.
Logged

James.Denholm

  • Bay Watcher
  • [HAS_NO_HUMOURS]
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3115 on: July 17, 2009, 08:52:22 pm »

Toady mentions a 3x3 burrow in the latest update. I wonder if you can designate a burrow over multiple z-levels. I ask because I usually vertically integrate workshop areas, with raw material stockpiles below and finished good stockpiles above.
I know you can.  I don't remember where Toady said it, but you can create burrows over multiple z-levels.
Great, so we can lock dwarves in their workshops! Not that we couldn't already do that, but now they will never leave, because they will never want to leave... Or something like that.

Anyway. What I want to know is, with this new DEFCON Threat Level System alert level system with all of it's burrows, will there be some sort of anti-burrow thing? As in, does the player have the ability to designate an area, and when that alert level is triggered, any dwarves in that area will get out at any cost? I only ask because I mine in ways that produce a lot of dust and stuff, and I don't want anyone being knocked unconscious by that, but I also don't want the fort to stop either.

Does any of that make sense?
Logged
Imagine a combination of power goals 44 and 45: The ruler convenes a council of the nobles to appoint you the high priest of the nearby towns. Instead of waiting for them to finish their drinking session, you walk in and crush a goblet while berating their disgusting behaviour and general incompetence.

ArkDelgato

  • Bay Watcher
  • ERROR - LOGICAL FALLACY
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3116 on: July 17, 2009, 08:54:55 pm »

Toady mentions a 3x3 burrow in the latest update. I wonder if you can designate a burrow over multiple z-levels. I ask because I usually vertically integrate workshop areas, with raw material stockpiles below and finished good stockpiles above.
I know you can.  I don't remember where Toady said it, but you can create burrows over multiple z-levels.
Great, so we can lock dwarves in their workshops! Not that we couldn't already do that, but now they will never leave, because they will never want to leave... Or something like that.

Anyway. What I want to know is, with this new DEFCON Threat Level System alert level system with all of it's burrows, will there be some sort of anti-burrow thing? As in, does the player have the ability to designate an area, and when that alert level is triggered, any dwarves in that area will get out at any cost? I only ask because I mine in ways that produce a lot of dust and stuff, and I don't want anyone being knocked unconscious by that, but I also don't want the fort to stop either.

Does any of that make sense?

Make a burrow over the mouth of a cave.
Tell the dwarves to STAY THE HELL AWAY LEST YOU CALL FORTH THE WRATH OF THE DRAGON.

makes perfect sense!
Logged

Thexor

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3117 on: July 17, 2009, 09:23:25 pm »

Toady mentions a 3x3 burrow in the latest update. I wonder if you can designate a burrow over multiple z-levels. I ask because I usually vertically integrate workshop areas, with raw material stockpiles below and finished good stockpiles above.
I know you can.  I don't remember where Toady said it, but you can create burrows over multiple z-levels.
Great, so we can lock dwarves in their workshops! Not that we couldn't already do that, but now they will never leave, because they will never want to leave... Or something like that.

Anyway. What I want to know is, with this new DEFCON Threat Level System alert level system with all of it's burrows, will there be some sort of anti-burrow thing? As in, does the player have the ability to designate an area, and when that alert level is triggered, any dwarves in that area will get out at any cost? I only ask because I mine in ways that produce a lot of dust and stuff, and I don't want anyone being knocked unconscious by that, but I also don't want the fort to stop either.

Does any of that make sense?

It does make sense, but I don't believe that's in. If it's any consolation, you can achieve the same effect by making a burrow that contains all of your fort except one specific area. It'll take longer to set up, but it should do the same thing.

The problem with designating a dwarf-free zone is that, currently, dwarves still path through invalid burrows - if he's got a valid hauling job in burrow A, he'll happily pass through burrows B, C, and D en route. Which means that an anti-burrow might stop dwarves acquiring jobs in the area, but it wouldn't stop them wandering through during their normal tasks. I believe Toady mentioned that changing pathing to block some areas to dwarves would be very difficult - hence why traffic areas can restrict but not block areas, and why you can telekineticaly lock doors to block intruders and dwarves.
Logged

tomato

  • Bay Watcher
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3118 on: July 18, 2009, 05:18:24 am »

Great, so we can lock dwarves in their workshops! Not that we couldn't already do that, but now they will never leave, because they will never want to leave... Or something like that.

Anyway. What I want to know is, with this new DEFCON Threat Level System alert level system with all of it's burrows, will there be some sort of anti-burrow thing? As in, does the player have the ability to designate an area, and when that alert level is triggered, any dwarves in that area will get out at any cost? I only ask because I mine in ways that produce a lot of dust and stuff, and I don't want anyone being knocked unconscious by that, but I also don't want the fort to stop either.

Does any of that make sense?

It does make sense, but I don't believe that's in. If it's any consolation, you can achieve the same effect by making a burrow that contains all of your fort except one specific area. It'll take longer to set up, but it should do the same thing.
AFAICR it's not possible, burrows have to be rectangles. As such, a "deny" acces and work burrow would be at least a godsend.

Question: If i'm wrong about the "burrows have to be rectangles", will pathfinding favor burrow ares if the dwarf doing the job and job object are in the burrow?
Logged

Sean Mirrsen

  • Bay Watcher
  • Bearer of the Psionic Flame
    • View Profile
Re: Future of the Fortress: List of Remaining Items
« Reply #3119 on: July 18, 2009, 05:26:55 am »

Burrows don't have to be rectangles, you paint them out like designations, IIRC. And I think "yes" was the answer to that, though I can't find a quote right now...
Logged
Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India
Pages: 1 ... 206 207 [208] 209 210 ... 1065