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Author Topic: Future of the Fortress: List of Remaining Items  (Read 3578384 times)

mendonca

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Re: Future of the Fortress: List of Remaining Items
« Reply #4485 on: September 08, 2009, 04:17:26 am »

[cliche]Only In Dwarf Fortress[/cliche] would these things be described as 'simple placeholders'!
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Sean Mirrsen

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Re: Future of the Fortress: List of Remaining Items
« Reply #4486 on: September 08, 2009, 04:49:27 am »

I think it's covered by the "The Dev Team Thinks Of Everything" trope.
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Siquo

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Re: Future of the Fortress: List of Remaining Items
« Reply #4487 on: September 08, 2009, 04:58:18 am »

I think it's covered by the "The Dev Team Thinks Of Everything" trope.
The game does lack kitchen sinks.
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Sean Mirrsen

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Re: Future of the Fortress: List of Remaining Items
« Reply #4488 on: September 08, 2009, 05:18:28 am »

We don't know, actually. It has kitchens, which may or may not have sinks.
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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

Mike Mayday

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Re: Future of the Fortress: List of Remaining Items
« Reply #4489 on: September 08, 2009, 05:34:41 am »

Toady, I know that assigning gear to squads will be made easier, but what about checking if there is enough gear for everyone? That is a huge PITA currently.
A quick summary of the items that have to be manufactured to properly equip the army according to one's orders?
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CobaltKobold

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Re: Future of the Fortress: List of Remaining Items
« Reply #4490 on: September 08, 2009, 07:36:04 am »

I think it's covered by the "The Dev Team Thinks Of Everything" trope.
The game does lack kitchen sinks.
unlike Nethack, which is the origin.
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Rafal99

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Re: Future of the Fortress: List of Remaining Items
« Reply #4491 on: September 08, 2009, 08:22:27 am »

Toady, I know that assigning gear to squads will be made easier, but what about checking if there is enough gear for everyone? That is a huge PITA currently.
A quick summary of the items that have to be manufactured to properly equip the army according to one's orders?


Yeah, it is a big a problem actually. If you try to look at the Stocks screen to check how many High Boots you have, you have to check 20 pages of socks and shoes made from any possible cloth or leather, then find your armor between all the small/narrow/large unusable crap. It is really annoying and time consuming when you check all types of armor so you can know how many of each you have to make to fully equip your military. Then you buy some from the caravan, or get some another way and you have to count everything again...
Some filtering options in Stocks screen would be nice, or even better make Mlitary->Weapons screen show how many of each armor / weapon type u have available or already in use.
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Siquo

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Re: Future of the Fortress: List of Remaining Items
« Reply #4492 on: September 08, 2009, 09:08:28 am »

While in the stocks screen, removing the stone-count would speed it up considerably...
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Dame de la Licorne

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Re: Future of the Fortress: List of Remaining Items
« Reply #4493 on: September 08, 2009, 09:09:15 am »


Some filtering options in Stocks screen would be nice, or even better make Mlitary->Weapons screen show how many of each armor / weapon type u have available or already in use.

This, if accessible from the military screen would be very useful.
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Granite26

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Re: Future of the Fortress: List of Remaining Items
« Reply #4494 on: September 08, 2009, 09:10:59 am »

Maybe a simple 'Urist was unable to properly equip himself' message on the status bar?  (Combined with the unhappy thought!)

There just isn't anyway around that SirPenguin. The problem is that the important bits are burried in a pile of alterations the game needs to work.

Additionally, it's intended that the amputations will eventually fix a problem.  We can just assume that problem is there and do the amputations to fix it.  Kind of like we all assume crime is a problem and promote a fit and dilligent fortress guard to prevent it <eg>

Laiska

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Re: Future of the Fortress: List of Remaining Items
« Reply #4495 on: September 08, 2009, 10:01:18 am »

Additionally, it's intended that the amputations will eventually fix a problem.  We can just assume that problem is there and do the amputations to fix it.  Kind of like we all assume crime is a problem and promote a fit and dilligent fortress guard to prevent it <eg>

Urist cancels Tantrum; Head amputated.
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Siquo

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Re: Future of the Fortress: List of Remaining Items
« Reply #4496 on: September 08, 2009, 10:09:07 am »

Additionally, it's intended that the amputations will eventually fix a problem.  We can just assume that problem is there and do the amputations to fix it.  Kind of like we all assume crime is a problem and promote a fit and dilligent fortress guard to prevent it <eg>
Amputations will solve the problem of having too few gauntlets or steel high boots.
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Dae

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Re: Future of the Fortress: List of Remaining Items
« Reply #4497 on: September 08, 2009, 11:00:42 am »

Amputations will solve the problem of having too few gauntlets or steel high boots.

Yep. Now humans won't see naked, stubby, bearded beings covered in vomit, blood and mud running to the trade depot.
Now they'll also be missing their legs and arms, yet still somehow jumping while hauling kitten mittens.
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Leafsnail

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Re: Future of the Fortress: List of Remaining Items
« Reply #4498 on: September 08, 2009, 01:33:31 pm »

I'd be fine with a simple placeholder of dwarves with rotten limbs failing to get up until their aching limbs are amputated, or, if that doesn't work, a simple chance each year that the infection will make another body part infected each season (if the infection reaches a vital body area, death).  This wouldn't require super difficult to make infection mechanics, but would act as a placeholder, and a reason to do surgery.
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Taritus

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Re: Future of the Fortress: List of Remaining Items
« Reply #4499 on: September 08, 2009, 02:00:15 pm »

I have a feeling the surgeons may go the way of the Sheriff in the respect that he does something with no real benefit, just nasty things that end up killing or maiming your dwarves.
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