I've been playing a few more days since my last n00b post, I thought I'd add/emphasize some more stuff:
1. Again, micromanagement. The way DF plays, I should be managing things from the top down almost always, with the option to dig down into details when necessary. The whole menu/command interface needs to be rethought with this in mind: The top level entry point, conceptually, should be based on goals, not on details. For example, I need to build an army - the "military" menu is a good start, but from there, I need to drill down to all the minutia, to the point where I need to be mining magnetite, if necessary, to get ore for my equipment. This leads to...
2. An interface that is more "browser" like, in that I can follow links. The current interface consists almost entirely of dead ends, but the game itself is a web of dependencies. Taking the example above, I want an army; I start by designating some dwarves, then I want to equip them. The game should let me know that there is not enough equipment (and show me what is available); if I want to make swords and armor, the link in the equipment screen should take me to a list of forges and smithies; I shouldn't have to hunt for them around my map, or have to figure out which build menu they live under. Once built, or in the "add" menu, it should do me the same favor for raw materials. And once I'm done with these menus, backing out should work like "back" in a browser, and bring me to where I was, not just bomb me out to the main menu. Same thing with inspecting dwarves; when I'm looking at a dwarf, I shouldn't have to exit that view, remembering the dwarf's name, then go into another menu and find the dwarf's name again to get to some other aspect (e.g., I see a bedroom he owns, I have to exit, "u", find his name in the list, and go from there).
3. It is not useful to distinguish tasks from one another by category - (d)esignate, (b)uild, (p)ile, (z)one, etc. All of these things are modifying a square, either by function or construction; After playing a week, I still have to go back to the tutorial page when I need to create a farm, since I can never remember what menu it lives under. Similarly loo(k), (v)iew and others are similarly confusing. We already have the ability/requirement to navigate through multiple items in a square, so there is no intersection between these two commands.
4. Consistency - menu navigation, consistent methods for marking areas - either the umkh expando-square, or the "mark the corners" technique, but we don't need both. I'm sure there are others.
5. Management of production buildings should be able to be done via a main list, not navigating around the map with your cursor using the "q" command. Doing this would also allow you to set up supply queues that go from one workshop to the next, with rules about what to do when you hit a resource block.
6. Better notification. Every dwarf that I've had die on me so far (other than the one that went crazy because I didn't know about moodiness), died from thirst, or being killed by a carp while trying to drink from the river, all because I missed the notification that I couldn't brew any more booze for lack of barrels. Since "job cancelled" notices are fairly common for me (and non-fatal), there needs to be notices that are raised when there are fortress-wide crises looming (like no food or drink).
7. Lists, lists lists. For the love of Armok, sort those damn lists, and menu choices too. I should also be able to group and sort by type or attributes (value, weight, value/weight, etc.), and collapse sections. duplicate items in a container could just be indicated with a (quantity) to the right. Given the limited screen real estate, the names should be formatted as (size) (name) (material); having material first is pretty useless - I don't care whether my leather helm is made out of carp leather or rhesus monkey leather when I'm selling tons of junk.
8. Explanations of roadblocks: This goes back to the browser link/drill down issue. I have ordered a building built, but nobody is building it. It says it needs "Architecture", and I have architects, so why no action? When presented with roadblock, there should be a link that takes me to a decision screen where I can reallocate jobs/resources/whatever to get that construction moving. Looking at questions online, there is a lot of "I have done X, why isn't it working". I still can't figure out why one of my champions (who's carrying a baby in her arms) refuses to drop her artifact hammer even though I've flagged her as "unarmed" in the weapons screen.
9. The general rule of software interface design should be, "Make the common thing easy, and the difficult things possible". There are some tasks that I think should be easy (like emptying my cages of the kobolds I caught, or sending a squad of soldiers to a spot to fight bad guys), that I still haven't figured out how to do; for both tasks there seems to be a whole series of commands I have to execute in order to get this done right, but these tasks seem like they are relatively "obvious" - why isn't the method for executing them obvous?
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Finally, only tangentially related to this thread:
People have complained about lag once you get a lot of dwarves; I'm seeing it now with around 100 little guys. I read in an interview that you're using an A* algorithm for pathfinding, since you can't lay down "cheater paths" that other devs might do on maps that are not dynamic. If the amount of cpu that's being used for A* is a significant factor in the lag, this could help:
Could you implement something similar to how ants navigate? Basically, the way it works is that ants leave a pheremone trail behind them (that gradually fades) depending on what task they are on, and they follow these trails also depending on their task.
For example, an ant is on "forage"; it leaves the hill, and is leaving behind "forage" scent. It randomly wanders until it finds food. Once it does, it follows the gradient of decreasing "forage" pheremone back to the hill, only this time it's leaving behind "food" scent. When it reaches the hill, the other ants can detect the food trail and follow it back. They all do the same thing, so the more traffic, the heavier the scent. Once the food is gone, the scent gradually evaporates.
Now, the dwarves in DF are not as dumb as ants - they know where they need to go, using A*, but you could have them leave behind the virtual "scent" that subsequent dwarves could follow to simplify the A* search they need to perform. You could also have a number of "pathfinder" dwarves that don't follow the trails but do use the straight A* path in order to "update" trails in cases where changes in the environment has opened up new trails or closed off old ones. You would have lots of virtual "pheremone trails" all over the map that would act as highways for common dwarf tasks.