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Author Topic: increased portions  (Read 5239 times)

chucks

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Re: increased portions
« Reply #45 on: July 18, 2009, 12:27:40 pm »

How would you combat small vermin? Not with cats, that's for sure. Cats eating roaches is stupid as is. Vermin automatically spawning everywhere doesn't really work either

I have 2 cats and a dog, and they all go apeshit whenever they spot a bug of any sort, including roaches.  Having cats to combat vermin is very reasonable, and loose dogs should take care of anything the size of a small gerbil and larger if they see the creature.

I agree that vermin spawing everywhere might be silly, but that's the ropes until some game system is built to have them migrate from outside/deep within.
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ThiefofTime

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Re: increased portions
« Reply #46 on: July 18, 2009, 10:17:53 pm »

If dwarves are going to stack up a bunch of 5 plump helmets and go eat them, I'd like to see the bastards clean up after themselves (Seriously, just take those seeds nextdoor to a food stockpile)
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Pilsu

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Re: increased portions
« Reply #47 on: July 18, 2009, 10:31:06 pm »

Cats aren't gonna deal with pests
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tsen

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Re: increased portions
« Reply #48 on: July 19, 2009, 03:44:56 am »

Farms become area buildings that are not on a 1:1 equivalency. Dwarf chooses a random square and works. Farming subjobs (not in the sense of skills necessarily, just assigned tasks) Add farming "furniture" buildings so that each farm has a place where workers can store supplies and/or produce to let players keep their skilled farmers farming and not hauling.

Farm has 4 possible statuses: Planted, Fallow, Ready, Not Ready. Every so often each farm does a check and increments variables for weeds, pests, blights, moisture, fertility and yield.

Weeds: Builds slowly, and slowly reduces yield. Yield increased as it is fixed.
Pests: Random, but once it is present builds quickly and reduces yield quickly.
Blight: Builds slowly and reduces yield. Yield is also reduced by fixing it, but at least it's gone.
Moisture: Increases yield slowly over time if farm is kept irrigated/watered. If moisture goes below the safe zone for the crop, it dies quickly.
Fertility: Once a crop is done growing the resulting amount of food is factored by the fertility value somehow. Fertility goes down as crops are grown, but increases over time when the farm's status is "Fallow" and by fixed amounts when fertilized or tilled. (Can only till until the farm is "ready" again)

If Toady wanted to get really in depth, he could create an arbitrary number of equally arbitrary nutrient variables and have some plants add to some and take away from others so players could set farming schedules for their dwarves.

This would open the door for some more sophistication in the Growing skill/knowledge area at least. Irrigation would need engineers or water hauling, plant caretaking would keep farmers engaged during the seasons they grew crops in and might even give a good reason to let farmers have quarters near their farms, namely to give them more chances to check on the fields to make certain nothing bad was happening. Of course, berry bushes/fruit trees could work with this too but their fields would of course not be regularly tilled.
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tsen

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Re: increased portions
« Reply #49 on: July 19, 2009, 04:05:29 am »

Food:

Have "eat" send them to the dining room but not directly to the food cache. Let the dining room staff and cooks take care of that. I'd much rather see some sort of system where hungry dwarves came into the dining room, sat down and ate, turned in their mugs and plates and maybe took a snack for later and left. The only issue I see is figuring out how to let people have their favorite things.

Post-economy this would be less of a problem, as restaurants could do this. Some sort of cafeteria area-room with furniture/zones/settings designating an amount of food and amount of drink to be kept ready would be nice. (And cooked meals lasting forever, while good for now, would be a good thing to get rid of if we want to make food more challenging) Ideally, since we spend so much time having dwarves walk, the actual act of cooking would take virtually no time, so a dwarf could get hungry and be added to the dining queue as soon as he/she takes on the "Go Eat/Drink" job. So the dining room/kitchen staff prepare a table for that dwarf  with food and drink so when he gets there he can sit down and have a meal and then go back to business, or possibly socialize a bit in the mess hall before going back to work. Dwarves would, of course, help themselves if not forbidden if a dining hall doesn't exist or isn't staffed properly or what have you... triggering all the normal issues of "Ack, don't eat THAT!" and "damnit, seeds all over the table!"

So dining halls would be functional and cool and a bit harder to get all those happy thoughts from. "Sure it's made of solid gold but what do I have to do to get a beer?!"

Also, if stacking is implemented and we can assign "position" values to room/furniture/zones we could have a continuous order for the haulers to keep at least <X> empty bags in the bag stockroom, and the cooks could then stuff all the seeds into bags into a barrel that would get carted off when it was full, and the staff could clean tables+collect dirty silverware/mugs/plates and clean them. Naturally it would take one dwarf a very short amount of time to clean it all and put it back into a stack.
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...Unless your message is "drvn 2 hsptl 4 snak bite" or something, you seriously DO have the time to spell it out.
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