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Author Topic: Top3 suggestions final qualifying  (Read 6935 times)

zagibu

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Top3 suggestions final qualifying
« on: May 15, 2008, 06:17:00 am »

Vote closed. It is now time to order the collected top10 suggestions: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=003567

This was the last round to promote your suggestions into the collected top10. We already have had accumulated there:

  • mass building of constructions (walls, floors, etc.)
    Reduce construction placement tedium. A possible solution could be similar to how bridges are built. Or like the designation interface.
  • (d)esignate (D)ump
    Designate an area in which all things are marked for dumping.
  • job priorities
    Jobs with higher priorities will be done first (if possible).
  • combine stacks / better stack handling:
    Options to split and combine stacks of items of the same type.
  • stop dwarven entrance dance when ordered inside:
    Make them check if their destination is outside BEFORE deciding to do the job at all. Then make them not take the job, if it is outside, and they are not allowed to go there.
  • forbidden area designation:
    A designation, whose tiles a dwarf will avoid in any circumstances.

Votes for these suggestions won't be counted any more. Here are the previous threads, for reference:
Round 1: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=003042
Round 2: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=5&t=003193

As before, you can vote for three suggestions. If you make new suggestions, please add a short and precise title, so we can incorporate it into the list. If you want to change your votes, please make a new post.
In this last round, 4 suggestions will make it to the top list, and then we will do a final vote to determine the order in the top list.

And now, on to the current round:

  • (27) framerate improvements:
    Kagus, Zardus, PTTG??, Slith, martinuzz, Lunval Vici, Align, Haven, Idiom, Juason, Zruty, Fedor, Tuv, Lokysan, RoboCicero, Quitschi1337, Neskiarti, Tollazor, SirPenguin, Geofferic, manedhel, ravensword227, Ixoran, Dwarfchik 9000, Poltifar, Techhead, Rooster
  • (25) improved sieges (tunnels, siege ladders, better AI, etc.):
    Jiri Petru, Richards, Lightman, Osmosis Jones, martinuzz, Align, Fualkner, Haven, Idiom, A_Fey_Dwarf, Zruty, mutant mell, Tuv, ShunterAlhena, Lokysan, RoboCicero, Quitschi1337, lastofthelight, Tollazor, SirPenguin, ravensword227, Covenant, Eagleon, Shades, Rooster
  • (17) more underground diversity:
    Kagus, Jiri Petru, Appelgren, Okenido, DeadMan668, Osmosis Jones, Fedor, Othob Rithol, kamikazemoose, RoboCicero, Dorten, Neskiarti, manedhel, Ixoran, Covenant, dwarfed one, Elitay
  • (16) more raw files:
    Kagus, Dasleah, THLawrence, Okenido, Fualkner, Haven, mutant mell, kamikazemoose, Devath, Areyar, lastofthelight, Neskiarti, Rawl, Aqizzar, Poltifar, Eagleon
  • (14) show lever connections / name levers / blink connected:
    Dasleah, Areyar, A_Fey_Dwarf, ShunterAlhena, Devath, Quitschi1337, Untelligent, Slappy Moose, manedhel, Rawl, Ralje, dwarfed one, Techhead, Lightman
  • (13) excavate - mine without stone production:
    MuonDecay, Doniadaze, Jack A T, Solara, PTTG??, Magnusian, Fualkner, Dorten, Tollazor, SirPenguin, Ralje, Dwarfchik 9000, Shades
  • (13) multi-threaded program code:
    MuonDecay, Doniadaze, Goblin Dragoon 085, Magnusian, Osmosis Jones, Lunval Vici, Zruty, Tuv, ShunterAlhena, Geofferic, jazzman, ravensword227, Shades
  • (10) resizeable viewport:
    Goblin Dragoon 085, Solara, Lunval Vici, Caz, Narceh, Gorjo MacGrymm of Clan MacGrymm, jazzman, Ixoran, Aqizzar, Elitay
  • (8) transport vehicles/animals, better hauling:
    Draco18s, Okenido, DeadMan668, Idiom, Lokysan, Devath, Gorjo MacGrymm of Clan MacGrymm, Eagleon
  • (7) give dwarves the ability to carry multiple items:
    Doniadaze, Ralje, Align, Narceh, Slappy Moose, Aqizzar, dwarfed one
  • (5) material selection for materials used in workshops:
    zagibu, Solara, Aldwin, Gorjo MacGrymm of Clan MacGrymm, Elitay
  • (4) practice weapons / make dwarfs use them for sparring:
    A_Fey_Dwarf, Calenth, kamikazemoose, Rawl
  • (3) allow engravings on constructed walls:
    Slith, Narceh, Poltifar
  • (3) better handling of military dwarves:
    Goblin Dragoon 085, Fedor, Slappy Moose
  • (3) ladders:
    Magnusian, lastofthelight, Rooster
  • (3) manage equipment of military dwarves:
    Riemann, Juason, Covenant
  • (3) organized religion:
    Dasleah, penguinofhonor, Geofferic
  • (3) reduce owned item clutter:
    MuonDecay, Othob Rithol, Psychohobbit
  • (3) tradeable sand:
    Zardus, Riemann, Dwarfchik 9000
  • (3) zoom on events:
    Jack A T, martinuzz, jazzman
  • (2) door access lists:
    zagibu, Untelligent
  • (2) fully customizable/scriptable interface:
    Zardus, Caz
  • (2) more realistic/harder agriculture:
    Appelgren, Othob Rithol
  • (1) ability to differentiate between pitted and non-pitted animals:
    Aldwin
  • (1) adventure mode: improved dwarven halls:
    Dorten
  • (1) adventure mode: skills from fortress mode for adventurer:
    Lightman
  • (1) allow custom naming of professions that don't end in "man":
    Untelligent
  • (1) attack commands on specific bodyparts:
    PTTG??
  • (1) attack neutral creatures (like traders):
    Jack A T
  • (1) blackpowder explosives:
    Techhead
  • (1) cages not unbuilt when opened via lever:
    zagibu
  • (1) constructable display cases:
    penguinofhonor
  • (1) dwarven self preservation (actively seek shelter):
    Slith
  • (1) fix distance calculations (calculate actual path, not just X/Y-dist):
    Riemann
  • (1) fix the tantrum-downward-spiral / directed tantrums:
    Draco18s
  • (1) growable/plantable/spreadable trees:
    THLawrence
  • (1) init option to disable item scatter on abandon:
    THLawrence
  • (1) make nobles more useful (reward for fulfilled mandates/demands):
    DeadMan668
  • (1) interracial fortresses:
    mutant mell
  • (1) direct inventory control:
    Psychohobbit
  • (1) more auto generated jobs:
    Khosan
  • (1) more useful rain:
    Khosan
  • (1) panic room / civ. zone in times of conflict / alarm lever:
    Appelgren
  • (1) players have more influence on worldgen:
    Areyar
  • (1) mineral prospecting skill:
    Juason
  • (1) rationing of resources:
    Richards
  • (1) remember embark screen settings:
    Calenth
  • (1) search for regions on embark screen fulfilling certain criteria:
    Calenth
  • (1) separate social skills and stats:
    Draco18s
  • (1) sort skills by ability:
    penguinofhonor
  • (1) stockpile priorities:
    Aldwin
  • (1) stone stockpiles can store multiple stones on one tile:
    Neonivek
  • (1) trap system rework (implement states: detected, avoided, disabled):
    Jiri Petru
  • (1) unit list filters (to hide dead things, etc.):
    Khosan
  • (1) uses for fire (waste combustion, cremation, explosive traps, etc.):
    Richards
  • (0) allow caged creatures to be moved without chance of escape:
  • (0) beard tantrums (caused by blackpowder explosives):
  • (0) better economy:
  • (0) change "store items in bin" job(s) to "fill bin with items" job:
  • (0) color code jobs in dwarf job list by experience:
  • (0) complete overhaul of job system (see Keldor's post below):
  • (0) constructable totems:
  • (0) deformable terrain (by using blackpowder explosives):
  • (0) disasters like in Simcity:
  • (0) dwarven AI improvements:
  • (0) dynamically allocated fort space:
  • (0) elevators:
  • (0) filter for construction material selections:
  • (0) forbid/allow classes of items to be built in specific workshops:
  • (0) forbid/claim/dump all items in a list:
  • (0) immigration control:
  • (0) improved army management:
  • (0) improved zones:
  • (0) init option for 2 separate graphic files (text/graphics):
  • (0) less impulsive dwarves / more work ethos:
  • (0) melding of adv. with fort. mode:
  • (0) more annoying stone management:
  • (0) more armed recruitable people in adv. mode:
  • (0) more creatures:
  • (0) more impressive and varied enemies:
  • (0) more liquids:
  • (0) more playable civs:
  • (0) more stockpile filter options:
  • (0) more tiles in the vertical screen direction:
  • (0) more trap/mechanical/construction components (springs, worm tracks, etc.):
  • (0) more uses for fat (machine grease, etc.):
  • (0) more war creatures:
  • (0) more ways to deal with undead fish:
  • (0) more z-axis fun:
  • (0) option to turn off zoom+pause upon striking new rock:
  • (0) player actions affect region alignment:
  • (0) priority given to nearby jobs:
  • (0) room designation over z-levels:
  • (0) seasonal fortress report (voice of the people):
  • (0) separate year counting for ages:
  • (0) sewage:
  • (0) skill synergies
  • (0) slavery and prostitution:
  • (0) soldiers can pull levers:
  • (0) sources of running freshwater on salty maps:
  • (0) standing production orders:
  • (0) stay inside order references INSIDE tiles not UNDERGROUND:
  • (0) stop "noble x has altered prices..." spam:
  • (0) store logs in bins:
  • (0) time control slider:
  • (0) tools needed for work in workshops (axe, chisel and hammer, etc.):
  • (0) two step grabbing process during wrestling (no huge x*y list):
  • (0) world tile graphics support:
  • (0) wrestling improvement "take-down" (slam into ground in place):
  • (0) wrestling improvement "throws" (like hammer "push"):

[ June 07, 2008: Message edited by: zagibu ]

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MuonDecay

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Re: Top3 suggestions final qualifying
« Reply #1 on: May 15, 2008, 06:34:00 am »

Huzzah, first voter.   :cool:

My three picks:

  • reduce owned item clutter
  • multi-threaded program code
  • excavate - mine without stone production
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Kagus

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Re: Top3 suggestions final qualifying
« Reply #2 on: May 15, 2008, 06:43:00 am »

I'm going to say
  • More underground diversity
  • More raw files
  • Framerate improvements

Much as I think I'd enjoy blackpowder weaponry, I'd rather let Toady handle it at his own pace and make it fit in with the rest of DF.

[ May 15, 2008: Message edited by: Kagus ]

Doniazade

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Re: Top3 suggestions final qualifying
« Reply #3 on: May 15, 2008, 06:54:00 am »

  • multi-threaded program code
  • give dwarves the ability to carry multiple items
  • excavate - mine without stone production

Gogo!

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Dasleah

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Re: Top3 suggestions final qualifying
« Reply #4 on: May 15, 2008, 07:11:00 am »

Me three be:
  • Organised Religion.
  • Show lever connections / name levers.
  • More raw files.

Yargh.
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Goblin Dragoon 085

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Re: Top3 suggestions final qualifying
« Reply #5 on: May 15, 2008, 09:15:00 am »

  • Better handling of military dwarves
  • Multi-threaded code
  • Resizeable viewport

If I could, I would give multithreaded 3 votes. But i cant   :(

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Jiri Petru

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Re: Top3 suggestions final qualifying
« Reply #6 on: May 15, 2008, 10:39:00 am »

Hello. I'm new here, but I hope I can vote nonetheless. My three favourites are:

  • underground diversity
  • improved siege AI (tunnels, siege ladders, etc.)
  • trap system rework (implement states: detected, avoided, disabled)
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Jack A T

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Re: Top3 suggestions final qualifying
« Reply #7 on: May 15, 2008, 10:52:00 am »

* Excavate: I FREAKING HATE SHALE
* Zoom on events
* Attack neutral creatures: I DECLARE THIS FORT'S FREEDOM FROM THE DWARVEN EMPIRES!


Edit: By the way, I don't feel that multi-threading would be too good for DF.

[ May 15, 2008: Message edited by: Jack A T ]

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Khosan

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Re: Top3 suggestions final qualifying
« Reply #8 on: May 15, 2008, 11:56:00 am »

Unit List filters.  I'd even take a way to search through the list.
More auto-generated jobs.
More useful rain.
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Zardus

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Re: Top3 suggestions final qualifying
« Reply #9 on: May 15, 2008, 12:05:00 pm »

Mine:

* Fully-scritable interface
* Framerate improvements
* tradeable sand

May I also suggest adding a donatathon for the top three when they're figured out? I'd personally give quite a bit for my three.

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Solara

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Re: Top3 suggestions final qualifying
« Reply #10 on: May 15, 2008, 12:18:00 pm »

Well here's my three cents, though honestly I wasn't sure about participating in this, I don't want Toady to feel like we're pressuring him (or bribing him with a donatathon) to add anything he's not ready to add yet.

* excavate - mine without stone production

* material selection for materials used in workshops

* resizeable viewport

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Kagus

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Re: Top3 suggestions final qualifying
« Reply #11 on: May 15, 2008, 12:40:00 pm »

Damn fine of zagibu to go through all the work of setting up and maintaining all this.

Appelgren

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Re: Top3 suggestions final qualifying
« Reply #12 on: May 15, 2008, 01:44:00 pm »

1. more realistic/harder agriculture
This is really something I sorely miss from the 2d version. I liked the early "survival" game.

2. underground diversity

3. panic room (with alarm controlled by lever)
We need a better way to keep civilians safe from harm. A panic room does the trick. If this is controlled by a lever that needs to be pulled by a dwarf - all the better, as this allows for interesting situations where gremlins or other mischievous creatures randomly pull the lever and make all the fort run for cover at some inopportune moment.

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Ralje

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Re: Top3 suggestions final qualifying
« Reply #13 on: May 15, 2008, 03:25:00 pm »

Here's my votes:

* separate social skills and stats:
If every dwarf is going to be a "dabbling lier/entertainer/etc.", it just clutters the list

* give dwarves the ability to carry multiple items:
It'll be nice to see lone dwarfs carry all the small things they need in one trip. The bad side: Not all haulers will be paid(?). The good side: faster bridge building, road building, fey item-hunting, stone-clearing, and goblin-looting .

* More underground diversity
I think this means adding more hidden fun stuff that isn't end-game, like ancient vaults, hidden groves, skeleton pits, etc.

Also, can we raise the # of votes to 10? b/c with the 100 suggestions we have now, only a few of them will get voted for  :(

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THLawrence

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Re: Top3 suggestions final qualifying
« Reply #14 on: May 15, 2008, 03:26:00 pm »

Lets see:
-More raws
-Don't scatter items on abandon
-Allow us to plant or spread tower caps.
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