The problem with automation is that it breeds complacency. When something goes out of whack, everything comes crashing down. In order to be able to have an automation work in such a way that it can react to a problem by itself, you would have to set in every single contingency in the script. And that sounds like way too much work for something that's supposed to simplify the process.
Ah, this actually reminds me of something else I meant to have in the original post.
It would be preferable to also have alerts that could come scripted, as well.
A general alerts script (what general actions trigger alerts) would be the quick way to dispel complaints of "job change" spam in general. Giving the players the option to make alerts for themselves would also give them some ability to have a fail-safe in case of something going wrong in a script, or if scripting a solution to a problem is more work than a player wants to put in, so that they just make the script warn them when there is a problem, and focus attention in on it. (For example, removing all the "cancelled job" spam that tends to clutter the alerts screen and go mostly unread, and giving players a warning when you run out of a particular resource, like wood, with options to do things like just make an alert at the bottom of the screen (and option on what color), make a pause and alert, and making a full pop-up alert with recentering.
When something goes out of whack, everything comes crashing down.
Welcome to DF.
Frankly, yes. Things go wrong that require you to constantly hover over your workshops looking for job cancellations and to rove over your stockpiles or pull up stocks menus to try to manually guage wether you have problems or not. This gives you some rope to hang yourself with if you aren't careful (which can be said for many things in DF), but also the ability to automate some of the most tedious aspects of the game, like hunting down supply problems.
Finally, I don't blame you for skimming. That was a seriously LONG post.
Not by my standards, nor the standards of some of the other people who give more thorough suggestions (Silverionmox certainly comes to mind).
I think it more a problem of people having too much of an Instant Messenger mentality that they have to get everything out as quickly as possible, and that anything more than a single paragraph is "tl;dr". While brevity has its virtues, there comes a point where an idea simply can't be clearly expressed without detail. Some problems in DF just take solutions more complex than "Add ___".
really? People keep posting responses before I can finish mine...
My main problem with "hey, let's implement scripting!" (as I've gone into in one of the recent FotF threads) is that it's touted as a solution to the game's poor fortress control and automation mechanics, but it's not a valid solution, as for any solution to a real gameplay need to be valid, some kind of effort needs to be made to make as intuitive and well-integrated as possible. A scripting language doesn't really do this.
This smacks a little of the "Perfect Solution Fallacy". This isn't meant to be a
replacement for UI by any means, just a chance to automate some of the tedium, and while it is at it, give the player who is willing to spend the time to get more detailed control that detailed control, without "hurting" any other player for not using it.
I also argue for UI improvements, but the problem with that is that it runs up against the twin problems of "Toady doesn't want to make the UI more accessable to modding" and "Toady hates doing UI work and doesn't particularly care if that drives away the noobs." This basically boils down to how much players can pressure Toady into doing one of the two things he doesn't want to do... It is ultimately, however, a totally seperate problem from the one this suggestion is addressing, and it seems a little arbitrary if you say no to solutions to some problems of player control because it doesn't also solve other problems of player control and interface.
My stance is this: IF scripting is implemented, it'd be stupid to do it now, as it would most likely just get tangled with stuff later.
This is another of those things that tends to be said about just about any suggestion that people don't like. You'd have to say what, exactly, would get "tangled".