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Author Topic: Little green check marks next to practiced skills in General dwarf view  (Read 1308 times)

flamoot

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I mean skills whose relevant labours are enabled. Then you can show a tiny red 'x' if they're not. Or just nothing like in the uniforms screen where these check marks already appear. This would save work in the Labours menu and remove some of the application of Dwarf Therapist which used carelessly crashes the game and ruins save files

It was suggested that if you could filter the unit view by skills or by labours you could use checkmarks there to indicate a skill is practiced or present. Which is true too

Because you get cheesemakers who are set not to make cheese, now, and while this is apparently a bug I don't think that means dwarves will start arriving with -every- labour they're skilled at turned on. Does it? If that happened you really wouldn't need these checkmarks as bad. They'd still be nice
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knutor

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Re: Little green check marks next to practiced skills in General dwarf view
« Reply #1 on: December 19, 2011, 02:08:26 am »

I never had Therapist crash my game, or ruin a save.  ::)  Its an essential app.  If not a life link.  Quickly getting a head count helps me considerably, and I imagine when the next version arrives, will be essential in finding 'missing' undead dwarfs.  Especially if the unit list, is still so cumbersome, unmanageable and unwieldy.

Toady mentioned splicing the Unit list into four catagories.  But I cannot remember his division.  All I remember is he was putting missing in with the dead.  I thought that was an ill thought out idea.  Until ya have proof, the missing are living.  Even if they are immortal bloodsuckers, they are still living for all intensive purposes.  That and I don't know anyone, who would want to search the unit list of 'dead' on year 1000, when the list of dead is five figured long.  Do you?

I'm all for a toggle to have migrants arrive 'blank' slate, like the children.  Just because its late in the game, the migrants should NOT be higher skilled.  That design really screws up the strange moods.  Its uncomforting, getting a strange mood on some newbie migrant that just arrived.  Instead of one your familiar with, and have resources standing by for.  I'd much rather build up a blank slate up to a point, and than have him go completely nuts.  For a reason, *smack forehead*  I forgot to stock his stuff. 

At least then the spiral, would have a decent precursor, and be easier to lose to.  Instead of some random master whack job coming in off screen and tantruming with his buddies all jumping in, all 40 of them, on a big migrate.

Sincerely,
Knutor
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flamoot

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Re: Little green check marks next to practiced skills in General dwarf view
« Reply #2 on: December 19, 2011, 01:12:04 pm »

I never had Therapist crash my game, or ruin a save.  ::)  Its an essential app.  If not a life link.  Quickly getting a head count helps me considerably, and I imagine when the next version arrives, will be essential in finding 'missing' undead dwarfs.  Especially if the unit list, is still so cumbersome, unmanageable and unwieldy.

Maybe you haven't tried it in Linux. That's where it eats my games. IPC, memory editing between processes, and "Trainers" are a much tetchier issue in Linux which is a multi-user OS with proper inter-process segmentation. What happens to me is I connect dwarf therapist, save my game, reload it, then when I re-read in DT I get a wrong head count. If I restart DT it gets the right head count unless I committed changes meanwhile, then it will always get the wrong one, and segfaults might creep in to my savefile. So restarting dwarf therapist every time I save my game, and using it much less for now, is my solution

It's definitely an essential utility. There is no better way to enable dwarves at labours they're skilled at, and maintain an efficiently small pool of levelling specialists. That's why I think these little check marks would help. (For now, I just keep too many dwarves assigned to every labour, twenty or thirty for most of them, and let them all creep up through dabbling and novicehood over the years. I am still checking on my industries with dwarf therapist this game but I have so many labourers it hasn't really been necessary)

Quote
Toady mentioned splicing the Unit list into four catagories.  But I cannot remember his division.  All I remember is he was putting missing in with the dead.  I thought that was an ill thought out idea.  Until ya have proof, the missing are living.  Even if they are immortal bloodsuckers, they are still living for all intensive purposes.  That and I don't know anyone, who would want to search the unit list of 'dead' on year 1000, when the list of dead is five figured long.  Do you?

No sir

Quote
I'm all for a toggle to have migrants arrive 'blank' slate, like the children.  Just because its late in the game, the migrants should NOT be higher skilled.  That design really screws up the strange moods.  Its uncomforting, getting a strange mood on some newbie migrant that just arrived.  Instead of one your familiar with, and have resources standing by for.  I'd much rather build up a blank slate up to a point, and than have him go completely nuts.  For a reason, *smack forehead*  I forgot to stock his stuff. 

I just think having them enabled at the labours they're skilled at would be good

Quote
At least then the spiral, would have a decent precursor, and be easier to lose to.  Instead of some random master whack job coming in off screen and tantruming with his buddies all jumping in, all 40 of them, on a big migrate.

Now you've lost me. But thanks for the reply
« Last Edit: December 19, 2011, 01:13:37 pm by flamoot »
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coolio678

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Re: Little green check marks next to practiced skills in General dwarf view
« Reply #3 on: December 19, 2011, 04:20:52 pm »

pretty good idea. I don't know how many times I've had a brewer who hasn't had the brewer labor enabled upon immigration, among other labors.
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Uristocrat

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Re: Little green check marks next to practiced skills in General dwarf view
« Reply #4 on: December 22, 2011, 01:55:33 am »

I use DT too, but it would be great to see what skills they have when I go to enable labors.  Similarly, when looking at their skills, I would like to know which ones have associated labors enabled.  And if that's added, it should probably also consider military skills to have the labor enabled if the dwarf is assigned to a squad.

That would probably make DT go from "pretty much necessary" to "nice to have."
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flamoot

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Re: Little green check marks next to practiced skills in General dwarf view
« Reply #5 on: December 22, 2011, 12:06:31 pm »

Yeah
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peskyninja

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Re: Little green check marks next to practiced skills in General dwarf view
« Reply #6 on: December 24, 2011, 12:49:15 pm »

External tools are not the solution, no one wants a game full of quick fix and that kind of thing.
I support this suggestion.
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coolio678

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Re: Little green check marks next to practiced skills in General dwarf view
« Reply #7 on: January 02, 2012, 09:59:15 am »

I use DT too, but it would be great to see what skills they have when I go to enable labors.  Similarly, when looking at their skills, I would like to know which ones have associated labors enabled.  And if that's added, it should probably also consider military skills to have the labor enabled if the dwarf is assigned to a squad.

That would probably make DT go from "pretty much necessary" to "nice to have."
I don't use DT, and only a couple times have my dwarves tried to murder each other.
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peskyninja

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Re: Little green check marks next to practiced skills in General dwarf view
« Reply #8 on: January 03, 2012, 01:12:22 pm »

I use DT too, but it would be great to see what skills they have when I go to enable labors.  Similarly, when looking at their skills, I would like to know which ones have associated labors enabled.  And if that's added, it should probably also consider military skills to have the labor enabled if the dwarf is assigned to a squad.

That would probably make DT go from "pretty much necessary" to "nice to have."
I don't use DT, and only a couple times have my dwarves tried to murder each other.
Are you sure that has somethign to do with DT?
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