lot of text
I agree that interface is complex because the game is complex.
You didn't read my "lot of text" how I thought I'd written it, then. I don't think it
is a complex interface. It's as complex as a menu bar system (which very few programs don't have, in some form or another), but with the simplicity of it being activated by keys instead of having to shuffle a mouse around. (Though there is mouse control
too, for aspects where it's particularly useful.)
aches, like non-consitent scrolling
Mostly it
isn't inconsistent. Scrolling on the map is different from scrolling on menus (and, in turn paging up/down menus), which is different from resizing of construction areas (which is in turn handled differently with zones/designations that work on the 'corner to corner' principle), and each of these are pretty much internally consistent. There's a basic logic that applies to
most cases of any particular kind.
The worst scroll-controls (IMO) is maybe where there are the "more than two separate scrolls" menus. e.g. the "liaison's preferred goods for next caravan" one, where it's so easy to scroll categories when you mean to scroll items within it (but if they changed the keys round, I'd get it wrong at least as much while adjusting to the new method), where perhaps it might be better as implemented in the pre-embark dwarf-skills menu, with left/right between whether the up/down will dwarf-scroll or skill-scroll.
[...]why the hospital is zone and barracks are room, or why pool/pit is the same zone but they have to be switched. Why is the civilian alert set in different column than squad alert?
My take on these (and I know you have others, as indeed I could think of some that I think you might have) are:
- Barracks needs an object to be built from (as with all rooms), that is intended to be a permanent feature, whereas Hospitals are open to having beds, traction benches, bags, etc built, not built, removed, replaced with something else, replaced somewhere else in the same zone, etc. It is arguable that a Hospital Zone is what new 'advanced rooms' will eventually look like (set down three mason's workbenches in a room-zone-thing and have one workshop with a single configurable job/permission list but with room for three workmen at once), to replace the 3x3 (or, in some cases 5x5 or 1x1) 'template' buildings.
- Pools and pits have the same requirements. Channelled-away floors. And obviously it can only be either intended to have water or not intended to have water in it, unlike other zones that can share (water source with (currently pit or) pond, dumping zone with meeting area, that sort of thing). I see other problems with it, but so far as this answer goes it's pretty intuitively combined.
- Civilian activities and squad activities are almost always kept separate. Why would alerts do likewise? Although, to be honest, I never actually use Alerts, and so I might be missing something given that they currently appear to me to be superfluous to my orderly running fortress. However, don't civvie alerts have a a need to be directly associated with a burrow and military ones do not, or something?
but inconviniently burried deeply withing the menus
Three levels is deep? I can think of something that's four levels deep (I think, if I'm counting it right). I don't think even that is excessive. Obviously if we were using every single alphabetic character for a top level and every single one of those had a further two or three full branches of alphabetic characters (not even counting case-changed ones) it could contain a massive amount of objects, and 26^2 leafs
does have enough space to contain (probably) every single sub-leaf we currently have... but logically? It's 'deep' where it's complex, such as the (b)uild stuff, the (d)esignate (b)lock stuff; it's immediate (or at least the entry point to a different flat system) where it doesn't need the additional menu layer, like the dwarf (v)iew one.
Or how many people around are not aware of mass dumping of objects? (d-b-d, you are welcome).
Yes, useful to know. Not vital. Easy to get wrong when you do know, but that's not a problem with the interface (although an "undo whatever I just designated" option would be nice[2]). But, honestly, easy to discover (and it's compatriots of de-dump, forbid/unforbid, melt/no-melt) if you ever wonder what the "b" option under (d)esignate is
for. What's the worst that can happen? You lose all your dwarves to an FB that you let them wander into the midst of and have to start a new fort. Which is in what way different from the typical fate of a fortress..?
As a starter I would appreciate alphabetical sorting of the buildings menu
Noting that alphabetically by building name isn't
necessarily alphabetically by key-stroke. Maybe in a future revamp it'll all be re-keyed, anyway. (You can, change it all anyway, can't you, in the INITs? You could even set wall, up/stair/downstair/whatever (in whatever order they appear) to 'a', 'b', 'c', 'd' under that menu. Not what you meant, but some might considered it more logical in
some way that the current system!)
Yes, still loadsatext. Sorry. Loadsofopinion, you see. (Opinion. With all the implied "BICBW" and "YMMV", only it works for me.) Yeah, there's improvements available. Although most of the ones I've seen suggested seem to add to the complexity, that's
also a matter of my opinion, so add the same caveats to that statement too.
[1] (footnote removed, because original text was... nothing to see here)
[2] Similar for the Z-stocks menu, when you accidentally (de-)designated dump or something similar upon an entire item-type when you actually meant to use finer control (unforbidding and setting to not dump the logs of a certain type, but leaving forbidden and still-to-be-dumped all those logs of
other kinds that are currently set as forbidden or to-be-dumped. Because one slip at the non-specific level means you turn "this type is partially marked for dumping" into "this type is not at all marked for dumping" then "...is completely marked for dumping" and then back to "...not at all", when you might wish that when not moving away from this screen and item it might possibly give you the opportunity to triple-toggle back to the partially-set state, and then when <tab>bing to the item-by-item