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21-07-2014, 02:43 AM
(This post was last modified: 23-08-2014, 07:48 PM by Sebt.)
My idea here is simple, the game already knows if a room has high workload or not. So it could be handled automatically by the game! There is no need to force the player to manually assign or remove imps from the room.
What I am trying to do here is to minimize the micromanagement of the rooms as much as possible. The less time the player has to spend in one room configuring things back and forth the better. Dwelvers will have enough features in the end to keep the player occupied without he or she having to calibrate something that could be handled by the game automatically.
There have also been a lot of talk about having specific creatures work in specific rooms. The first step towards this is to include the piggeh and have him work in the cookery room. When this is finished all the player has to worry about is if he has enough Piggeh to handle the cookery room workload.
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That's are a great idea and i like this!! please implement :-)
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21-07-2014, 12:17 PM
(This post was last modified: 21-07-2014, 12:21 PM by Sebt.)
That's what I proposed before (but I feel my ideas are rarely reading...), so I like the idea of having this system automatically managing workload, especially that imagine having 30 rooms and annoying messages that like a machine gun pop ups each second.
I'm also with that to not store resources on the ground, but to carry them straight into the storage place (shelves in kitchen, shelves/tables in storage room, like now food on tables, but let it make for every room) - there's no need to have imps that only work in storage room if are fast enough to store resources by themselves, it's a waste of free workers - especially if we can't have many of them, we can have limited number of creatures, etc.
Spec: Win 10, ATI 7800 HD, res: 1280x1024x75. I support The Venus Project & Resource-Based Economy
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I personally don't mind micro management in games like this, but having the Imps assigned automatically may make more sense. I can see this becoming a problem however if you don't have enough Imps and the priority to assign them to rooms is higher than the priority of mining/constructing/feeding_DM. This could easily cause a workflow stoppage if Imps get assigned to rooms and none are left to do other jobs.
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with this change i would like to see workload setup, eg. you could set 0-100%(default would be 100) workload to the room (one or all of the same type or all of them) and imps would be assigned based on that, so you keep the control over imp management without keeping eye on every single one of them
i dont mind creatures working in the rooms, but only as better/faster workers (way of improving the room without expanding it), while keeping them as fighters in time of need, imps should stay main workforce for all basic rooms, different story if you add some special rooms, not crucial to dungeon economy, to be operated by unique creatures