Fishing.

Started by Leird, September 07, 2014, 02:09:46 PM

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Xerberus86

Quote from: Tynan on September 07, 2014, 10:02:36 PM
Quote from: MajorFordson on September 07, 2014, 10:01:31 PM
Could you not just make it part of Hunting? Then allow the player to set ocean-edge tiles to be hunted, or something?

How do you make your expert shooter only hunt, and your expert fisher only fish?

fish with a shotgun and club the muffalos with your fishing rod to death, 'nuff said :P.

keylocke

Quote from: Leird on September 08, 2014, 07:45:38 AM
i personally think that Growing and plant cutting could be merged and the same goes for art and crafting, and ofcourse construction and repair, that would go a long way towards making it less cluttered.

+1 on this.

* plant cutting and growing merged, with cutting as higher priority
* crafting and art merged, with crafting as higher priority
* construction and repair merged, with repair at higher priority

Quote from: Monkeysaur on September 08, 2014, 04:13:13 AM
Hunting with a spear in shallow water!

agreed, but i also would like to see small lakes or deep ponds (impassable) for actual fishing.

Quote from: Tynan on September 07, 2014, 09:46:30 PM
I haven't done it yet just because it's near-indistinguishable from hunting in gameplay effect.

hunting requires going away to hunt for prey, where as bodies of water are static. which allows players to build their base around it.

deeper bodies of water can also be used more effectively for defense.

Tynan

I'm sorry to say, keylocke, but your suggestions are really, really not good.

--So, if there are trees to chop down and food to grow, the food is completely ignored and there is no way to change that.

--If there are 100 stones to cut and some art to make, the art is totally ignored. Moreover, art and crafting are separate skills and there is no way to specialize people into them.

--If it's after (or during) a raid and a lot of your stuff is damaged, and you desperately need to build a hopper next to your paste dispenser so you can eat, it's impossible until eeeeeeverything is repaired.

Yes, you can get around some of this with prioritizing, but I'm trying to make direct control less of a thing, not more.
Tynan Sylvester - @TynanSylvester - Tynan's Blog

stefanstr

Quote from: Tynan on September 21, 2014, 12:23:10 PM
I'm sorry to say, keylocke, but your suggestions are really, really not good.

--So, if there are trees to chop down and food to grow, the food is completely ignored and there is no way to change that.

--If there are 100 stones to cut and some art to make, the art is totally ignored. Moreover, art and crafting are separate skills and there is no way to specialize people into them.

--If it's after (or during) a raid and a lot of your stuff is damaged, and you desperately need to build a hopper next to your paste dispenser so you can eat, it's impossible until eeeeeeverything is repaired.

Yes, you can get around some of this with prioritizing, but I'm trying to make direct control less of a thing, not more.

Yeah, I had the exact same thoughts. Especially merging construction and repair would be bad.

What about my suggestion to repurpose Growing Zones for fishing?

keylocke

#19
Quote from: Tynan on September 21, 2014, 12:23:10 PM
--So, if there are trees to chop down and food to grow, the food is completely ignored and there is no way to change that.

the reason i suggested this is that, wood walls/furnitures/doors get obsolete fast since they have low HP and high flammability (easily seen when under siege). so that the only wood i end up chopping, are only the ones that block passageways. (i rarely use wood for building stuff)

also, since there are growing zones and hydrophonics. the "harvest" command only tends to get used in dire food emergencies.

in both cases : chopping wood that blocks passageways and harvesting wild shrubs for emergency food. tends to be rare occasions on my play-thrus. which is why, i thought they should have higher priority since it's faster to do these fewer tasks, as compared to the larger task of growing farms in zones or hydrophonics.

edit : my farmer tends to be the wood cutter as well. with plant cutting set at a higher priority
(since i think both task share the same skills)

Quote from: Tynan on September 21, 2014, 12:23:10 PM
--If there are 100 stones to cut and some art to make, the art is totally ignored. Moreover, art and crafting are separate skills and there is no way to specialize people into them.

i haven't really seen "art" in action yet. but if their main benefit is "beauty" to boost morale, there are several craftable items that does the same. as you well know.. (gold stuff)

also, crafting 100 stones doesn't take too long for someone with a high crafting skill.but most times, the "craft" skill tends to be more useful and critical to base building. which is why i thought they'd get higher priority if merged.


Quote from: Tynan on September 21, 2014, 12:23:10 PM
--If it's after (or during) a raid and a lot of your stuff is damaged, and you desperately need to build a hopper next to your paste dispenser so you can eat, it's impossible until eeeeeeverything is repaired.

when i lay down the plans for the entire base, i usually have to prioritize critical features first by micromanaging it anyways. so it doesn't seem much of a change of pace as to what i do now.

if there is something that i really need to get built first because of it's necessity, then prioritizing it doesn't seem to be much of a problem.

other than that, repairs seem to be more important, since it's easier to repair than to rebuild things from scratch. also, i think that repairs and construction use the same skill anyways, so i tend to have the same person assigned for both tasks. (with repair having the higher priority)

Monkeysaur

So, forgive me for the bump, but can someone tell me if fishing is intended for a future build?

Would be delighted to add fish to my colonists diet.

Kegereneku

I heard no news on that, myself I'm still hoping for Tynan to add River where you could fish.

Also, you accidentally uncovered some quote from Tynan relevant to a new discussion about fusin Construction&Repair.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

Mathenaut

Quote from: Tynan on September 07, 2014, 09:46:30 PM
It's basically a good idea; my main concern is just
-It requires a new kind of zone
-It requires the AI interact in a new kind of way
-It requires a new work type, thus a new entry on the work permissions screen. I really avoid cluttering this screen.

I haven't done it yet just because it's near-indistinguishable from hunting in gameplay effect.

What if it was just a special kind of 'growing zone' that fit over water? Instead of tending to crops, they tend to 'nets' or something similar as a proxy for whatever means of fishing?

Basically, just a pallete-swap of growing for water tiles.

At it's most basic, it provides an alternative to crop planting for harsh-climate regions. Ideally, it could encourage bases along the water in coastal regions.

That work?

Kegereneku

#23
Right know there's a topic here from Tynan himself asking what we think of merging 2 task, which led to discuss the general overview.

From the discussion and the decision Tynan take will depend the fate of human civilizationaddition of new occupation/mechanic like fishing.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

Mathenaut

I'm just wondering if it would be easier to apply an existing mechanic/task/job to a new tile type instead of making a new mechanic/job/task for it.

Monkeysaur

Yes it's a decent suggestion.

I think if it's not feasible to implement in the core build at the moment, someone could maybe have a stab at a less than perfect mod. Your nets idea was really good, that would allow them to be treated like growing so could be simple to do, even if not a fully fleshed out fishing mode.

Mathenaut

Right. The game already takes liberties with a number of things to facilitate gameplay, I don't think this should be much different. Just literally make it 'growing in water'.

Kegereneku

Myself I see the fishing net idea going quite well with ... RIVER.

How to deal with it as a task however... there's surely many way, but most of them cause problem.
"Sam Starfall joined your colony"
"Sam Starfall left your colony with all your valuable"
-------
Write an Event
[Story] Write an ending ! (endless included)
[Story] Imagine a Storyteller !

ja7833

Instead of fish how about adding an aquatic animal type like seal that could be hunted with the existing game mechanics?  I believe some water specific resources (fish, edible seaweed etc.) would make coastal colonies more interesting.
"Someone who is making anywhere from $300,000 to $750,000, that's middle class."  - Frederick Heineman

Zorroexe

Quote from: MajorFordson on September 08, 2014, 09:08:39 PM
Hey that's a clever idea! And they could farm seaweed/algae in the shallows!

Or, we could use growing area function to highlight an area for growing, switch growing potato into growing fish. In the mean while, the 'growing' & 'construction' worker will convert that area into a pond of water for fish to grow in.