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Dwarf Fortress => DF General Discussion => Topic started by: NW_Kohaku on February 04, 2011, 02:02:27 pm

Title: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 02:02:27 pm
So, I have been working on making a revised Improved Farming thread (http://www.bay12forums.com/smf/index.php?topic=76007.0), reformatted so that the proposal is better-formatted and more easily readable.  In spite of these efforts, however, I haven't been getting many takers on people willing to read through the argument and comment.  I am having trouble coming up with exactly what people would be comfortable with in regards to magical plantlife being a basis of farming, and as such, I'm making another sub-issue spin-off thread.  Basically, I'm throwing the idea out on its own, and seeing what explodes.

The major problem I have is bridging the problem of magic and science.  Generally speaking, the corollary to Clarke's law would state that magic is just science you don't understand. However, many players and Toady himself, to an extent, have stated a desire for less predictable magic.  When working on the Improved Farming thread, however, I think I have hit upon an idea to make a system where magic operates on something rational enough that it isn't just a random roll against a chart of pre-scripted magical events, yet also isn't something that turns into a "magic industry" where magical stuff just rolls off of assembly lines - that is, turning magic into an energy source for a "xenosynthetic" ecosystem, modeled in some ways on the chemosynthetic life forms from black smoker vents.  Magic exists as a static charge of energy created by certain events, creatures, or possibly artifacts or other items on the map.  Living organisms attuned to that form of magic can use their xenosynthetic abilities to use that as an energy/"food" source, living off the magic energy field, yet at the same time, exhausting the ultimately finite energy sources. 

This finiteness is a key aspect of the idea - like with real ecosystems, it drives competition, and sets the ultimate limits on what these creatures or systems built off these creatures can accomplish.

To keep the background as minimal as possible, in the Improved Farming thread, there has been plenty of discussion over how to make a more compelling, realistic, involved, yet not overwhelming farming experience for players of DF whose complexity is not as front-loaded as current farming is, but makes farming simple at first, yet progressively more complex.  To this end, the thread has evolved towards simulating whole ecosystems, rather than just farm plots, and blurring the lines between a farm plot and the wilderness. 

In trying to create this ecosystem, however, the problem of underground ecosystems comes up - they obviously do not rely upon sunlight as their energy source, but upon some sort of magical source.  Yes, it really does have to be a magical source of energy, as there is no hard science way of explaining floating guts or flying heads or amethyst men or purple worm grass or the other crazy things in the deeps without magic.  It actually makes less sense to have a magical energy source that lets those magical monsters live, but the ever-more competitive world of plantlife actually doesn't have some sort of magical source of energy feeding the ecosystem.

I'll just throw out the most relevant things put out about this in the IF thread, however, there were also a couple other threads that are spiritual predecessors to this, this one on the HFS (http://www.bay12forums.com/smf/index.php?topic=64437.0), and also continued in another one I started on making physical gods (http://www.bay12forums.com/smf/index.php?topic=64733.msg1516318#msg1516318).:

Spoiler (click to show/hide)

So then, my question to all the players out there is to weigh in on this sort of mechanic - a mechanic where you could invisibly impact the magical energy levels of the map, and the only way to really tell that you are doing it may be to just look and see if plants or vermin or even larger creatures of that sphere start popping up with greater and greater frequency. 

Things like having too much magma sphere in the area might start causing magma men to start appearing in the mamga tubes with greater frequency, eventually leading to some dwarves to start actually being taken over by magma spirits and becoming magma men, themselves, if you do nothing to stop the trend.

Extra Credit problem: Look at the spheres already in the game (http://df.magmawiki.com/index.php/Sphere), and try to come up with ways in which these can actually manage to have impacts in-game.  That means both "what sort of life forms they create", and "how the spheres gain dominance in an area."
Title: Re: Xenosynthesis and magic fields
Post by: Kogan Loloklam on February 04, 2011, 02:24:29 pm
For the sake of giving you an answer...

Old hat, so, TL:DR.
It's all been revisited and revisited and revisited again.

Not that I am not confident your suggestions would improve farming, just that it isn't a novelty anymore, so it's hard to focus the attention it deserves on it.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 02:26:52 pm
I guess I could be a little more specific, though, in what I'm asking for...

For starters, "I don't like it" isn't sufficient, you need to say a "why you don't like it".

Also, in the case of people like Kogan, you could help by linking back to what you might consider your definitive answers to the question.

EDIT: And to be more specific about what I really mean (quoting a few things probably didn't help much), this is about making a player-alterable, yet not controllable magic-based ecosystem, whose magic is based upon what the eventual magic system Toady has been kicking around will eventually be.  The idea being that magic-based creatures are specific to certain kinds of magic, and flourish when their specific flavor of magic is common (like with evil and good biomes now). 

The difference between this and what came before being that the balance of the ecosystem can be altered through its finite boundaries and mechanisms, letting you gradually shift what kind of biome it is if you meddle in the ecosystem enough, intentionally or unintentionally.  (That is, you can turn the land into an evil biome.)  This not being a direct consequence of any one action, but the gradual accrual of various factors that may or may not be in your control.
Title: Re: Xenosynthesis and magic fields
Post by: Sphalerite on February 04, 2011, 02:47:37 pm
I like the idea that the activities you perform in your fortress can shift the local environment by changing the strength of the local spheres.  For example, crushing immigrants by the dozen under a drawbridge should have the effect of turning the local region Evil or Death-oriented over time.  Dumping magma on the surface repeatedly could well cause more plants and animals associated with Fire or Magma spheres to show up, and building hundreds of gem-studded golden statues and placing them around your fortress could increase the strength of the local Wealth sphere.  Cover every square of your fortress with masterwork engraving, and the area will become a focus for the sphere of Art.  It would be a bit like that old game Black & White, where your actions as a god would actually be over time reflected in the look of the landscape, except with a lot more than just a single morality axis.

To make this work Toady would need to code specific actions to be associated with specific spheres, and keep a running track over time of how much of each sphere's action had been done.  He'd also need to have specific plants and animals for each sphere.  That's not a big deal, the beginning of that is already in place with the GOOD and EVIL tags.  There could also be specific events that are triggered if the score for a specific sphere gets high enough.

I think it would be a neat feature.  Don't know if Toady has any interest in it.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 03:37:43 pm
Well, I seem to remember something about Toady wanting sphere-based magic systems that were procedurally generated, but can't find specific quotes from him that really illuminate much.

Looking back over all the loads and loads of arguments on magic is just depressing a giant, depressing bog, though. 

I'm hoping that this could somehow thread the needle between the random magic and the scientific magic crowds, instead of becoming another slog through people trying to argue about what the other people really want.

Currently, we have magic creatures with just no rationale behind how they work, other than just because that's what the raws or hardcoding says it should do.  If we are going to make a full model of this created world, it needs to have some sort of at least magical logic behind how some of these things happen.  Having just pure depth in the cavern systems alone making the area "more magical" is at least something of a start, especially if we can then start doing things like having specific depths that certain plants need to be at to start growing, however, I think the notion of an "underground magic climate" where different types of caves form based upon some sort of biome condition which players can only vaguely manipulate (other than just settling elsewhere) would make the game much more varied and interesting.
Title: Re: Xenosynthesis and magic fields
Post by: Black_Legion on February 04, 2011, 04:17:58 pm
I like the idea that the activities you perform in your fortress can shift the local environment by changing the strength of the local spheres.  For example, crushing immigrants by the dozen under a drawbridge should have the effect of turning the local region Evil or Death-oriented over time.  Dumping magma on the surface repeatedly could well cause more plants and animals associated with Fire or Magma spheres to show up, and building hundreds of gem-studded golden statues and placing them around your fortress could increase the strength of the local Wealth sphere.  Cover every square of your fortress with masterwork engraving, and the area will become a focus for the sphere of Art.  It would be a bit like that old game Black & White, where your actions as a god would actually be over time reflected in the look of the landscape, except with a lot more than just a single morality axis.

To make this work Toady would need to code specific actions to be associated with specific spheres, and keep a running track over time of how much of each sphere's action had been done.  He'd also need to have specific plants and animals for each sphere.  That's not a big deal, the beginning of that is already in place with the GOOD and EVIL tags.  There could also be specific events that are triggered if the score for a specific sphere gets high enough.

I think it would be a neat feature.  Don't know if Toady has any interest in it.

Especially with mods like http://www.bay12forums.com/smf/index.php?PHPSESSID=d5e7ee9887d327c93b563e96d19a1f7c&topic=76451.0 this could be a real possibility if we are given tokens that identify what sphere animals and plants belong to. Essentially if you have a Boatmurdered or Ardentdikes scenario you could see blooms of magma ferns, coal weed, ect. begin to cover your map along with the rise of certain wildlife like magma crabs or rock life wildlife. This I believe would add a nice sense of impact and importance to the way you design your fortress and I think this is well in line with what Toady stated he wanted to do with more random and unique creatures and plants.

 As to causing your own dwarfs to take on certain traits due to your tinkering with the spheres I think "less is more" should be taken into consideration. Say your abuse of magma leads to your dwarfs slowly developing harder, rock-like skin if they were born and raised in the fortress or gaining cosmetic traits like eyes that glow like a forge or an aura of heat would be more appealing to me rather than having your dorfs turn into magma men. I think that by keeping dwarves similar to the way they are but giving them quirks such as those above give the playing a better sense of connection with his fortress' inhabitants, like they are becoming one with the location they inhabit. Drastic changes like turning them into walking blobs of magma, while intriguing seems like it would be too much of a drastic change for dwarfs themselves. If this is used for ghost then this seems like it would fit well as it seems appropriate that the spirits of the dead would be more drastically effected by the sphere-alignment of an area. Being haunted by a murderous spirit composed of magma and iron seems highly appropriate to dwarf fortress. Other spheres could have notably different effects such with regards to possible benefits or traits you could induce on your dwarfs.

Think of a a Death-aligned fortress having emaciated, hollow eyed workers that toil untiringly under semi-undead overseers with eyes burn and smolder with blue corpse-fire. These ghastly nobles send  gaunt, pale soldiers that attack the enemies of the fortress with slow, purposeful attacks all the while shrugging off  grievous injuries that would fell other creatures as the restless spirits of those that have . Here is a good example that incorporates cosmetic quirks and actual in-game benefits that could affect your dwarves should the your fort become a living embodiment off death. Your dwarfs diet could subsist of the hoards of skull nettles and corpse blossoms that have since taken over the landscape. Taken far enough your dwarves could even take a penchant for cannibalism furthering the feel that your fortress has become the living embodiment of death on earth. These changes would all take place over a sequence of years, anywhere from 5 to 10 years, encouraging the player to invest in aligning their fortress. Specific constructions such as shrines and monuments could help speed up this process of conversion.

Simply put I like this idea and given enough options this could lead players to have very unique and intriguing forts, especially if you consider allowing the possibility for a major and minor sphere to affect the landscape.
Title: Re: Xenosynthesis and magic fields
Post by: zephyr_hound on February 04, 2011, 04:33:06 pm
DISCLAIMER: I'm sleepy right now so this might not make much sense :S

My first reaction to this was "no thanks", but then I read it through again and started thinking harder about the implications. I do, cautiously, like the idea of having something like this in vanilla DF. Sphalerite's suggestion especially seems like it might be a sensible solution to the magic issue. At the moment we have good, neutral and evil biomes, what if that system was nixed and a number of new sphere variables are created which produce another level to the "map" in worldgen? Tie evil areas to titan shrines or lairs, have a "magma" sphere associated with volcano/open/close to surface lava, etc. And then tie that to actions in fortress mode. The formation of a dwarven ghost would bump up the "evil" variable a large amount; multiple ghosts and you'd start seeing skeletal/zombie creatures and things like foul blendecs appearing in what had been a good biome when you embarked. Forts that rely on magma traps a lot would find fire imps and magma crabs starting to spawn on the surface and causing fun in their booze stockpiles. I would LOVE to see something harking back to 23a in the sense that if you start digging wells and having water channels everywhere for fountains and waterfalls and drowning traps, you develop a risk of finding frogmen or giant toads in unexpected places.

I guess then we'd have "mundane" as a sort of default setting, which means forts embarked in non-variant terrain will see creatures like giant bats/giant olms/cave crocs in their caverns and groundhogs/foxes/deer above ground. As the fort grows and evolves, you start seeing stranger creatures depending on which sphere values are being encouraged. It could be another way to make longer-lasting forts more interesting, since at the moment you basically get big enough to fend off sieges and either eventually fall to a FB disease or simple FPS drop. And let the influence expand across the worldmap with the age of your fort. Imagine if your fort can genuinely become a blot of scorched evil corrupting the landscape like those old Boatmurdered jokes--or a vale of happy sunshiny fun and gambolling unicorns when you encourage the elves instead of magma-drowning them :P



Regarding farming, I would also be interested in a way to make different crops have real and unavoidable terrain requirements. We should not be able to grow strawberries outside in a year-round frozen tundra--yet I can. I'd like to see crops that have environmental requirements, and you simply cannot grow them without it--i.e. those wild strawberries need warmth and light, so either you can build them a (real) greenhouse to keep the snow off them, or concoct some sort of magma heating system.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 05:09:11 pm
Well, the "your dwarves turn into magma men" example is for the most drastic impact of a system you let go completely out of control.  Sort of like how letting enough dwarves get unhappy enough will lead to the most drastic situation of a tantrum spiral just waiting to go off when the first guy snaps.  The point should be that you can recognize that all of a sudden, fire berries are growing inside the fortress hallways instead of just outside, and dwarves are spontaniously catching fire without actually being burned, and think that just maybe you should tamp down on the rampant magma sphere power growth before your whole fortress gets consumed.

The idea being that, in the same vein as many other features of DF, such as water pressure or magma or cotton candy, there's a drastic, often massively fatal consequence for not learning to respect what you are messing with, and building around those constraints. 

The difference being that you can immediately see what happens when you mess with water pressure.  This would be more long-term and involve environmental clues.

I do like the idea of increasingly skeletal dwarves, though.  Especially in conjunction with some of the farming practices we have been talking about...

"Three months ago, Urist died.  I knew him. Two months ago, we took the reclaimed soil from his body from the worms, and spread it in the fields.  Yesterday, the corpse blossoms were harvested.  Today, I minced the corpse blossoms and made a roast.  I was praised for the "masterwork" quality of the roast.  I took a sample.  Urist tasted good." - Diary of a FellTowers cook.

Part of the point is, however, that you generally don't want it to get too easy to manipulate.  If massive amounts of death change the magical atmosphere of the zone, then you have only partial control over "things not dying".  Of course, things die all the time, it's just part of life, so I don't think we could really make merely lots of dead things cause biome changes (although maybe death in warfare or from obviously horrific things like burning to death might cause changes,) and maybe there can be something to do with proper respect for the dead (memorial slabs, even for enemies, and maybe a festival/party declared just for the dead, a Halloween type thing to appease the dead) that could counteract it.

I would like to see player actions have an impact, but not give players easy, overt control over their environments.  At the same time, I don't want to see a sort of natural entropy where every fortress becomes a rotting graveyard after 4 years because of all the siegers and random cavern stuff you repelled.  It needs to have some counteracting balance.

Of course, if you WANT to become a Boatmurdered-esque blight upon all that is right and just in the world, then you could certainly go about trying to torture all the creatures you find and desicrating all the bodies you want.  We already have "Eviler Than Thou" contests in the DF forums, anyway.  More to the point, however, is that part of what I want to make in the Improved Farming section is a notion that you can exploit the land only to a certain point before the backlash becomes too great.  Trying to over-plant an invasive crop brings on Irish Potato Famine-like tragedy when the diseases that kept those plant populations in check finally catch up to the crop.  Trying to have too much fun with the magic system causes all kinds of calamity to rain upon you.
Title: Re: Xenosynthesis and magic fields
Post by: Sphalerite on February 04, 2011, 06:19:41 pm
Having a sphere becoming more powerful shouldn't necessarily be a bad thing, either.  If you should somehow manage to bring the sphere of Healing to powerful local instance, it should have effects like making your dwarves heal injuries faster and never get infections.  A strong influence of the sphere of Food should increase the quality of what your kitchens produce, and cause food not in a stockpile to last longer without rotting.  The sphere of Scholarship should make your dwarves learn faster, and forget their skills more slowly.  It shouldn't be easy to bring these spheres into local power, but the rewards should be worth it.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 06:34:54 pm
Just for fun, I decided to throw that chart of spheres onto a spreadsheet, and use the RAND() function to pick a few to think about.

First up is 45, which is... "Generosity"... Well, damn. 

OK, OK, so "generous" plants are plants that, I guess, are more fruitful.  Perhaps those spheres foster greater cooperation (and altruism in the biological, not moral sense) rather than competition in the ecosystem.  I guess that we could have something like flowers that give out nectar to bees and even dwarves in copious amounts, fairly easily, and maybe there could be, I don't know, a type of animal that maybe behaves like a domestic chicken, even when wild, such that it leaves food behind on the ground you just have to go pick up.  Ecosystems like this would be pretty fragile, and anyone strangling the golden goose would see it dry up pretty fast.  I guess "generosity" sphere-generating activities would entail things like NOT murdering the elves for their stupid caravans of nothing but rope reed thongs and sandals, and maybe even just plain giving away all the crazy crap sitting in your trade depot you don't need.  Maybe when we get the caravan arc, and there are famines in the world, trading favorably to those people could get you "generosity points".

... *shudder* I feel all soft and elfy just for considering such undwarfy things.  Where's my mermaid baby soap?  I need to wash off some of these unclean feelings.

OK, another spin of the wheel, and... "Mountains"

Easy one, really.  Anything with a high elevation should be "mountains"... or should it be coming from the inside of the mountain? I wonder if "unnatural" mountains count, so we could make a pyramid, and that counts?  Anyway, there are already mountain-type creatures, like Giant Eagles and Harpies.  We just need some sort of mountain-plants to go with them, and we really don't have those, do we?  I could see some of those scraggly pines that you always see in Japanese silk-screen paintings, but I'm not sure of much agriculture that takes place on mountains that aren't terraced into rice paddies.  Actually, maybe some rare mountain herbs?  A flower that only grows at extreme elevations, but is a cure for some syndrome that is otherwise fatal?  Adventurers have to go out to find the rare flower at the top of the highest peaks, but to get there, it's covered in tengu or something.

Next roll... "Darkness". 

I think this would call for lighting to actually be implimented to make sense.  Making your dwarves live without torches, killing bioluminescent flora and fauna, and of course evading that horrid sun, could do that.  Maybe shadow fruits or something could exist.  Eating them makes you start having altered dreams... You start getting all stretchy and insubstantial.  Light starts to actually hurt the cave-adapted.  Shadow monsters and even bogeymen might come out. 
Title: Re: Xenosynthesis and magic fields
Post by: Darvi on February 04, 2011, 06:39:03 pm
Next roll... "Darkness". 

I think this would call for lighting to actually be implimented to make sense.  Making your dwarves live without torches, killing bioluminescent flora and fauna, and of course evading that horrid sun, could do that.  Maybe shadow fruits or something could exist.  Eating them makes you start having altered dreams... You start getting all stretchy and insubstantial.  Light starts to actually hurt the cave-adapted.  Shadow monsters and even bogeymen might come out.
Grues *rimshot*

*Rollin' some dice*
In which file of the raws do I find the Spheres? Don't wanna waste my time looking.

edit:never mind, checked the wiki.

37: Fish

That's easy. More fish if the sphere's more influential. Dunno if fishing increases or decreases the influence, though.

53:Justice

Blah. Build prison cells and appoint a Hammerer. I guess  that sphere makes sure that criminals don't get killed by hammering, maybe?

65: Marriage

Yeah, more marriages increases the influence of this sphere. I guess this makes dorfs even happier if they're married.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 06:57:21 pm
Part of the point, though, is how it would impact the ecosystem - what sort of plants, vermin, and animals grow in a "Justice"-dominated area?
Title: Re: Xenosynthesis and magic fields
Post by: jseah on February 04, 2011, 07:02:12 pm
Adding to the water pressure idea, you want some systems that have harsh consequences. 
I think the many ways your fort can go poof because of one minor mistake with catastrophic consequences is a signature element of DF. 
Forget farm = starve; forget water pressure = flood; wire pump wrongly = fail to stop magma-ing the world

Likewise, I propose that magic spheres have positive feedback. 

1. Plants and creatures that are sphere aligned reinforce the sphere
Sunberries use the good sphere energy in a particular embark tile.  They also generate good sphere energy while they're alive, exactly equal to the amount they used throughout their average lifespan.  Unicorns eat them, and also generate good sphere energy.  Hence, when a place is good-aligned, it tends to stay that way. 

If this energy is tracked along embark tiles and separated by rock, that should be enough detail.  Just a number for each embark tile detailing the amount of sphere energy in each tile.  Different spheres should coexist as well, without opposing influences, evil does not subtract from good, but the way they change the biome does pull in opposite directions. 

Importantly, you need some way to detect if the cavern levels/surface get connected by too open a pit or too many small holes.  Then you can bleed sphere energy from one into the other. 

This feedback system would also ensure that you either balance the spheres or you live with the consequences. 
Despite my liking for the immediately lethal stuff DF has, in some cases, you should be allowed to continue with the fort.  Magma sphere going wild would kill dwarves pretty quick but good or wealth spheres shouldn't. 
At the same time, you don't want to polarize the game into "spheres that are good to have" and "spheres you avoid".  Each sphere should bring it's own advantages and it's own problems. 

Nature and good spheres could result in too many unicorns and elves moving in.  If that wasn't bad enough, plants might start breaking down your walls to "return them to the earth". 
Magma spheres could give your dwarves fire resistance and in extremes, burn everything slowly, which your dwarves survive better.  At the same time, you still have to treat an immense amount of tiny burns.  And deal with traders frying on map entry. 
Wealth spheres could lead to dwarves stealing from each other, or working themselves to the bone to earn more wealth.  Nobles get too uppity with mandate demands (platinum statue x10) and everyone's room quality expectations rise. 

So yes, make the consequences balanced, make the spheres compete to terraform the area.  And by terraforming, they impose their consequence.  What the player makes of it, weaponized, industrialized or otherwise, is up to us. 

2. Spheres do not oppose each other in principle, only in practice
Magma sphere plants raise temperature around them (adding to the magma and fire spheres) and lime the soil.  While Nature sphere plants grow best in nitrogen rich, temperate and are nitro fixers.  Evil sphere use massive amounts of nutrients and require extremely nutrient poor conditions, but are worth crap and have poor yield.  Good spheres only grow in nutrient rich and use comparatively little and have best qualities. 

Sphere aligned plants might carry syndromes that align things that eat them towards that sphere.  Evil plants could emacipate things that eat them, mainly through poor diet.  In extremes, a rare evil plant could carry a zombify syndrome, animals and dwarves that eat it rise as zombies or skeletons when they die. 
Magma plants raise the body temperature, which could be fatal in strong doses.  Or required by fire bees to maintain body temperature. 
Title: Re: Xenosynthesis and magic fields
Post by: Darvi on February 04, 2011, 07:05:24 pm
I'd guess the biome will become less wild. Marriage totally isn't an ecosystem thing though. Doesn't mean that it can't happen though, since the dwarven civilization could also be seen as part of the ecosystem. Or maybe I'm just overthinking things.

edit: effing ninja
Title: Re: Xenosynthesis and magic fields
Post by: optimumtact on February 04, 2011, 07:07:40 pm
Rolling for Science :)

Hmm Freedom, this is an interesting one, I'm immediately thinking about animals that are free in that they roam more or travel more, perhaps migratory animals or the animals in the are moving a lot more, plants are more difficult as freedom is a rather abstract concept, I can't really think of any that fit well. Perhaps the plants will be less likely to have any costs associated with their use (i.e no disease or poisonous crops). This could have an effect on the dwarves as well, with dwarves being more likely to share items with each other and items could cost less. Freedom could be increased by any number of things, allowing animals to migrate across maps without hunting/killing them, letting dwarves throw parties and other events more often, allowing dwarves things like their own beds/rooms.

Also I think there's also the possibility that the sphere system could be linked to the experience gain of dwarves, for example, in a justice dominated sphere dwarves might gain experience in justice related skills, like Leader/Observer/Judge of Intent faster. This opens up the possibility's of your dwarves also adapting in other ways then just appearance. ( I know that those three skills are not super useful but there is potential for other skills to be built into the game that relate to justice, like having good judges for crimes and the like.)
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 07:39:13 pm
Free plants would obviously float around, being free from gravity and silly things like need to keep their roots attached to them. 

Title: Re: Xenosynthesis and magic fields
Post by: Darvi on February 04, 2011, 07:41:38 pm
Free plants would obviously float around, being free from gravity and silly things like need to keep their roots attached to them.
World of Warcraft's way ahead of ya :P

Murder: everything's extremely aggressive. Even the plants. Especially the plants. But they're pathetically weak when it comes to defense.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 07:54:41 pm
This feedback system would also ensure that you either balance the spheres or you live with the consequences. 
Despite my liking for the immediately lethal stuff DF has, in some cases, you should be allowed to continue with the fort.  Magma sphere going wild would kill dwarves pretty quick but good or wealth spheres shouldn't. 
At the same time, you don't want to polarize the game into "spheres that are good to have" and "spheres you avoid".  Each sphere should bring it's own advantages and it's own problems. 

Nature and good spheres could result in too many unicorns and elves moving in.  If that wasn't bad enough, plants might start breaking down your walls to "return them to the earth". 
Magma spheres could give your dwarves fire resistance and in extremes, burn everything slowly, which your dwarves survive better.  At the same time, you still have to treat an immense amount of tiny burns.  And deal with traders frying on map entry. 
Wealth spheres could lead to dwarves stealing from each other, or working themselves to the bone to earn more wealth.  Nobles get too uppity with mandate demands (platinum statue x10) and everyone's room quality expectations rise. 

So yes, make the consequences balanced, make the spheres compete to terraform the area.  And by terraforming, they impose their consequence.  What the player makes of it, weaponized, industrialized or otherwise, is up to us. 

This is part of what I'd really like to see, though.  Too much of anything should be bad for you... somehow.

An overabundant Justice sphere might make people go all Knight Templar, and start executing each other for not blessing others when they sneeze... or if it's the more "social justice" kind of justice, they all get too concerned with making sure everyone is exactly equal to everyone else, and not being willing to make any sort of decisions or perform any work that might put them out of line with others.

Overpowered scholarly spheres might turn your fortress into a bunch of hyper-analyticial armchair philosophers, who would meet an invading goblin horde with treatises on why their methodology of attacking all dwarven outposts is an unsustainable and ultimately quite foolhardy method of maintaining social bala-- OH GOD MY SPLEEN!  WHY WOULD YOU STAB ME THROUGH MY LOWER LEFT FLOATING RIB WITH YOUR OBVIOUSLY INFERIOR QUALITY IRON SPEAR WHEN I WAS READING MY TREATISE ON TH-- *thud*

So, basically, Wealth sphere might make some sort of Midas Touch problem, where the things living around you are all apparently fantastically valuable, but generally useless.



EDIT: The problem with these spheres is that there's just too many of them, and they're way too specialized.

Even if we only have 5 plants and creatures that are special to one particular sphere, that's 640 new creatures and plants... which basically outnumbers the amount of creatures already  in DF by a couple times.
Title: Re: Xenosynthesis and magic fields
Post by: jseah on February 04, 2011, 08:28:39 pm
Actually, I would like to revise my suggestions. 

The spheres should only serve as a power source, nothing else.  No direct effect on dwarves, nothing other than allowing xenosynthesis organisms to grow. 

It's those organisms that have strange properties that exert the influence of the sphere and encourage the sphere's spread.  They also carry the consequences and advantages of the sphere.  No set influences like making dwarves resist fire by fiat.  Fire plants and animals spread heat adaptation syndromes (body temperature rise, melting and combustion points of tissues rise etc.) as well as the heat itself. 
And since they need high temperatures to grow, they grow only near magma or other such fire plants that have already heated the area up.  Hopefully, boiling water bodies makes it in by then. 

What I hope to see is the spheres "warring" against each other by having opposing terraforming tendencies and trying to make the environment they're in suitable for their own life, which happens to exclude others. 
It gives the sense that the spheres are something much bigger than the dwarves and something you guide and do not control.  They're literally forces of nature that the dwarves influence subtly. 

eg.
Wealth plants might grow gold or silver leaves that could be collected and melted down for the metal.  They're pretty inedible however, unless you're a wealth-sphere creature, in which case you have to eat gold to live.  At the same time, the wealth sphere plants spread metals into the soil (synthesized from thin air), which kills everything slowly via syndromes, including your dwarves. 
They might also like sand and will convert finer soils into sandier ones, inadvertently killing other plants off.  Extreme conditions could get syndromes that start converting dwarves' skin into metal, which will slow them down and armour them, and if uncontrolled will eventually statue them (an expensive statue, but it cost a dwarf). 

So....
3. The main effects of spheres should not be directly programmed set effects, but instead a result of contact with that sphere's influence (ie. plants and animals)

EDIT:
As for too many plants, you can merge similar spheres together. 
Life-Light-Nature-Good
Death-Darkness-Evil
Wealth-Stone-Mountains
Marriage-Justice-Knowledge-*all civilization related spheres*
Title: Re: Xenosynthesis and magic fields
Post by: optimumtact on February 04, 2011, 08:38:25 pm
Yeah, I'm sure that the sphere system could be reworked to fit more with the ideas that we are putting out here.
Title: Re: Xenosynthesis and magic fields
Post by: Buttery_Mess on February 04, 2011, 08:50:03 pm
As far as I'm concerned, dwarves should only be able access magic through artifacts and maybe alchemy.

Let's save magic discussions until after Dwarf Mode is 'done'. But, I look forward to building wizard's towers in Human Town mode.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 09:28:51 pm
Boundaries - Wild Yukaris (http://touhou.wikia.com/wiki/Yukari_Yakumo) roam wild, hungering for pineapple steaks.  Fear the hungry ghosts, which will devour dwarves whole.



Childbirth - peachtrees grow where the peaches give birth to more peaches.  Eating them makes you pregnant, and forces you to give birth almost immediately.  Severely remeccomended men not eat those things.  Female warriors seem to favor these as a means of generating extra armor quickly, and notice no ill effects in repeatedly spitting out more dwarves.

Sorry, the fact that "Fertility", "Pregnancy", "Birth", "Children", "Family", AND "Marriage" are all separate spheres always made me wonder why there would be such a need to split hairs as to differentiate "Birth" magic from "Pregnancy" magic.  How can you really increase the power of "Birth" spheres without also going through the whole "Pregnancy" thing first? 



Anyway, I'm not sure that having the xenosynthetic microorganisms actually reinforce the sphere necessarily is the best way to do things, either. 

Like I said earlier, chemosynthetic lifeforms are bound to the locations where "Black Smoker" vents are located, and cannot venture too far from those volcanic hotspots.  The chemosynthetic life forms are bound to their source of energy. 

A magic creature like a unicorn or a zombie might have an ability to walk out of its sphere, and its nourishing energy source temporarily, but it might be more like a battery charge, or holding your breath, you have to go back to partake of that life-giving energy once again.

Now, with that said, creatures who can learn how to increase the prevalence of whatever energy they rely upon might exist.  Something like a Titan would be based on one or maybe a couple spheres, and be capable of spreading them, just ripping holes in reality to let more magic leak in.  Lairs of semi-intelligent magical beasts might generate their own sphere energy to feed upon, corrupting or purifying the land around it with their influence.  They might even have temples to their aspects, or be quasi-deities of their sphere in the case of some of the semi-megabeasts and megabeasts.

It would also make some sense that because they must be dedicated to their spheres in order to really take advantage of them, they might be like the spirits of Dragon Age, where they only understand their own tiny aspect of emotion or nature - Justice only sees actions as Just or Unjust.



As far as I'm concerned, dwarves should only be able access magic through artifacts and maybe alchemy.

Let's save magic discussions until after Dwarf Mode is 'done'. But, I look forward to building wizard's towers in Human Town mode.

This isn't really "dwarves" so much as how sphere-based biomes work.  It's not about wizards at all, just how a "xenosynthesis-based ecosystem" would relate to DF, especially caverns.
Title: Re: Xenosynthesis and magic fields
Post by: Deimos56 on February 04, 2011, 10:08:51 pm
Right then. I'll throw a couple potential effects in.

For reference purposes, I'm using 'sentient being' instead of 'dwarf' because by the time this is in, we'll probably officially be able to play as most/all of the races.

Gambling would be a sphere that gains strength in many ways... It might not have an immediately appreciable effect on the local flora... although perhaps greedy animals will appear more often... But once the sphere has advanced enough, I'd imagine the plants would either grow something valuable that one would have to go through considerable risk to actually get off of them, or plants that grow fruit/resources/items/whatever that are somewhat randomized. Sentient beings living for extended periods of time under the influence of a strong Gambling sphere may be more prone to being risk-takers, etc.

I would imagine the sphere of Plants would be more of a... global sphere, with strong or weak pockets in areas like a rainforest or a desert, based partially on vegetation. I could see this, in terms of flora, as a sort of 'default' sphere at normal levels. However, in areas that somehow go far enough beyond natural levels of the sphere's influence, you might start seeing plant-based animals, or sentient beings suddenly begin photosynthesizing, which would help in aboveground situations, but would drastically hinder a group that lives in the dark... without alternative methods, anyway... hell, maybe that's why elves live on the surface...

The spheres of Light and Darkness would probably be tied to sources of light other than the day and night,  as the day/night cycle would make for constant changes otherwise. For example, if you favored cultivating fluorescent plants underground, you might see the sphere of light gain strength in your area... gradually, with the obvious converse. However, doing something like blotting out the sun would likely have a more drastic shift between the two. Darkness would most likely have shadowy beings and plants, where light would result in local flora and fauna naturally glowing at night or in the dark or whatever. These would be the sort of spheres that actually oppose each other in most cases.

Let's not go into what the sphere of Nightmares would cause, shall we?

The sphere of Salt... I honestly can't see much plant life being able to survive in this sort of sphere. Probably the sort that would heavily restrict you somehow... Thoughts on possible benefits? Beyond a surplus of sodium in all the food and meat that's unlikely to ever spoil?

Music would be a sphere brought into power through... well, music. Bands and instruments and the like. At high levels, sentient beings may be more musical in personality and aptitude, and the flora would begin to emit their own music. But let's face it... that's going to attract so many predators and invaders... or particularly music-loving titans...
Modification: Instrument shaped plants?...
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 04, 2011, 10:26:00 pm
Music could have whistling reeds. 

Maybe planting several varieties of music-related plants could create symphonies that play songs in the slightest breeze that match the mood of the people nearby.

If a depressed dwarf walks by, the flora would start emulating the violin that is playing only for him.   :'(
Title: Re: Xenosynthesis and magic fields
Post by: jseah on February 05, 2011, 05:02:01 am
Anyway, I'm not sure that having the xenosynthetic microorganisms actually reinforce the sphere necessarily is the best way to do things, either. 
Well, that's why they're xenosynthetic right?  Spheres that "attempt" to get rid of each other (and catch dwarves in the middle) just appears more dynamic to me than an arbitrary score that has arbitrary effects. 
Title: Re: Xenosynthesis and magic fields
Post by: 3 on February 05, 2011, 07:38:12 am
EDIT: The problem with these spheres is that there's just too many of them, and they're way too specialized.

Yeah, I'm sure that the sphere system could be reworked to fit more with the ideas that we are putting out here.

Toady's already specifically stated that the current plan isn't to use the sphere system as it stands for this sort of thing but another permutation of the concept (the post is lost somewhere in the FotF thread), presumably a "lower-level", more generalised one.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 05, 2011, 11:32:01 am
Funny, I searched the DF Talks, FotF threads, and forums in general for anything Toady said about "sphere" before making this thread, and didn't come up with anything like that...  Can you point to something more specific, or some sort of key phrase you know was used, or something?
Title: Re: Xenosynthesis and magic fields
Post by: expwnent on February 05, 2011, 02:42:32 pm
What about mundane surface farming that doesn't rely on magic? Would all plants necessarily be magical?

This seems like it could be a lot of fun. My main concern is that it might shift the focus of the game too much toward agriculture/magic spheres.
Title: Re: Xenosynthesis and magic fields
Post by: jseah on February 05, 2011, 02:48:46 pm
True enough. 
Spheres that affect the environment should do things to the environment.  Spheres that are overarching concepts like good and evil should affect everything, not just the environment. 
Civilization spheres like war, or wealth shouldn't really have anything to do with farming but should instead affect how dwarves think and act. 

I still think spheres should act through a specific actor instead of randomly doing things to your dwarves. 
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 05, 2011, 04:02:49 pm
What about mundane surface farming that doesn't rely on magic? Would all plants necessarily be magical?

This seems like it could be a lot of fun. My main concern is that it might shift the focus of the game too much toward agriculture/magic spheres.

This is a spin-off thread of the Improved Farming, Rebooted: Violate the Earth! (http://www.bay12forums.com/smf/index.php?topic=76007.0) thread.  "Mundane" farming is already pretty extensively covered over there in a way that intends to be as accurate to real-life farming as possible without requiring players get a degree in soil science to figure out what is going on.  The problem is that caverns are just plain magical, and as such, magical farming systems are logically demanded.

To an extent, the point really IS to make agriculture more of a focus of the game, at least to the degree that the player wants to let agriculture become a focus, since farming is just simply too shallow a system as it stands, without forcing players to spend more time on farming than they really want to if all they want to do is kill things and ignore as many other systems in the game as they can get away with.

With that said, I'm actually trying to create a sort of "suggestions web" of several interwoven steps that can be taken to make DF a game with less of a learning plateau and complexity and bredth in gameplay without any depth to that bredth, and to add more depth to the game's many different component pieces, and work the game to having more end-game complexity and challenge instead of just providing an upfront "hump" you have to clear before the game ceases to be any challenge, and just lets you play around. 

Improved Farming will involve the lumber, fishing, hunting, ranching, farming, herbalism, cooking, and brewing all within its purview.  I haven't made any thread of my own on it, but the Abundance of Resources thread (http://www.bay12forums.com/smf/index.php?topic=69644.0) covers mineral and metal wealth, and how its complexity can be improved and given more depth.  Class Warfare (http://www.bay12forums.com/smf/index.php?topic=61620.0) involves making dwarven societies, and the tragically shallow "happiness" meter more complex.  These three fields of Soil, Stone, and Dwarves represent the three major internal concerns/resources that players can concern themselves with.

The upcoming Caravan and Army and eventual Kingdom arcs all make matters external to the fortress more complex and compelling, as does the reworking of Siege mechanics.  I am working on my own thread on making this more complex, but Dwarven Imperialism (http://www.bay12forums.com/smf/index.php?topic=64249.0) is what I am using as a starting point in that endeavor.

For the dedicated megaproject builder, however, the best place to look is the legendary Improved Mechanics thread (http://www.bay12forums.com/smf/index.php?topic=23799.0).

So yes, I'm trying to make the game have more ability to focus upon agriculture/magic, but there are a great many different things that DF players can focus on, based upon their personally favored style of play. 

(Oh, and I'm also planning on doing an Alchemy thread after this that would involve combining some of these magical flora and farming into creating more practical solutions to dwarven problems.  When we have an expanded farming system that can make certain kinds of plants prohibitively difficult to cultivate, while basic food is relatively easy to grow, we can then start talking about alchemical components that use base plants or difficult-to-raise creatures being able to create really powerful effects because being able to create that sort of alchemical mixture represents a signficant investment in time, dwarven labor, and resources.  So, a military player might just train plenty of replacement dwarves with harsh training to handle difficult recurring seiges, while farmer/alchemist players would respond to a difficult seige with catapults loaded with glass spheres filled with a napalm-like oil that burns on contact with air.  The basic gist of it is that different systems having more demanding complexity to master would not interfere with the different playstyles of different players.)

Wow... what a complex answer to a simple question.  But yeah, I am writing a lot and doing a lot because I think that, in a sense, DF is starting to paint itself into a corner where it can't really expand itself as a game without first revisiting some of its basic concepts, and putting in some depth to its more meaningless numbers so that there is real meaningful difference in the things that are to be put in compared to the things that have come before.
Title: Re: Xenosynthesis and magic fields
Post by: expwnent on February 05, 2011, 05:24:36 pm
Is the goal to soften the learning cliff, or to make a hill after the cliff? It seems that adding complexity would make a hill. (This is not a criticism. Germ theory doesn't explain why planets orbit in ellipses: it's not supposed to.)

Out of curiosity, if you were Toady, and you decided to implement this, where would you put it in the project timeline?
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 05, 2011, 06:09:52 pm
Is the goal to soften the learning cliff, or to make a hill after the cliff? It seems that adding complexity would make a hill. (This is not a criticism. Germ theory doesn't explain why planets orbit in ellipses: it's not supposed to.)

Both. 

The problem with the game right now is that it is very, very inaccessable.  In fact, I just had this discussion a week ago, let me quote myself from then:
The reason people don't play this game is that it isn't accessable.  It's not just given a very difficult to learn interface, it's got no tutorial as part of the game itself (yes, there's fan-made ones, but you have to go looking for those), and it overloads new players with information they have no idea how to sort.

Since I'm already linking Extra Credits, I might as well link this, as well: Why there are so many easy games. (http://www.escapistmagazine.com/videos/view/extra-credits/2454-Easy-Games) 

We don't need the game dumbed down, and we don't need Skinner boxes or empty rewards, we just need the game's elements presented to the player in a manner where they can learn the individual components of the game before being asked to perform all of them at once.

Toady already has "make a tutorial" as part of his longer-term goals. That would go a long way in helping players clear the cliff by breaking it down into smaller segments.  He already mentions how it would be based upon a text file that would guide you through it, though, so I think maybe he should take a look at that clip, as well, because learning works best when you can interact with what you are learning in a manner that cuts out all the distractions. 

What players would really be helped by is a mode of the game where you can focus on just one aspect of the game at a time - For example, a mode where all your ability to build things is locked out, but you have full access to the military screen, dwarves who train at super-speed, and equipment laying out and ready with enemies on the other end of a gate that opens at the end of a timer.  The player has to set up a military, get them equipped and then trained in time for the attack.  The player can be given a written set of instructions on how to "do it right", but learning works best if you just dump them in there, point to the military screen, and let them experiment until they are capable of overcoming a basic challenge.

However, that obviously lies beyond the scope of the suggestion I already laid out.  (Crap... I'm going to have to make a tutorial suggestion to lay out how these things should be laid out for the player, aren't I?)

EDIT: Ooops, I forgot the other part of my answer to this question, the first part took so long!

Part of what I try to do in the Improved Farming thread, however, is make starting farming much simpler - there will be an interface that automates much of the micromanagement, and early farms aren't an engineering project.  It is only advanced farming that becomes progressively more complex, forcing the player to devote more time and resources and understanding to the system the more that he demands out of the system in return.

Out of curiosity, if you were Toady, and you decided to implement this, where would you put it in the project timeline?

Well, Toady has a pretty difficult problem on his hands in triaging what gets his attention.  I think this thread (http://www.bay12forums.com/smf/index.php?topic=76606.0) is a good indication of why. 

The playerbase of this game is a rather disparate one.  This game is so large and so many different things to so many different people that spending a long time working on any one aspect of the game will wind up upsetting people who aren't interested in that aspect of the game, and will demand that attention be put on their pet projects, instead.  Right now, Adventurer mode is getting a pretty big facelift, and it really needs one, but I've never really been interested in Adventurer Mode for as long as there was nothing to do but kill things until you died.  If/when you start getting abilities like being able to become a lord and raise a farm and have tenants you can demand rent from, then I'd be more interested. 

So look at what he's been doing: He did a major upgrade to Fortress Mode in the jump to 31.01, and then mostly worked on steaming out the most major bugs.  After getting rid of the worst of the bugs, he went to work on some minor things (bogeyman and such) while also adding some little things to the Fortress mode so Fortress players can get something to tide them over, too.  He then went and did a fundraiser by promising new animals in the raws, and he'll sprinkle these in for Fortress players, too.  He's going to be going on doing major work on Adventurer Mode before turning to the ESV's top ten suggestions.  Along the way to the big things, we're going to see more little things like new flavors of monkey or maybe a "bard" job thrown in to keep the people who demand weekly updates mollified as he gears up to tackle the big issues like the Army Arc, which is what the people who are long-term players are demanding, alongside fixes to the less-critical bugs like how hospitals don't work properly.

Basically, he's trying to juggle the demands of several different factions of players who all want contradictory things by handing out short-term and long-term benefits to all types of players in succession.  I don't think he's doing a bad job of it, either.

The thing about these short-term additions, like throwing in pandas or penguins or whatever, is that eventually, you just clutter the game with extras that don't have enough of a meaningful difference between one another. 

In 40d, there was basically no difference between one creature or another except size, damagable body parts, and some of the special features they had, like being able to swim.  Now, we have individual body models, syndromes, materials each creature is made from, and material properties.  (Which, unfortunately, is mainly dummied-out material.)  This gives a whole new level of depth that can be added to these creatures, but it took a major time-out in game development to produce this jump, because it meant revising the basic systems the game ran upon to accomidate a much deeper level of complexity in how creatures operate so that meaningful differences between creatures could exist.

In some of my suggestions, I call for something similar - the Improved Farming thread is a ground-up (no pun intended) overhaul of how farming works, because the current model essentially consists of "get floor wet" and "throw seeds at mud".  It needs to be given a much deeper level of differentiation between plants to become a meaningful mechanic.  Likewise, Class Warfare calls for a rebuilding of Dwarven psychology so that they aren't all automatons, and are capable of some sort of response greater than "happy" and "unhappy", with "unhappy" eventually leading to tantrums.  The (Toady Dev Page) Kingdom Mode makes player interaction with the world deeper than just "time for the annual goblin attack".  The upcoming siege mode changes on the dev page will give more depth to siege strategy.  I've even gone and written a Volume and Mass (http://www.bay12forums.com/smf/index.php?topic=61215.0) thread that talks about similar overhauls to the stacking, tile-occupancy, cave-in, and liquids systems, which is in a way an even more basic overhaul of physics that wouldn't really add anything directly to the player's enjoyment per se the way that someone will be positively thrilled they got penguins, but which I think is going to help the long-term development of DF as a game.

Toady isn't tripping over himself to impliment the things I am suggesting, and it's not necessarily because he agrees or disagrees (honestly, I can't tell which most of the time, and I really wish I could get more feedback on what he does or doesn't like, since it really helps me refocus my energies to addressing the arguments against what I have proposed), but because he has to manage his time between the more ambitious projects and the rewards to his playerbase that fund this project through their donations.

(And I once again manage to disgorge about a thousand words of text at a question of 50 words.)
Title: Re: Xenosynthesis and magic fields
Post by: therahedwig on February 05, 2011, 06:24:12 pm
Short awnser: S/he's trying to elongate the learning curve while emphasising that we shouldn't have to specialise in any of the elements and that mastering the game at it's most basic should be a simple task.
Title: Re: Xenosynthesis and magic fields
Post by: Grimlocke on February 05, 2011, 06:30:53 pm
The concept of replacing current evil/good/savage/etc biomes with more varied ones, and making them alterable during and after world gen has been around for a while.


If I understand correctelly, the suggestion here is to tie magic system to this sphere system, or perhaps to simply call the sphere system and all the funny stuff it spawns magic. Not a bad idea I think. Spheres could be altered by evil deeds, good deeds, but also things like childbirth, industry, happyness or misery.

It could also be a good thing to link the planned religeon system into. Shrines to a god of fertility could create plant, mariage, etc spheres, and of course hedious sacrifices to a god of death could create evil, death, etc spheres. Well probably it should do that even without the god of death part, maybe just more quickly.

Multiple spheres could relate to eachother, much the way they do now. Some should negate eachother, some could combine to create a third sphere. For example, death negates longevity, and vice versa. Perhaps carefully balanced out combinations of death and fertility could generate a rebirth biome.

Linking a creature or plant to each and every biome seems like a bad idea, as funny as justice mushrooms might sound.


Fake Edit: in response to more recent posts, I think the idea here is to keep the basic game the same as it as, and add more depth for when you get further ahead. It wouldnt be hightening the initial cliff, it would be adding a slope after that cliff.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 05, 2011, 06:34:35 pm
Short awnser: S/he's trying to elongate the learning curve while emphasising that we shouldn't have to specialise in any of the elements and that mastering the game at it's most basic should be a simple task.

You know, I've been recently thinking that I needed an editor...  :P
Title: Re: Xenosynthesis and magic fields
Post by: therahedwig on February 05, 2011, 06:57:13 pm
Your threads are in need of pictures too.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 05, 2011, 07:05:29 pm
Your threads are in need of pictures too.

... I might be able to do that, if you don't mind it being a rushed pencil drawing of marginal quality that is scanned in, and maybe colored in MS Paint.
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 05, 2011, 07:13:02 pm
Short awnser: S/he's trying to elongate the learning curve while emphasising that we shouldn't have to specialise in any of the elements and that mastering the game at it's most basic should be a simple task.

You know, I've been recently thinking that I needed an editor...  :P
Being about a quarter of the way through reading the novel of an OP, I'd say you need a crack team of several dozen editors collaborating in perfect harmony to keep up with you.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 05, 2011, 07:23:46 pm
Short awnser: S/he's trying to elongate the learning curve while emphasising that we shouldn't have to specialise in any of the elements and that mastering the game at it's most basic should be a simple task.

You know, I've been recently thinking that I needed an editor...  :P
Being about a quarter of the way through reading the novel of an OP, I'd say you need a crack team of several dozen editors collaborating in perfect harmony to keep up with you.

You mean the Improved Farming one?  ... What's really sad is I'm not done writing it, I'm just working it out in sections.  I have four major sections left to write, and two minor ones.

I wrote it that way to consolidate the original Improved Farming thread's 40 pages down to a single coherent argument without having to resort to reading through all the bickering and incomplete ideas, but also the idea expanded as I did so, which is what led to this thread.  The argument as a whole has taken on a life of its own.



stuff

Sorry to not address what you said earlier, but I took some time addressing some of the other threads around before completing reading that transcript.

The problem I have with that one is that I was only trying to find more recent things Toady has said about spheres.  He hasn't talked about spheres much if at all in the past year, and ideas tend to evolve and take on a life of their own if you let them.  *cough*
Title: Re: Xenosynthesis and magic fields
Post by: therahedwig on February 05, 2011, 07:29:52 pm
Your threads are in need of pictures too.

... I might be able to do that, if you don't mind it being a rushed pencil drawing of marginal quality that is scanned in, and maybe colored in MS Paint.
Let me introduce you to a friend of mine (http://"http://www.yworks.com/en/products_yed_about.html").

Describe stuff in flowcharts, screen cap them(or other methods) and touch up a bit in your image editing software of choice. Considering the nature of the game and the nature of your suggestions I doubt you need anything more advanced.
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 05, 2011, 09:45:19 pm
Short awnser: S/he's trying to elongate the learning curve while emphasising that we shouldn't have to specialise in any of the elements and that mastering the game at it's most basic should be a simple task.

You know, I've been recently thinking that I needed an editor...  :P
Being about a quarter of the way through reading the novel of an OP, I'd say you need a crack team of several dozen editors collaborating in perfect harmony to keep up with you.

You mean the Improved Farming one?  ... What's really sad is I'm not done writing it, I'm just working it out in sections.  I have four major sections left to write, and two minor ones.

I wrote it that way to consolidate the original Improved Farming thread's 40 pages down to a single coherent argument without having to resort to reading through all the bickering and incomplete ideas, but also the idea expanded as I did so, which is what led to this thread.  The argument as a whole has taken on a life of its own.
And they're very good ideas! I was just commenting on how your average post size is in the range of a five-paragraph essay. :P

Your threads are in need of pictures too.

... I might be able to do that, if you don't mind it being a rushed pencil drawing of marginal quality that is scanned in, and maybe colored in MS Paint.
Let me introduce you to a friend of mine (http://"http://www.yworks.com/en/products_yed_about.html").

Describe stuff in flowcharts, screen cap them(or other methods) and touch up a bit in your image editing software of choice. Considering the nature of the game and the nature of your suggestions I doubt you need anything more advanced.
You meant to link here. (http://www.yworks.com/en/products_yed_about.html)
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 05, 2011, 10:22:25 pm
Rejoice.  I made another (http://www.bay12forums.com/smf/index.php?topic=76667.0).  It's the thread on Kingdom Mode/Army Arc I was talking about making earlier.

I just managed to sit down and hash that one out...  It's too easy to get distracted while writing these things.
Title: Re: Xenosynthesis and magic fields
Post by: 3 on February 06, 2011, 10:05:00 am
Funny, I searched the DF Talks, FotF threads, and forums in general for anything Toady said about "sphere" before making this thread, and didn't come up with anything like that...

Forget it, it was just me misremembering things.
Title: Re: Xenosynthesis and magic fields
Post by: Rowanas on February 06, 2011, 06:40:05 pm
Isn't this just fucking midichlorians?

I swear to the great ram-headed god of pre-teen nostalgia vengeance, I'm gonna kill George Lucas.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 06, 2011, 07:05:13 pm
Isn't this just fucking midichlorians?

I swear to the great ram-headed god of pre-teen nostalgia vengeance, I'm gonna kill George Lucas.

Ah-ha-ha... I actually thought of that, too, before I made the spin-off to this thread.  (I think that technically, midi-chlorians are supposed to be magic mitochondria?  Part of all living cells, or something...)

But as I said to some of the hard-science-only peoples, Dwarf Fortress is a game that already clearly has magic that is capable of sustaining very bizzare life forms whose continued function is based upon exotic/magical energy.  No creatures adapt to being able to use any sort of energy source better than single-celled life, so it makes perfect logical sense that there would be some sort of xenosynthetic life form if there were any kind of magic energy fields capable of operating amethyst men and the like.

It would, in fact, be rather bizzare and contrary to the established methodology of biology and nature to argue anything to the contrary - why would large, complex creatures (floating guts or amethyst men) be able to adapt to magical energy sources while smaller, simpler, more adaptable life forms couldn't?

If you want to deal with it on a less technical, "more magical" level, though, consider that we already have things like nether caps that are pretty much explicitly magical plantlife that perpetually stay at freezing temperature.  (It would, in fact, make perfect sense with the way things are now to mass-produce a "dwarven freezer" with the perfectly predictable magic effect of always staying at the freezing point of water.)  Amethyst men and floating guts and magma men and the like all have perfectly predictable, mass-produced bodily functions.  It's practically science the way it works.  All this does is set some geographical boundaries and a limit to the overall amount of magical energy available for magically-based lifeforms to thrive upon, so that it can match the rest of the more advanced ecosystem-modelling functions I have been talking about in the farming thread with regards to "mundane" surface farming.

It means that, instead of having plants that spread leaves to collect sunlight for photosynthesis, plants would instead have organs for collecting magical energy for the purpose of performing xenosynthesis.  The "quarry bush leaves" we already have suggest that some of these magical lightless plants we already grow are not actually mushrooms, but plants whose leaves operate on some energy source that is not sunlight.  If they need to spread these leaves, then maybe, like sunlight, they have to cover a surface area in order to catch energy that naturally flows, and also like surface plants, weeds might try to grow their leaves to try to collect more of that flowing energy, starving the other plants of energy the way that a surface plant will starve without sunlight before they can be starved of their energy.

So, why not have caverns with different sphere-based magic sources that allow for different "cavern biomes"?  Different flavors of magic for different kinds of plants.  Different forms of energy would inspire different adaptations to capture and properly use that kind of energy.

Just because it's "magic" doesn't mean everything has to be mandated that you cannot think about or analyze anything that is going on in any way.



EDIT:

Actually, to try to cut off some misunderstanding before it happens, just in case you haven't read this all the way through...

This thing is about making a system for magical plants to have a "finite" source of energy, so that they aren't limitless the way that most farming is now, and hence more similar to the Improved Farming mundane plants, with more stringent requirements, and a need to care about replinishing the system that grows these plants. 

The basic gist of this is not to make "mass produced magic items" or "Vancian dwarven wizards".  The changes, in fact, would make farming magical plants potentially dangerous and unpredictable, since growing these plants unbalances the magical energies in the land if done haphazardly, leading to all those "Fun" aspects of magic the "no predictable magic" crowd would enjoy, while still offering a "don't touch what you don't understand" option to the people who want "no risky magic". 

The objective here is trying to give both camps something they like, and also creating a system for making a system for farming magic plants that requires a meaningful choice - unlike surface plants, where the only potential downside to excessive abuse of the land is desertification and soil degradation, overabuse of magic ecosystems leads to... Fun.  All the creative kinds of Fun you can imagine.

EDIT 2:

In a recent discussion on the FotF thread, I started talking about the difference between things becoming Fun for utterly random reasons, as opposed to reasons that players could understand and learn from.  Flood your fortress tapping a river?  That's Fun people have fun with.  First time opening the HFS and it was never spoiled for you?  Have Fun, and learn to respect that shiny blue metal - get too greedy, and you get burned.  Have your 10-year fortress die because a monarch butterfly corpse clogged the doorway, something that can happen in almost any fort, and had little to do with choices you made?  Well, that's just a cosmic wedgie, and while maybe YOU might grin and roll with it, a sizable portion, probably even a majority of the playerbase, would not take too kindly to repeatedly losing forts to things like that - and it's partially why we have things like burrows and forbidding !!XXSocksXX!! just to stop some things like that. 

This tries to make magic play in the spirit of the bluemetal - magical plants are so ready and ripe for the taking, and so valuable.  Take 1, take 2, take 10, they're great.  Take 50, and your dwarves have their beards turn into living vipers that repeatedly bite them in the face.  It's still magic to be wary of, that you don't want to go making into an "industrial magic factory", it's just got some rules to it, now, where if you respect it, magic isn't going to just crash your fort because the game randomly decided it was time for you to die.
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 07, 2011, 12:14:03 am
EVEN YOUR EDITS ARE MULTIPLE PARAGRAPHS

One of the things I've always wanted to do in Dwarf Fortress was terraform in a more subtle way than leveling a mountain for fun. You know, like build artificial rivers of magma and clear-cut forests, then let the landscape degenerate from a lively forest to a magma swamp full of skeletal squirrels. And watch the elves vomit when they show up.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 07, 2011, 12:35:41 am
EVEN YOUR EDITS ARE MULTIPLE PARAGRAPHS

eh heh heh...

Well, I wanted to try to represent a compelling argument that would appeal to Rowanas's perspective, from having glimpsed a few of Rowanas's posts in some of the previous magic threads.  I thought of a new angle for reasoning after I posted, so I felt I should explore it.

But more seriously, there is a pretty fierce deadlock between the two camps of players about the "soul of DF's magic", and I think that some kind of method for addressing both sides' concerns needs to be found.  A game like this is capable of a subtle and expansive enough type of play that it would allow for wildly divergent playstyles to both enjoy the same game without actually taking something away from the other side.

Mechanisms and all of the many things you can do with the physics engine provide a fantastic amount of depth for players who want to explore it... but you can also just solve all your problems with a strong military and some proper planning.  You never need to go to the trouble of the advanced pressure plates and gear assemblies.  It's something that exists for the player who wants to play that way, though.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 07, 2011, 01:03:40 am
Actually, new thought.

The talk about mountaintop removal projects, and a lingering trace of the discussion about the elven "forest spirit" made me think for a second about the Ancient Greek deities, and how they would battle one another, with their favored cities as pawns or proxies in their wars.

As part of the theme that messing with magic stirs up potential backlashes against you if you do not treat it with proper care and respect, then what about something like a wrath of a forest spirit being a directed, purposeful rage against you, rather than a general "you made too much wild magic appear" type of punishment upon players.  If you give the forest spirit power by causing their type of magic to flourish, then abuse that magic to your own liking, it becomes wrathful.  If you sap the spirit's strength in the region, then you can do whatever you damn well please, but you don't get any magic goodies from that spirit, anyway.

One of the discussions back in the "Making HFS More Deadly" thread (http://www.bay12forums.com/smf/index.php?topic=64437.msg1512872#msg1512872) involved talking about how elves don't so much worship nature as they worshipped the forest spirit - if you created your own natural landscape, but it wasn't part of their forest spirit's domain, then it's not "nature" to them, and is an alien aberration in their eyes.  In fact, it might be best to remember the old stories of the Fae rather than Tolkien's elves.  (We could always do with being more able to venture out of Tolkien's shadow a little more often...)  Their purpose is to nurish the forest spirit, not to protect the trees per se, but to protect the power source of their spirit.

I was also thinking about the entire "drowning out metaphysical elfishness with metaphysical dwarfiness" bit that VoidPointer had said... We have "Mountain" as a sphere, and often as a deity.  What if mountaintop removal projects to strip-mine all the valuables would piss off The Stone, the protector, and progenitor of the dwarves?  To mine, to explore, to build your kingdom within the embrace of The Stone is to live well, but to desecrate The Stone by exposing her innards to the hateful Sun is blasphemy!
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 07, 2011, 01:19:31 am
Exactly. You could just torch someone with a pew-pew magic missile, but that's no fun. What if instead, you used a magical crafting system to make something much better? Sacrifice a tiger, then combine summoning and blood magic to make a live tiger spawn inside someone and telefrag/slice them to ribbons?! That's how I imagine the magic system in DF to work: on one hand you have a realistic picture of how a society that used magic would function, and incorporate it into world settlements, history, etc. in sensible ways. On the other hand, have a "magical crafting" system that can be as absurdly complex as you want it to be and allows players to do the kinds of insane things they do with every other aspect of the game.

As part of the theme that messing with magic stirs up potential backlashes against you if you do not treat it with proper care and respect, then what about something like a wrath of a forest spirit being a directed, purposeful rage against you, rather than a general "you made too much wild magic appear" type of punishment upon players.  If you give the forest spirit power by causing their type of magic to flourish, then abuse that magic to your own liking, it becomes wrathful.  If you sap the spirit's strength in the region, then you can do whatever you damn well please, but you don't get any magic goodies from that spirit, anyway.
And that's how I imagine deities in DF working. These gods that do absolutely nothing in-game now could have power in the area you embark in, and you could even make your Dwarves happy by changing the face of the landscape to attract the presence of one of the gods they worship!
I was also thinking about the entire "drowning out metaphysical elfishness with metaphysical dwarfiness" bit that VoidPointer had said... We have "Mountain" as a sphere, and often as a deity.  What if mountaintop removal projects to strip-mine all the valuables would piss off The Stone, the protector, and progenitor of the dwarves?  To mine, to explore, to build your kingdom within the embrace of The Stone is to live well, but to desecrate The Stone by exposing her innards to the hateful Sun is blasphemy!
I like the way you think. :D
Temples built in your fortress could help win the favor of your civilization's central deity, and depending on which Dwarven (or elven/human eventually) civilization you embarked as, you would have an incentive to match the preferences of your chosen deity. Or you could piss off your civilization and go against their deity of peace and nature by burning down forests and waging wars.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 07, 2011, 03:06:24 am
Oh, and clearly, the way to venerate The Stone is to create mountains...  And only natural stone counts, so get that obsidian casting scaffolding ready, you're going to need to build at least a 30-z-level pyramid to appease The Stone!
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 07, 2011, 03:14:22 am
"APPEASE THE ROCK-LORD, PUNY DWARVES! APPEASE MEEEEEEE"
(http://www.whoateallthepies.tv/Untitled.jpg)
Title: Re: Xenosynthesis and magic fields
Post by: jseah on February 07, 2011, 04:10:49 am
The posts about deities have given me space to expand the idea about warring biomes terraforming each other. 

Some of those spheres might have a spirit arise, especially the more powerful one.  This would then become a historical entity and have it's own goals.  Most of them would aim to spread their influence (and just to mix things up, some would like to fade away), and would actively work towards doing that. 
If the sphere entity could mildly influence the sphere animals' behaviour, like make them attack certain things on sight or like to eat a certain plant, it could attempt to accelerate terraforming beyond the normal sphere's speed.  (another step along the self-reinforcement.  Spheres reinforce themselves through their representative creatures, and when strong enough, gain a mild intelligence to further increase their reinforcement)

The idea that dwarven forts and civilization, and indeed all the civilized playable civs, are caught between a subtle metaphysical war of various supernatural entities would allow FUN from magic to happen outside the player's control (for random magic) and yet have a sense of purpose and give the player a chance to divert or defend against it (for controllable understandable magic). 
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 07, 2011, 12:10:10 pm
The problem is, then, that we now have two metrics - a sphere's power, and how much that sphere 'favors' you.  That means there needs to be a difference between acts that create or drain power from spheres, and acts which gain or lose favor with that sphere's spirits/gods/guardians/whatevers. 
Title: Re: Xenosynthesis and magic fields
Post by: Darvi on February 07, 2011, 12:16:46 pm
The problem is, then, that we now have two metrics - a sphere's power, and how much that sphere 'favors' you.  That means there needs to be a difference between acts that create or drain power from spheres, and acts which gain or lose favor with that sphere's spirits/gods/guardians/whatevers.
Why not combine them into one metric? You know, a favorable sphere having a lot of power towards  helping you, a neutral sphere having no power, and a hostile sphere having a lot of power that's turned against you.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 07, 2011, 12:25:40 pm
Why not combine them into one metric? You know, a favorable sphere having a lot of power towards  helping you, a neutral sphere having no power, and a hostile sphere having a lot of power that's turned against you.

Because then we couldn't choose one particular sphere to utterly screw over, and dominate with some opposing sphere that likes us, but then demands something of us that we can't refuse because its power is now totally unopposed.

If this was some sort of Ancient Polytheistic pissing contest, you could do anything you wanted to enrage the Egyptian gods so long as you were in Greece, where their Gods couldn't really extend their influence over you, anyway... You can also give Ares the bird while you're in Athens, just don't do it in Sparta, and make sure that you appease Athena, or else you're getting some judgement from on high.
Title: Re: Xenosynthesis and magic fields
Post by: Darvi on February 07, 2011, 12:35:50 pm
The greek gods were all jerks anyway, so it wouldn't matter if I pissed them off or not.:P
But I get your point.
Title: Re: Xenosynthesis and magic fields
Post by: jseah on February 07, 2011, 12:41:04 pm
I would prefer a system where the dwarves (and by extension the player) cannot directly influence the attitudes of a sphere.  Spheres having their own goals and working to acheive them, possibly using or destroying the dwarves in the process, appeals more to me. 
Title: Re: Xenosynthesis and magic fields
Post by: Lovechild on February 07, 2011, 03:47:38 pm
I agree with jseah above, but make that gods instead of spheres. All gods are tied to one or more spheres, so if you increase the power of, say, the fire sphere in your fortress, then expect the god of fire to act through it. If your civilisation worships the god of fire then you'll get more fiery benefits, but if the fire god is worshipped by the goblins you will have some trouble.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 07, 2011, 05:07:08 pm
Perhaps I should rephrase that, then.

I don't mean that dwarves/the player can control how the Gods think, but that they control how much they follow the desires of the Gods.

I kind of wish VoidPointer might come back and start getting excited about mythology again, since it would help guide the discussion, but I'll post back to something he said earlier...

Allow me to expand upon this, as a good dose of polytheism is exactly what Dwarf Fortress needs.[1]

You're quite correct, to start with. Polytheistic gods are very different from the Abrahamic God, or really any monotheistic (or henotheistic, but for purposes of this discussion the distinction is trivial) god. Polytheistic gods are not immaterial. They are bound up with the physical, even though they dwell in spiritual realms. When a priest of Baal sacrificed a bull, the idea was that the meat would literally pass upward to Baal and supply him with stock for his larder. When the city of a local god was conquered, that god was conquered (by the god or gods of the conquering city).[2] The gods were even physically manifest in the form of idols, which were literally treated as if they were the god (as, in a very real sense, they were, in fact, the god). One of the kings of Babylon (Xerxes, I think, but don't quote me on that), for example, took all the idols of all the gods of the lesser cities he had conquered and took them to Babylon to help protect it, and this angered the other cities because they would be denied their gods' protection!

This physicality defines the relationships of polytheistic gods to each other and to mortals. In one of Baal's sagas, he defeats Sea, the godly embodiment of the ocean, and makes him his vassal. Sea had no active cult, because Baal wanted Sea to be weak, and sacrifices to Sea would give him supplies, wealth, servants, etc. Similarly, Baal is in the habit of throwing lavish parties to keep the other gods in line and keep himself popular, lest they overthrow him. The gods need worshipers to give them sacrifices, and thus strength and power, and in turn the gods are willing to do favors for those who are willing to sacrifice to them, and make examples of those who do not (“Eh, nice fields you got there. It'd be a shame if Valiant Baal were to, oh I dunno, not rain on 'em this year, huh?”). In this way, the gods' relationship to mortals was half quid pro quo, half extortion racket.

The example of Sea also illustrates something important. In addition to whatever gods are actively worshiped at any given time, polytheistic systems also have gods (usually weak, old ones) who personify the forces of nature (in Greek mythology, the Titans were mostly or entirely examples of these). The “spheres” are not merely things to be associated with, but sometimes living things in their own right.[3] This in itself has potential, in that if a sphere grows too strong in a place, the gods might get annoyed (as they hate, indeed fear, competition from lesser spirits).

This system, as Kohaku mentioned, also basically does away with the idea of any universal morality, as there is no Supreme Being who is the author of right and wrong. Morality becomes “Do as I say, not as I do, or I'll destroy you in the most inventively evil way I can dream up.”[4] This links strongly back to the “protection racket” thing. The gods don't necessarily want to teach you a lesson, they just want revenge for your pissing them off.

And yeah, Tartarus. It's a place where the gods put inconvenient immortals. Not much else to say there.

I can't wait to obsidian-cast a god. And this largely does away with real vs. fake gods: If all the miracles you want is "your enemies are crispy now", a dragon is a perfectly serviceable god.

[1]: Please note that my expertise on this subject is strongest with respect to ancient Near Eastern polytheism; to whit, the pantheon of Baal, Asherah, Moth (or Mot), and so on. This is not a large problem, as the Greek system definitely, and other systems probably, work in the same manner. In fact, Baal can easily be identified with Zeus via the known sagas about him (his area of power, sacred mountain, and rivals largely match those of Zeus).

[2]: Consider Isaiah 36, wherein an Assyrian polytheist argues that Israel will be destroyed because Assyria's god is mightier than the god of the Israelites. His argument is not that said god does not exist, but that he will be conquered like all the other gods.

[3]: This isn't terribly relevant, but I find it difficult to pass up an opportunity to point out that Genesis 1 is not an argument against evolution so much as a refutation of these ideas. The sea isn't some other god that God is in charge of. The sea, in fact, has no spiritual force. It's simply something God made. It's stuff and nothing more, and God is outside and above it, so feel free to toy around with it. Poseidon isn't going to smite you for exploring the Marianas Trench.

[4]: And yes, this is bloody well different from how it works in a monotheistic system, just to head off any snide remarks. It's irrelevant to the discussion at hand, so I won't post it here, but I will explain to anyone who asks via PM.
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 07, 2011, 05:41:54 pm
To me, the best game mechanics in god sims, RTS's, etc. are the ones where instead of directly changing different variables in the environment, your actions indirectly affect them. That's how you open your system to many different play-styles and make sure there are many ways to approach a problem.

The problem is, then, that we now have two metrics - a sphere's power, and how much that sphere 'favors' you.  That means there needs to be a difference between acts that create or drain power from spheres, and acts which gain or lose favor with that sphere's spirits/gods/guardians/whatevers. 
That's exactly what I'd like to see, though. General altering of the environment could drive off a forest spirit and invite a fire goddess to your fortress. The more the environment suits a particular spirit/deity, the more influence they have. Give them a lot of influence, and they may make demands like some kind of ethereal noble. "The water-spirit of peace has prohibited the killing of sapient creatures!" You could follow this mandate and receive the protection of the water spirit, or start pillaging the countryside and make it mad, leading to a swarm of demon-carp eviscerating your fisherdwarves.

There could even be chaotic gods that just throw out mandates at random. "The sand-spirit of chaos has mandated the killing of all camels!"
Title: Re: Xenosynthesis and magic fields
Post by: freeformschooler on February 07, 2011, 06:16:20 pm
There could even be chaotic gods that just throw out mandates at random. "The sand-spirit of chaos has mandated the killing of all camels!"

But what about the rest of the gods, and how sphere-gods are handled? For instance: let's say there's 12 spheres that you can work for/against with your actions, and they each have their own god. If all twelve gods decided to pull out their divine commandments, it would be incredibly silly and hard to work with. Or maybe there's even more gods/spheres, to the point where just about every action you take has a positive/negative or favorable/RETRIBUTION worthy side effect.

I haven't read all of NW's posts but what I'm really asking is, in this theoretical system, don't we want some way to tone it down/up, or at least have the game engine do it for us? For instance, having the ingame gods/amount of gods be decided upon at worldgen, maybe even as worldgen parameters. There's so many ways to do this it would be hard to choose.
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 07, 2011, 06:31:05 pm
There could even be chaotic gods that just throw out mandates at random. "The sand-spirit of chaos has mandated the killing of all camels!"
But what about the rest of the gods, and how sphere-gods are handled? For instance: let's say there's 12 spheres that you can work for/against with your actions, and they each have their own god. If all twelve gods decided to pull out their divine commandments, it would be incredibly silly and hard to work with. Or maybe there's even more gods/spheres, to the point where just about every action you take has a positive/negative or favorable/RETRIBUTION worthy side effect.
The point of the system I described is that gods would only provide protection and/or make demands if they had a vast majority of the power in the area. There are many potential gods that could gain power in your embark area, but as one gains power the others would lose it. So there could only be one god powerful enough to influence anything in your embark location. Maybe two.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 07, 2011, 06:51:56 pm
I'd actually more prefer something that works like the way that Savagery works with Good/Evil - Savagery has no bearing on a good or evil biome, and something can be Terrifying as easily as being Sinister.

You could potentially have a dozen different axes (as in plural of axis, not the weapon) upon which your spheres are graded in each biome, with two variables each, one for the power of that axis (I.E. benign vs. savage), and one for how much that sphere favored your actions. 

Again, I'd also like to think of spheres as being something more like the Dragon Age spirits and demons, where they only represented one particular desire or emotion, and only sought to further that one particular desire or emotion, and were immune to all logic and could not understand any other emotion or desire, only seeing things in terms of "helps my desire" and "against my desire".  Capricious and fickle things, they would see helping them at first (be nice to unicorns, which are "good creatures") to be their allies, then see any action to the contrary as "betrayal after they were so kind", even if it were in self-defense ("HOW DARE YOU KILL THAT UNICORN THAT ATTACKED YOU, AND KILLED THREE DWARVES?!").

The degree to which you have to care about what they thought only depends on how much power they have, though.  If they're weak, then who cares?
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 07, 2011, 07:56:46 pm
I'd actually more prefer something that works like the way that Savagery works with Good/Evil - Savagery has no bearing on a good or evil biome, and something can be Terrifying as easily as being Sinister.
You mean with the "Good/Evil" being the god's alignment and the most powerful sphere constituting the "Savagery" or amount of godly power in the area?
Title: Re: Xenosynthesis and magic fields
Post by: Solace on February 07, 2011, 08:24:32 pm
I agree that magic should follow rules, since it would basically be natural phenomena, just phenomena that would be unusually "convenient" or "cool". However, there isn't one set way that the rules could work, I mean, you could have a dozen different "magical" systems operating at once.

To more easily create a system of "spheres", as I understand it, you could overlay a low-resolution heatmap over DF's tiles? Like, an invisible "node" every 16X16X16 grid spaces. Things that affect the magic environment affect the nearby nodes based on how far away they are. The nodes also affect each other, so things spread out over time. And the effects decay over time, so one little generator of "heat-magic" wouldn't completely overwhelm the entire map, if there was nothing opposing it.

Then, things that where affected by magic spheres would happen roughly near a node, if over a certain threshold or something. A node with +50 heat would generate X heat effects over 16 squares and Y heat effects over 32 squares, for example.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 08, 2011, 12:23:03 am
I'd actually more prefer something that works like the way that Savagery works with Good/Evil - Savagery has no bearing on a good or evil biome, and something can be Terrifying as easily as being Sinister.
You mean with the "Good/Evil" being the god's alignment and the most powerful sphere constituting the "Savagery" or amount of godly power in the area?

No, I mean how most spheres do not interfere with each other - Savagery has no bearing upon the Good/Evil alignment of biomes, currently. 

Maybe Rebirth and Death are conflicting spheres, but that has nothing to do with the Justice or Law Sphere.  Both the Death and Justice spheres can have high power, both can have low power, or you can have one high and one low.  Spheres don't necessarily push all other spheres out when they gain in power.

To more easily create a system of "spheres", as I understand it, you could overlay a low-resolution heatmap over DF's tiles? Like, an invisible "node" every 16X16X16 grid spaces. Things that affect the magic environment affect the nearby nodes based on how far away they are. The nodes also affect each other, so things spread out over time. And the effects decay over time, so one little generator of "heat-magic" wouldn't completely overwhelm the entire map, if there was nothing opposing it.

Then, things that where affected by magic spheres would happen roughly near a node, if over a certain threshold or something. A node with +50 heat would generate X heat effects over 16 squares and Y heat effects over 32 squares, for example.

Yes, something like this. 

I would think that some magic would be tied directly to a physical object - an artifact or something, for example.  An artifact totem might generate a "Nightmares" effect around it, disturbing the dreams of anyone who sleeps anywhere near it.  Creatures from nightmare might spawn nearby.  Another artifact instrument may have "Festivals" as an effect, and would increase the happiness of anyone who had a party near it.

Other effects might be caused by some sort of natural "weakness in the seams" of the world.  If the HFS is not literally just a chunk of dense land underneath the magma sea, then it would just be a very physically consistant enterance to another world.  Maybe another weakened seam of reality would lead to the realm of Lightning, and electrically-charged lifeforms live around this thinning of the barriers between worlds. 

Others might just be a result of direct player action - religious veneration of certain deities or spheres. Bringing swift and proper respect for the dead, perhaps even going beyond what is necessary in creating good tombs to ensure the happiness of the dead may weaken the strength of Death in the land. 

Some may be tangential to player control - Marriages and having children give strength to those spheres.

Some of these things would be lingering effects - a weakened seam would be an almost permanent push in the direction of one sphere.  Marriages, however, might have more fleeting effects.
Title: Re: Xenosynthesis and magic fields
Post by: jseah on February 08, 2011, 10:40:11 am
I note with interest that the "seams of the world" thing leads directly into the alternate planes and worlds which I've see in the DF talks at one point. 
The ideas... they're growing... >.>

Perhaps the seams of the world idea could wait until the planescape is added in. 
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 09, 2011, 12:00:26 am
Actually, I just thought of something...

You know how we have those underground crops that are seasonal, contrary to all logic?

Maybe magic is seasonal.  Sweet Pods only grow in the Spring and Summer because that's the only time when the whatever sphere is in its waxing period.  When it has waned in the Winter, you can only grow Plump Helmets and Dimple Cups.
Title: Re: Xenosynthesis and magic fields
Post by: Solace on February 11, 2011, 12:36:23 am
Not a bad idea, seasons are already linked to certain concepts. Besides things like hot, cold, rain, and snow, there's the spring/summer/fall/winter metaphor for birth/life/decay/death.

I had an idea a while back for a sort of "magical day" system, which could either matter in adventure mode, or be adapted for a year-long cycle of the same sort. Basically, think of "magiceyness" building up (slowly) under sunlight, peaking at dusk, and decaying until dawn. You could have nocturnal and diurnal creatures, but also creatures that prefer a time of magic or lack of magic. Their days would be measured in noon-to-midnight instead of dawn-to-dusk.

A creature that prefers magic, but darkness, would be strongest dusk-to-midnight. A magic-hunter would hunt midnight-to-noon, when his prey is the weakest, but a solar-powered detector would only work half that time.

Bonus time! A werewolf (changing involuntarily based on the moon, day or night) that feeds on magic and prefers to operate at night would have an even more complicated system of strengths and weaknesses! And even more so if it's human side operates differently than the wolf side! Being affected by tides (and therefore the sphere of water?) is an alternate way of being affected by the moon, possibly even if underground.

EDIT: Second fairly big idea. So, HFS is the endgame of your fortress, right? But you're supposed to keep the larger world going after that... what happened to the infinite... things? HFS could be a sphere like everything else, and just be VASTLY INCREASED by accessing those portals... but have some way or another of being resealed, so they entire world doesn't end the first time someone digs a bit too deep.

Bogeymen and other such things could be an effect of a moderate amount of HFS sphere, but not as much as actually opening a portal? Maybe it'd make magic in general easier (or certain kinds at least), encouraging players to take risks, maybe meddle in a second area they "really shouldn't"?

EDIT2: (pulled from another thread)
DF isn't the sort of game where you can paint a black and white morality over it.  (Where "good" means a normal place, but with unicorns to impale your hunters instead of just hippos.)

This might have more place in the game if we had sphere-based surroundings rather than the placeholder "good" "evil" and "savage"
Just as a suggestion, how about "good" becomes "high magic" or such, evil is either corruption or necromancy, and savage is primal? A bit semantics on the last part, but "savage" sort of implies "stupid" to me, where "primal" is just "very strong and super-alive".
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 11, 2011, 01:35:39 am
Then what's "high magic"? 

If "good" means unicorns and faeries and gnomes and fluffy wamblers, then maybe that should be the way that we think of what "good" should really become - a sort of "Seelie Fae".  It's not holy, it's actually a little bit insane, but it's not outright hostile, so long as you treat it with respect.

"Savage" seems to just mean "bigger, meaner versions of nature".  You get "giant-whatever" and a few flavors of foo-man.
Title: Re: Xenosynthesis and magic fields
Post by: Solace on February 11, 2011, 02:31:40 am
Well, if we're discarding good and evil, then good or evil things can get any designation, right? Savage just seems to imply going-to-attack you... I dunno, can't easily see having "savage" allies I feel safe around. And when I said "high magic", I meant, well, unicorns are magical. They're horses plus magic. If "savage" means super-wolf, and "evil" means undead, "good" seems to get the inherently magical things.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 11, 2011, 01:49:53 pm
That's why I thought "fae", though.  Something not good, because there isn't anything really "good" about faeries, they're just logicless, purely emotional spirits who may play pranks, torture, or maybe help people with no consistency just based upon their emotional whims and their lack of ability to empathize with others. 
Title: Re: Xenosynthesis and magic fields
Post by: Solace on February 11, 2011, 08:28:21 pm
That's just arguing about what the best word is. :P I wasn't really sold on "high magic" anyway, if the quotes didn't imply that. I've read books on that premise, but I don't know how many people naturally associate "Fae" with "pretty much anything made of as much magic as matter".

Getting back to a HFS breach, there really needs to be a way to explain why the world isn't overrun by limitless and possibly invincible clowns, beyond "they disappear when you abandon fortress for some reason". Maybe they need some sort of magical energy to survive, and a hundred layers of stone insulates them from it, so they can only travel so far from the point of entry? As far as the world at large is concerned, the local increase of HFS sphere might be a bigger concern than the actual denizens, and re-sealing a nearby breach might be a fun "campaign challenge".
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 11, 2011, 08:33:52 pm
Demons who are on the surface are transformed.  Maybe their bodies have to adapt somehow to the surface world?  They can thrive in the underworld magic, but without it, they have to change their internal structure to take advantage of other forms of magic.

Maybe they have to do something like eat creatures/plants that run on various other forms of magic, and somehow force the creature they consume into a symbiotic or parasitic relationship where they become the new basis of energy synthesis for the demon's metabolism.

That's why they change shape - they have to rebuild their body around some creature in the deep to survive deep caverns, then grab another creature from a higher up cavern, then another from the surface or something to be able to survive for extended periods on the surface.

They need to conquer lands and cover them with "evil" magic because that's what they function best on as a species - they aren't "stamping out good"... They're terraforming.
Title: Re: Xenosynthesis and magic fields
Post by: Solace on February 12, 2011, 03:07:47 am
Should demons be "evil", though? Evil biomes seem to mostly spit out undead, and the demons don't seem to involve undead, themselves...
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 13, 2011, 05:01:51 pm
"Clown magic", whatever flavor you want to give it.

Who knows, maybe it could be a procedurally chosen sphere that clowns possess each game. 

Surprise! Sun clowns crack fly up from the pits, beware its nuclear radiation!

Surprise! Nature clowns fly up from the pits, beware its lethal vegan cooking!
Title: Re: Xenosynthesis and magic fields
Post by: Darvi on February 13, 2011, 05:30:31 pm
Surprise! Sun clowns crack fly up from the pits, beware its nuclear radiation!
No comment :X

Quote
Surprise! Nature clowns fly up from the pits, beware its lethal vegan cooking!
Like these? (http://kol.coldfront.net/thekolwiki/index.php/Filthy_hippy_Vegan_chef)
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 13, 2011, 06:28:20 pm
That can work.

Also, I think I've found some artist's renditions of a three-legged demon raven who eats and spits out suns as a superpower:

Spoiler (click to show/hide)
Title: Re: Xenosynthesis and magic fields
Post by: Gatleos on February 13, 2011, 06:38:17 pm
Hell is badass, but Touhou characters attacking your fortress is just going too far. We can't repel moe of that magnitude!
Title: Re: Xenosynthesis and magic fields
Post by: Darvi on February 13, 2011, 06:39:26 pm
As I said. No comment. :X

Hell is badass, but Touhou characters attacking your fortress is just going too far. We can't repel moe of that magnitude!
Don't worry, as long as it isn't Yuuka or Kogasa we're totally safe from Moe.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 13, 2011, 06:45:47 pm
Don't worry, as long as it isn't Yuuka or Kogasa we're totally safe from Moe.

Nature sphere (and you thought flowers were weak?), and... umm... umbrella sphere?  (Trickery, maybe?)
Title: Re: Xenosynthesis and magic fields
Post by: Darvi on February 13, 2011, 06:49:29 pm
Rain.

And now I'm trying to describe a Karakasa as a FB >_>
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 15, 2011, 04:06:41 pm
OK... as much fan as we've been having, let's re-rail this topic for a second, since I'm getting closer to the part where I will need to make a decision on the way the suggestion thread goes on this...

I'm worried that we won't have enough meaningful ways to impact "magic energy fields" in the game right now to base underground farming off of it alone.  Sure, there can be a reduction in the number of spheres, and a use of the completely sight-unseen religion system might be able to sway it, plus use of artifacts, use of Digging Too Deep and just plain environmental/static energy fields can work, but I'm thinking that maybe we can move towards something that fits the farming necessity to generate and exploit magic energy fields to the actual farming system...

Basically, what if we just plain made some of the plants (and sure, why not, animals) that can grow in the environment either magic-fountains or magic-sinks?

We could have, for example, skull berries that generate "evil" or "undead" sphere magic in the area, while "death stiller blooms" might be flowers that drain away undead sphere magic, and can gradually change a biome from "evil" or "undead sphere dominant" to something more neutral.

Alternately, it could be even more vague, and some sort of pest might carry the magic with it.  Ghast flies might cause evil/undead spheres and certain plants and animals attract them, while other plants and animals repel the creatures.  If enough visit, the area becomes undead sphere-dominant, while if enough leave, the area loses that effect.
Title: Re: Xenosynthesis and magic fields
Post by: Solace on February 15, 2011, 11:53:00 pm
Plants or some animals would make a good magic sink, since we do need a sink if we're gonna stop sources of magic from ending up infecting the entire map like low-grade radiation. There could even be "blank template" things that grow differently depending on what magic they absorb... for that matter, all the currently randomly-generated nightmare creatures could be the magic sinks, if given a few centuries to grow. They could even reproduce, maybe starting off as little grubby things (purring maggots or fluffy wamblers?), that grow in various ways as they absorb stuff. In fact, if the center of the planet could be the overall magic-sink of the game, HFS itself could just be the mutant offspring of all the magical waste being produced.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on February 16, 2011, 12:03:34 am
In fact, if the center of the planet could be the overall magic-sink of the game, HFS itself could just be the mutant offspring of all the magical waste being produced.

That's a fun idea...

Slade is dense because of all the depleted magic it stores...
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 13, 2014, 07:23:31 pm
Hi everyone.  I’m fairly new to DF (started my first fort a month or two before the v0.40.01 release, after extensive study of the wiki) so this is going to be big, and answer lots of people at once. 

I have also considered this issue, and independently arrived at the xenosynthesis conclusion (though not the word) before I found the forums. 

The basis comes back to Conservation of Energy, which NW_Kohaku made brief reference to in the original post, and somewhat more extensive reference to in the parent “Improved Farming” thread.  The basic issue is that hard science methods of energy transfer do not supply nearly enough input to the caverns to support the abundant and diverse flora and fauna observed.  There must be something else going on.  The proposed solution was a magical “xenosynthesis energy” (XE) that cavern plants can use instead of light. 

As described, XE is sphere-aligned, and most things that use it can only use certain spheres.  It is also ambient in the environment: plants and animals put into and draw from a common “pool” of XE associated with the location itself, rather than any particular object in it. 

I actually arrived at the magical energy source by way of [NO_EAT] creatures like undead.  To respect Conservation of Energy, such creatures need to consume something to support their activities.  Cavern plants using the same energy source was a development from that. 

As I understand it, xenosynthesis is a way of supporting and enforcing Conservation of Energy.  This description has implications for how it should be implemented. 
1. Cavern plants consume XE as they grow.  This isn’t to say that cavern plants can’t generate XE, but, to respect Conservation of Energy, they must consume (much) more than they produce.  When they do produce XE, it may often be of a different sphere than what they consumed (for example, nether caps might consume XE of sphere Volcanoes and produce XE of sphere Frost or Caverns). 
2. More precisely, xeno plants consume XE.  Xeno plants have the distinction of being able to grow without light (underground in the caverns), but its presence will not necessarily interfere.  In other words, cavern plants are xeno, but the reverse is not necessarily true.  On the other hand, “light” also serves as a proxy for outside weather, which includes wide variations in temperature and humidity, much stronger wind, precipitation impacts (rain, snow, and hail) and other effects that xeno plants, adapted to the gentler conditions underground, may find overly hostile. 
3. Certain creatures (including, but not limited to, [NO_EAT] ones) will also consume XE.  I see a solution involving most of the same code as the current [GRAZER] token: the creature consumes one point of XE from the region to reduce “hunger” by an amount that varies with the creature.  For that matter, the current [CARNIVORE] and [BONECARN] tags could also work with hunger just as easily, but that’s a matter for another thread. 
4. The suggestion has been raised (rather extensively on page 1 of this thread) that certain player (or, more generally, civilization) actions should align the area to relevant spheres (in other words, generate XE of those spheres).  Semi- and megabeasts might also generate XE for their spheres.  Once deities are implemented better, temples and/or sacrifices to a deity might also generate XE for spheres claimed by that deity.  This is all well and good, but nowhere near enough to sustain the cavern biosphere. 
5. On page 6 of the thread, NW_Kohaku raised the idea of making certain plants magic fountains and magic sinks.  This is something I can work with.  Cavern plants and certain creatures are the magic sinks, as described above. 
6. On the other hand, surface plants have access to mundane sunlight.  With this source of energy, they can produce more XE than they consume.  They become the (primary) magic fountain that sustains the caverns. 
7. Cavern life may include fungi, which consume biological material and could also produce more XE than they consume.  Certain animals may similarly help. 
8. With both sources and sinks inherently present, a large amount of XE on the surface will tend to produce or attract a correspondingly large amount of things that consume it: xeno plants will grow more vigorously, and animals will move in (and, over the long term, both will produce more offspring).  This negative feedback means that, as a rule, tilting the ecosystem’s magical alignment is quite difficult, and generally will not occur without a deliberate attempt by the player.  I consider this a good thing: players that don’t want to deal with this usually don’t have to. 
9. With the sources and sinks established, there must be some implementation of how XE gets from the surface to the caverns.  In partial acknowledgement to jseah (page 1), my idea is that each region tile (48x48 game tiles), or possibly a larger area, has a counter for how much XE it contains.  XE is thus tracked by sphere and by (horizontal) region.  One number applies at all z-levels, with no vertical tracking at all. 
10. To permit sphere alignments to spread horizontally and have smooth gradients, plants (and possibly creatures) can draw XE from regions adjacent to the one they are actually in, or possibly even a larger radius.  This avoids the need to figure out how quickly and under what circumstances XE can flow around.  It can simply be produced and consumed in place. 

Having settled on the explanation that XE is (primarily) produced by certain plants, a new question emerges: How is outputting XE beneficial?  This seems like the plant is simply wasting energy it could use.  I do have a suitable chain of events that respects natural selection.  It does not, however, respect mutation.  Since we are dealing with magic anyway, certain events will simply occur “By the Gift of Armok.” 
1. By the Gift of Armok, a plant gains the ability to produce XE.  This plant DOES NOT simply export it to the environment.  The energy is stored within its own tissues.  Like the sugar and other molecules used by mundane plants, XE can be consumed during night (when sunlight is not available) and, for perennials, winter.  Under this system, the XE is only released into the region at large after (that part of) the plant dies. 
2. The plant contains magical energy, and this has implications for herbivores.  Most can’t use the XE.  When mundane herbivores eat the magical plant, the XE is released into their bodies in an uncontrolled way, and causes an unpleasant and possibly dangerous syndrome.  The details obviously vary depending on sphere. 
3. This opens a second, indirect use for XE: selectively remove or release it to steer herbivores to low-value parts of the plant, especially parts that were about to be dropped anyway.  For example, deciduous trees may release XE in fall as their leaves change color. 
4. By the Gift of Armok, an herbivore gains the ability to use the new type of energy.  In addition to the direct benefits of XE as an energy source, this ability enables that herbivore to consume the formerly protected plant parts without any competition from its fellows. 
5. The XE, being magical, has other beneficial effects on the creature, which again vary by sphere.  Fire-aligned XE may allow it to tolerate heat better and possibly use fire attacks; Fae-aligned XE may allow the creature to grow larger.  Regardless of the exact details, creatures that can use XE will out-compete those that can’t, and the ability is presumed to have a genetic basis.  This obsoletes the previous claim that most herbivores can’t use XE. 
6. These effects prompt herbivores to target parts of the plant where XE is stored, which applies a new selective pressure on the plant, opposite that of mundane herbivores.  The plant is prompted to store XE in otherwise low-value parts, and might even store XE in fruit. 

This description has gameplay implications. 
1. I don’t recommend giving each plant an XE counter.  Instead, its XE is released when certain things happen to it.  At the very least, brewing, milling, or threshing the plant will release its XE into the region, as defined in plant and/or reaction raws.  Relevant analogue in the current game: seeds.  The reaction raws define that a seed is produced, and plant raws specify which seed. 
2. Fruit (and possibly other plant parts) can contain XE in portable form.  Intelligent creatures which require XE (such as necromancers) can carry appropriate types of fruit with them.  A player wishing to terraform his/her site can also import and use suitable plants.  This also has implications for alchemy.  It might also open certain exploits with prepared meals. 
3. To permit the “feed the caverns” purpose that started this thread, all (surface) trees will need to drop leaves periodically, and preferably dead branches (gathered as logs and possibly sticks).  Both events release XE, if the plant is of the right type.  Shrubs and crops will also release XE when they wither in the field.  Chopping down a tree will drop a large number of logs (and leaves) at once, which releases a correspondingly large amount of XE. 
4. Tropical regions will, as a rule, produce a steady trickle of XE to the caverns (wet and dry seasons will impact this).  Temperate regions have the fall season, when all the deciduous trees drop all their leaves at once, and the winter when many shrubs die.  Most of the XE release will occur during these times.  This arrangement provides seasons to the caverns (as NW_Kohaku suggested on page 5 of this thread).  The cavern spring season occurs during the surface fall, and the others follow, half a cycle out of phase with the surface. 
5. Going back to the religion comment above, temples and the like will produce XE, generated by certain activities there.  This may simply be released into the region at large, or be retained in a separate pool associated with the temple itself.  I recommend the latter, to save on memory: a temple might plausibly use any of the spheres in the game (I counted 131 in the list on the wiki), but only a small fraction are “ecosystem” spheres likely to be widespread enough to be usable by xeno plants (I wound up with about two dozen; details to follow at some point in the “Organizing the Spheres” thread).  The regions in general only need to track “ecosystem” spheres.  The temple is in a particular region, and intelligent (and possibly non-intelligent) creatures can draw from the temple pool in the same way as that region one. 
6. Certain other workshop tasks might also generate XE, such as a forge generating Metals and Fire (or Volcanoes for a magma forge) XE when used.  As with temples, XE can be either released into the region or kept at the workshop.  While the total list of spheres is quite long, the list relevant to any given temple tops out at a dozen or so, and almost any other building tops out around half that.  A somewhat more programming-intensive but even more memory-saving solution is to release XE of the “ecosystem” spheres and retain the rest. 

Implications part 2: Magical creatures
1. Creatures that can use XE will have a personal XE pool, separate from that of the region.  They can fill it either by eating a plant that contains XE (the [NO_EAT] token may or may not prevent this), or more directly from the ambient pool.  Death of the creature probably releases its energy into the region pool. 
2. A creature that requires XE to avoid hunger can draw from its personal pool, or that of the surrounding region.  The creature’s personal pool probably has a maximum size, and it can release XE into the environment when this fills up. 
3. Wizards (starting with the necromancers already in the game) will use XE to power their spells.  A wizard can draw from the region pool, from his own personal pool, from a sufficiently close (and suitably aligned) temple or other building, or from some inanimate object in his possession which contains XE, such as the fruit described above (this would consume the fruit). 
4. This also opens another parameter in which magical secret types can vary: the size of personal mana pool it gives the wizard.  Necromancers are [NO_EAT], which, given the above and their current sphere alignment, means they consume Death XE and will starve if deprived of it long enough.  A necromancer with a larger personal XE pool, in addition to simply lasting longer, will be able to throw more spells around (animate more dead creatures he finds around your fort) without support from his base.  This makes him a much more dangerous sieger. 

Implications part 3: Magically Altered creatures
1. On the main Bay12 Dwarf Fortress page is a tab for “Threetoe’s Stories.”  One in particular, titled “Forest Befouled” describes an area changing sphere alignment (from Good to Evil).  This has a very curious effect: the satyrs (Good-aligned) living in the area transform to foul blendecs (Evil-aligned). 
2. A different story, titled “Root,” has a scene where a squirrel is transformed by the Forest Spirit into a squirrel man.  These two scenes lead to the question of exactly how to duplicate this behavior in the game. 
3. The game already has the [APPLY_CREATURE_VARIATION] command, found in the raws of certain creatures.  It can accept the arguments “animal person” and “giant” (and various “gaits” that are off this topic).  Duplicating the behavior from “Forest Befouled” and “Root” would involve re-working this tag.  The creature raws would instead say something like “Accept creature variation” and there would be some circumstances in the game under which it could be applied.  To duplicate the events of “Forest Befouled,” Satyr and Foul Blendec would be different variations applied to the same mundane base creature (probably a goat). 
4. Toady One has stated a desire for less-predictable magic, and this system can accommodate that: creature variations can be procedurally generated, and acceptance by creatures can be based on tags attached to the variation, rather than directly by its name. 
5. “Forest Befouled” also requires circumstances under which a creature variation can be removed.  A partial solution is a “hunger” counter associated with the variation, separate from that of the creature it is attached to.  When this runs out, the variation wears off and the creature reverts to its mundane state.  This supports the general “The Magic Goes Away” tone of Dwarf Fortress (Ages of Myth, Legends, and Heroes), but the immediate change described in the story would require different programming, which I don’t know enough to advise about. 
Title: Re: Xenosynthesis and magic fields
Post by: smjjames on September 13, 2014, 08:06:33 pm
Nice thread necro there.....
Title: Re: Xenosynthesis and magic fields
Post by: MDFification on September 14, 2014, 07:36:33 am
Nice thread necro indeed.
Also, I find it hilarious that nobody in this thread realized chemosynthesis was a thing, and that xenosynthesis is unnecessary to sustain an underground ecosystem. You'd just have to make crop yields abysmal without fertilizer and ensure the fertilizer had the appropriate compounds in it.
Yay, biology!
Title: Why Chemosynthesis Won't Work
Post by: Tristan Alkai on September 14, 2014, 05:43:03 pm
Chemosynthesis was considered and rejected elsewhere before this thread even got started. 

This thread is declared (with link) in the first post to be a spin-off from a larger "Improved Farming" thread, which is in turn declared in its first post to be a reboot of a different one. 

You have found this thread.  Scroll to any post by NW_Kohaku.  In that signature line is a link to the reboot Improved Farming thread.  That thread (including all the posts relevant here) is mostly by Kohaku, who frequently writes huge posts and has a habit of using spoiler tags to make them slightly more manageable.  They serve no other purpose, so go ahead and click any of them. 

In "reply #3" of the reboot Improved Farming thread is a heading Xenosynthesis.  That heading contains a link to a different post much farther into the thread (reply #236) which repeats the heading, then describes what Xenosynthesis is and why it is necessary (and some of the same is in the original post of this thread).  This thread is essentially a descendant of that post.  Also, Kohaku, in that post, brings up chemosynthesis by name and rejects it. 

Chemosynthesis does, as you put it, "make crop yields abysmal," but this isn't about crops: it's about all the stuff that grows wild in the caverns of Dwarf Fortress.  Not that I'm an expert on the subject, but my understanding was that, under these circumstances, chemosynthesis would support (something resembling) cave moss at best, and this won't grow back at an acceptable speed, if it even grows at all on a fortress mode time scale.  There simply isn't enough energy in chemosynthesis to support tower-caps, let alone (carnivorous!) cave crocodiles (and cave dragons and giant cave spiders and so on).  And that's BEFORE we start getting into the weird stuff like amethyst men and nether caps (and magma men and hungry heads and . . .). 

There's weird stuff down there.  There's magic stuff down there.  There is no way of getting around that.  Kohaku started Xenosynthesis as a way of assembling all the cavern weirdness into something coherent. 
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 14, 2014, 07:13:13 pm
(edit: didn't notice this was a 3 year necro lol. But already wrote this so whatever:)


Haven't read all of the replies, but I would generally be against a magic source feeding the plantlife.  If we are changing the game anyway (these are all suggestions for doing so), then there's no reason why you HAVE to make magical plant life to match magical animal life.

Quote
There's magic stuff down there.  There is no way of getting around that.
Except there is.

You could just as easily do the opposite of making magic plantlife to match: you could change the magical animals to be less magical, then make realistic underground plants. I don't think amethyst men etc. really add much to the game anyway that slightly different sensical versions wouldn't, this doesn't seem like a big sacrifice.

So for an underground system I'd suggest:
1) Fewer amethyst men, etc.
2) Plants grow based on:
   2a) Minerals and bacteria originating from thermal vents
   2b) Organic nutrients from aquifers and such filtering through the rock and/or flowing through cavern water depositing sediment, an/or deposited by player irrigation (if player irrigation, you'd have to reflood periodically from the surface for new organic sediment)
   2c) Optional organic waste recycling for extra growth, corpses, rotten plants, manure, all kinds of possible things

Thermal vents based energy and nutrients: Naturally occuring, but also player-made by connecting up magma sources undergroudn to natural or artificial water sources

Sediment based energy and nutrients: Cavern water sources that renew from off the map bring organic sediment, as does water connected to surface rivers. one-time Flooding from other sources gives ~1 season's worth of sediment, then you have to reflood to keep working that way.

Waste based energy and nutrients: Can use any organic materials to make compost of various sorts to allow farming underground plants anywhere, or fertilzing more bountiful growth.

Quote
There simply isn't enough energy in chemosynthesis to support tower-caps, let alone (carnivorous!) cave crocodiles (and cave dragons and giant cave spiders and so on).
95% of players won't know that and even most of those who do would seem unlikely to object about overstating the energy available for helpful gameplay purposes. And it strikes me as rather odd in general too to complain about realism in such a hardcore manner that you're calculating specific kiljoules of energy and whatever you could get from this, and then in the next breath, suggesting magical plantlife ???

"We must have perfect realism or the complete opposite of realism NOTHING IN BETWEEN!"  Mer? Not really.
Title: Re: Xenosynthesis and magic fields
Post by: expwnent on September 15, 2014, 10:32:00 am
That does not follow. Logic still holds in fictional universes, and the principle of conservation of energy can help balance gameplay.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 15, 2014, 10:24:04 pm
Time for me to explain my approach to the issue. 

To start off, I should mention a book called “The Physics of Superheroes” by James Kakalios.  The main part that is relevant to the current issue is a few sentences on page 15. 

“Of course, nearly without exception, the use of superpowers themselves involves direct violations of the known laws of physics, requiring a deliberate and willful suspension of disbelief.  However, many comics needed only a single “miracle exception”--one thing you have to buy into to make the superhero plausible--and the rest that follows as the hero and villain square off would be consistent with the principles of science.” 

The caves of Earth do not support anything even remotely similar to tower-caps, let alone huge carnivores like cave crocodiles (not to mention cave dragons, jabberers, giant cave spiders, and all the rest).  From this, NW_Kohaku and I conclude that mundane chemistry, geophysics, etc. simply won't permit such a vibrant ecosystem.  If they did, Earth would have one too.  The Dwarf Fortress caverns require a "miracle exception." 

I, Kohaku, and (probably) expwnent are not willing to grant a “miracle exception” to Thermodynamics.  It must be elsewhere. 

NW_Kohaku described “xenosynthesis,” a suitable miracle exception to Biochemistry.  I settled on certain surface plants as the primary source of “xenosynthesis energy” used by these plants.  "Magic fields" as Kohaku called them, and the companion ability to interact with them, combine into a single miracle exception, which extends into both biochemistry and physics.  With magic fields established, the other weirdness can be made to follow from them. 

[Y]ou could change the magical animals to be less magical, then make realistic underground plants. I don't think amethyst men etc. really add much to the game anyway that slightly different sensical versions wouldn't.

Amethyst men (along with iron men, fire imps, and so forth) are a minor quibble.  The bronze colossus is a slightly more major quibble.  Forgotten beasts are much more bizarre, but very well-established within the game.  Then there are the clowns.  Clowns in particular are extremely magical and DO add something to the game.  I am fairly sure none of these things are going anywhere anytime soon. 

Therefore, magical creatures are an inherent part of the game. 

Yes, it really does have to be a magical source of energy, as there is no hard science way of explaining floating guts or flying heads or amethyst men or purple worm grass or the other crazy things in the deeps without magic.  It actually makes less sense to have a magical energy source that lets those magical monsters live, but the ever-more competitive world of plantlife actually doesn't have some sort of magical source of energy feeding the ecosystem.

Given the magical creatures, "it actually makes less sense" to not have some sort of magical energy source at the base of the cavern ecosystem. 
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 15, 2014, 11:08:05 pm
There are several things happening in DF that are different than earth, that might contribute toward different ecosystems without miracles:

1) The mantle is about 1/5 of a mile down below the surface, instead of about 25 miles in a typical earth crust. And caverns extend most of the way instead of a trivial distance down. Thus, caverns have MANY HUNDREDS of times more heat proximity than earth caverns do from below. That's a lot of energy for life. Take hydrothermal vents here and there on Earth, and imagine them every 10 feet instead, nearly everywhere there's water down there, and you have plenty of energy to sustain larger animals across many world tiles of cave.

2) There's much more subterranean water flowing in DF than on earth. Cavern water refills just as fast as major surface rivers or oceans, and is infinite in source from a fortress perspective -- plus its on pretty much every tile, unlike surface water. Conclusion: The huge majority of all water on the planet is in the caves, very much unlike earth. This water can easily carry large amounts of sediments and organic material from the surface and exchange much more material with oceans than on earth.

3) The caverns are everywhere, and completely connected, thus they have an opportunity for anything on the surface to filter down and be widely available. One can easily imagine an analogous situation to oceanic "marine snow": organic material in general falling from above to sustain cavern life in part.

Quote
Amethyst men (along with iron men, fire imps, and so forth) are a minor quibble.  The bronze colossus is a slightly more major quibble.  Forgotten beasts are much more bizarre, but very well-established within the game.  Then there are the clowns.  Clowns in particular are extremely magical and DO add something to the game.  I am fairly sure none of these things are going anywhere anytime soon. 
Clowns can go ahead and be magical. They have nothing to do with justifying magic plants, because there aren't any plants in the circus.

Forgotten beasts are pretty plausible as far as I'm concerned. Only their size is an issue, really, and see #1-3. Otherwise year 1 can simply be conceived of as the first year of sentient civilization builders, and FBs are just much longer lived versions of things like dinosaurs left over from earlier in history. They don't have to be magical.

It's also quite possible that FBs and titans both evolved above ground, and simply half of them chose to go hide in the caverns when civilizations came around.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 16, 2014, 11:05:40 pm
What I think we have here is a difference of principles.

I like magic.  I think it's fun, and would like to see more (and more types) of it.  When I found a thread that supported that, I was willing and eager to jump on the bandwagon, to the point of "a three-year thread necro," as you pointed out.

Please correct me if I'm off-base here, but you seem to dislike magic.

Haven't read all of the replies, but I would generally be against a magic source feeding the plantlife. 

I don't think amethyst men etc. really add much to the game anyway that slightly different sensical versions wouldn't, this doesn't seem like a big sacrifice.

I like magic.  Weird magical creatures are a major part of the fun.  Cutting them out DOES "seem like a big sacrifice" to me.

That said, you do raise valid objections.  Someone else pointing out the holes in my logic is a key part of reasoned debate, so thank you.

Your three points are mostly valid, but I do have some issues with the details. 

1) Your comment about hydrothermal vents is incomplete.  On the sea floor, pressure from the weight of all that ocean prevents water from boiling.  The caverns have breathable air.  This implies at least occasional connections to the surface (especially without magical plants to renew the oxygen) so the pressure in them can't be too much above atmospheric.  At these pressures, the reaction of water with magma-heated rocks is a bit more explosive. 

Bacteria can survive hot spring temperatures.  We know that from Earth.  However, I am not sure larger creatures would be able to brave the near-boiling water to exploit them as a food source. 

2. Your comment about water flowing through the caverns is important and, as far as I know, new.  You may, however, want to look up bank filtration (http://en.wikipedia.org/wiki/Bank_filtration).  Summary: a few meters of dirt is a very good filter for almost anything, especially something that might feed the cavern ecosystem.  The places where "suitable" water can enter the cavern system are fairly limited.  The places where water with organic matter can reach all the way to cavern layer 3 without getting cleaned out on the way are even more so. 

The huge majority of all water on the planet is in the caves.

I disagree.  A lot more water than on Earth, yes, but I think "the huge majority" is still in the oceans.

Also, "exchange material with the oceans" would imply that at least some of the caverns have salt water.  I have not played nearly far enough to test this against a useful sample size.  Can someone else comment? 

Clowns can go ahead and be magical. They have nothing to do with justifying magic plants, because there aren't any plants in the circus.

Okay, good point.  Let me try again with undead.  Undead are mostly found in "evil" areas, which do have plants: Glumprong, Silver barb, and the weird grasses.  Undead themselves, along with necromancers, currently function with no energy input at all, in direct violation of the First Law of Thermodynamics. 

Undead are unlikely to go anywhere, so I would rather describe a somewhat more vague exception to biochemistry, with a supporting exceptional method of energy transfer, to give them a power source.  This avoids a violation of Thermodynamics. 

It strikes me as rather odd in general too to complain about realism in such a hardcore manner that you're calculating specific kiljoules of energy and whatever you could get from this, and then in the next breath, suggesting magical plantlife ???

I'm not sure this came through the first time: The key feature of a "miracle exception" is only very indirectly indicated in its title.  The key feature is that it is singular (not miracles plural, as in your response): one departure from real-world science, which can then be described, analyzed, and elaborated on.  The miracle exception means acknowledging the weirdness and trying to pull all of it into one system.  It also means being much more explicit and descriptive than "it's magic." 

Going back to undead, they will not function without some sort of physics weirdness.  I would rather bend biochemistry, because it is much less fundamental: weirdness there results in less collateral weirdness than thermodynamics would. 
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 16, 2014, 11:34:21 pm
Quote
Please correct me if I'm off-base here, but you seem to dislike magic.
I do dislike magic, sort of. Less so just for being magic, and more so because it's a massive temptation in a game that's half simulator to simply act as a cheap crutch instead of coming up with more satisfying internal consistencies. It breaks up the game into more individual smaller subsystems that create less of a satisfyingly complex whole internally consistent system.  Perhaps more concretely, we have 3 options here being discussed:

1) ((magic cave creatures, consistent with:) (cave plants based on that same magic)) (other plants and non magical stuff)
2) (magic cave creatures) ((non magical cave plants consistent with:) (other plants and non magical stuff))
3) ((non magic cave creatures, consistent with:) (non magic cave plants, also consistent with:) (non magic other plants and stuff))

I see 3 as the most satisfying, because it creates one large complex internally consistent system, instead of two that exist in separate rulesets. It also actually reduces the number of miracles (you speak as if one, but there are already like 7 fairly unrelated miracles in game, reducing existing ones if possible without it being much less fun is ideal. Amethyst men can probably go, even if we want to keep undead, etc.)

Quote
I like magic.  Weird magical creatures are a major part of the fun.  Cutting them out DOES "seem like a big sacrifice" to me.
Let's say it is too much of a sacrifice. That leaves us with #1 and #2.

I see them as having equal merit. #1 prioritizes grouping by elevation, but #2 prioritizes grouping by plant kingdom.  Neither seems particularly more inherently logical or satisfying than the other.  Thus, even if you do want to keep magic cave creatures, I don't see a good argument for making the cave plants match their magicalness, versus keeping all plants non magic as a group. The magical cave plants do not, as suggested earlier, "actually make more sense"

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The caverns have breathable air.
Well yeah, they have a whole bunch of plants filtering stuff out and exchanging the CO2 and everything.
Breathable air does not imply "outdoors" or connection to outdoors.  It only implies "balanced ecosystem."
You can go online right now and buy some sealed glass containers with no air openings that have living kelp and shrimp and stuff in them that will survive for months/years.
http://www.abundantearth.com/store/ecosphere.html

Sunlight is needed for those, but it's not difficult to imagine geothermal energy being the driver instead, especially since the biology of such is already proven on earth.

Also, we already know how often the DF caverns connect to the surface. You can have the world map show you caves - each is a one tile usually connection, and there are usually only a few in a whole world. Completely insufficient for ventilation.

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Bacteria can survive hot spring temperatures.  We know that from Earth.  However, I am not sure larger creatures would be able to brave the near-boiling water to exploit them as a food source.
If the water is constantly filtering through aquifers in huge volumes (like it appears to be in game), then it might simply not have time to get boiling hot before filtering back into surface oceans and being able to cool off.

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The places where "suitable" water can enter the cavern system are fairly limited.
Fair enough. But that also keeps organic matter inside from leaving with the same efficiency. Still can have a self sustaining loop of an ecosystem of any arbitrary biomass, if you just postulate a long enough timescale of pre-history to have slowly accumulated all that organic matter down there (even a few caves will tend to accumulate biomass below, just from gravity, easier to fall in a hole than to fly out of one)

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would imply that at least some of the caverns have salt water.
gets filtered out just like the organic molecules. Dirt might not do this, but some minerals will. Chlorine and sodium are both heavier than water, and ions have discriminating reactions with water too, chemically.

Quote
Okay, good point.  Let me try again with undead.
Undead are a better example. But still see first section of this post: I don't see why grouping undead and evil plants as an evil cluster is more efficient or meaningful than leaving undead and grouping all plants as a cluster. Even if you can justify sun-less plants and undead by the same miracle (magic metabolism), it's no better of a solution than the other for total internal consistencies. And the lesser magic is less hand wavey.
Title: Re: Xenosynthesis and magic fields
Post by: Manveru Taurënér on September 17, 2014, 01:17:21 am
I'm sure Toady or Threetoe talked about how the caverns were permeated by
Spoiler (click to show/hide)
magic somewhere, and that's why for example the cavern people were more hostile as well as explaining the more dangerous wildlife, but I can't seem to find where :S
Title: Re: Xenosynthesis and magic fields
Post by: expwnent on September 17, 2014, 09:38:09 am
Very interesting discussion. I continue to watch.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 17, 2014, 11:10:42 pm
Here is a article on respecting science (http://www.projectrho.com/public_html/rocket/respectscience.php).  The site, named Atomic Rockets, is written for a science fiction audience, but I think that article has advice that is relevant to the current debate. 

Quote from: http://www.projectrho.com/public_html/rocket/respectscience.php#id--Unintended_Consequences
As a rule of thumb, the more fundamental the theory is that you just broke, the more serious and the more numerous will be the unintended consequences.

Back to undead.  At present, they operate with no food or energy source, in direct violation of Conservation of Energy.  So do amethyst men, magma men, and others.  Conservation of Energy, also known as the First Law of Thermodynamics, is a very fundamental law of physics.  As such, breaking it will have implications for all the physics statements and theories which assume it, and are built on it (EVERYTHING, or near enough as makes very little difference).  This represents a long and diverse list of "unintended consequences," which I referred to earlier with the phrase "collateral weirdness."  For this reason, I want to keep it fully intact and unmodified at all costs. 

As I am describing it, "Magic fields" involve four distinct "miracles."  These combine into a single mostly coherent system. 

1. The magic field itself, which serves as both wireless power transmission (http://en.wikipedia.org/wiki/Wireless_power) and energy storage.  It probably represents a new field within physics.
2. An energy receiver, in the form of a biochemical pathway (xenosynthesis).  In other words, a tweak within biochemistry. 
3. An energy producer and transmitter, in the form of another biochemical pathway (call it "alchemical plants" for now).  In other words, another tweak within biochemistry, closely related to the previous one. 
4. A different receiver, exploited by non-biological "creatures" such as undead, amethyst men, and blizzard men.  I'm not sure where this one lands.

Yes, magic energy does represent a significant departure from real-world physics: a method of power transmission and storage that does not follow the rules we know.  However, this description permits it to be analyzed and described by experiment, so the Scientific Method remains fully intact and functional.  "There are rules in here somewhere; we just need to figure them out."

Summary: I consider magic fields to be much less unrealistic than permitting a violation of Thermodynamics.  The consequences are intended (the xenosynthetic cavern ecology, for example) or, failing that, relatively predictable. 
Even if you can justify sun-less plants and undead by the same miracle (magic metabolism), it's no better of a solution than the other for total internal consistencies. And the lesser magic is less hand wavey.
I think magic fields ARE the "less hand wavey" solution to undead and the others.  Sun-less plants are merely a very nice bonus. 

Amethyst men can probably go, even if we want to keep undead, etc.
Why?  Amethyst men use the same basic miracle as undead, both in my system above (number 4) and in the game as it currently stands. 

there are already like 7 fairly unrelated miracles in game, reducing existing ones if possible without it being much less fun is ideal.
Can you give me a list?  It would make reducing the number a lot easier. 

On to other objections. 

Sunlight is needed for those, but it's not difficult to imagine geothermal energy being the driver instead, especially since the biology of such is already proven on earth.
Do you have a source for the biology comment?  Using heat as an energy source is not the same thing as surviving and operating at high temperatures. 

I also dispute your "not difficult to imagine geothermal energy" claim.  Heat by itself is not something that can be exploited as an energy source.  It requires a HEAT GRADIENT: heat flowing from a hot "source" to a cold "sink."  Bacteria are small, almost certainly too small to have simultaneous access to both.  Larger "plants" would still need both a source and a sink, which would probably involve tunneling through rock.  This feat is both difficult and slow.  Even if it the plant managed to avoid that issue, it would probably still need to achieve substantial length (requiring a correspondingly substantial initial investment) to obtain a usable heat flow.  What energy source is being used for these investments?

I don't see why grouping undead and evil plants as an evil cluster is more efficient or meaningful than leaving undead and grouping all plants as a cluster.
This was a reply to your comment about "no plants in the circus."  Undead, unlike clowns, have plants in the vicinity.  You were right about that cluster not being meaningful.  Now, with magic fields elaborated in more detail, they are potential candidates for miracle 3.

Quote
The places where "suitable" water can enter the cavern system are fairly limited.
Fair enough. But that also keeps organic matter inside from leaving with the same efficiency.
Organic matter leaving isn't really the point.  Organic matter is a usable energy source, but that energy will inevitably get consumed.  The atoms need to get recycled into a high-energy molecule.  You have managed to push chemosynthesis from "out of the question" to "dubious," and have made a suggestion about using heat that I am even more dubious about. 

Breathable air does not imply "outdoors" or connection to outdoors.  It only implies "balanced ecosystem."
As far as I know, chemosynthesis does not have a pathway that generates molecular oxygen.  The "thermo-synthesis" you describe seems even more unlikely to do it: generating O2 requires splitting water and/or CO2, both very stable molecules.  Photosynthesis does this by exploiting the particle nature of light; heat gradients don't offer that feature.  The oxygen needs to come from somewhere. 
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 18, 2014, 02:54:29 am
Sorry not much time at the moment, but quickly:

The organic material staying underground was not intended to be an energy source comment, only in this case a means by which an ecosystem can maintain its need of amino acids and carbon, etc.

Self sustaining energy could be from two sources still:
1) Chemosynthesis from hydrogen sulfide from magma sea activity and carbon from the organic load in the caverns. Not sure why that's being labeled dubious. Much higher vent density could sustain larger animals than in Earth vent communities
2) There is indeed a heat gradient -- cold water flows in from wherever all that water comes from. Presumably aquifers fed by above ground colder rainwater, which seems to be happening in DF much more vigorously than Earth. It then flows over various hot vents or hot spots near the magma seas and heats up rapidly. Even a smallish plant can sit by the hot spot and have fairly cool water and very hot water within maybe a foot of each other. I'm not sure what exactly the plant or animal version of a sterling engine is, but I'm sure there's some way to do it.

#2 type creatures could have evolved from #1 chemosynthetic bacteria energy sources without bacteria themselves needing to be able to use heat gradients.
Title: Re: Xenosynthesis and magic fields
Post by: Oblique on September 18, 2014, 05:13:40 am
So is this pile of skeletons over yet? It's just that we have stuff to do down the mines, and every time someone says 'thermodynamics,' my water wheels start to rattle.
Title: Re: Xenosynthesis and magic fields
Post by: Merkator on September 18, 2014, 07:38:53 am
My proposals:



Aether

Why not add just third basic element to the game. In vanilla DF there are already two basic elements - namely water and magma.
Adding something like Aether would make finding energy source for every magic creature just easier.
It would function just like real-life water veins. Flowing around, stopped only by for example Iron Ores. Make magnetic fields work with aether and you can easily create nice rivers and pools of energy.
More aether - bigger probability of small or even major mutations. Necromancer Tower would grow around the Aether filled spots.
The same elves. Some real world objects should let the aether to concentrate. From visual point of view player most of the time would see just effects of the Aether. Building something like Shrine/Pyramid or other Religion/Magic oriented building enable one more screen.
One keypress and you see just the half transparent violet and pink glow. More shrines and field of observation grows.
Building some special massive objects like for example rooms filled with silver statues should concentrate aether.
Aether would become major source of otherwise magic energy. The source of aether - core of planet / small StarWars like bacteria /
Glowing Pits. Deeper you go, closer to aether you are.
When enought of this stuff would be stored in one place it could alter the nature of reality or just mutate some poor dwarf that stand too close to our machines.
Elves would use their big trees (I mean Yggdrassil like trees, far bigger than anything else with roots reaching deeply)
Dwarves would have Stonehenge like objects/ Altars / Rooms filled with sets of columns.
Humans got piles of stones / big menhirs.
Necromances got towers.

There is (I don't know if translated to english) Polish SF/Fantasy book with similar concept - 'Lord of Ice Garden (Pan Lodowego Ogrodu)'
by Grzędowicz.

Aether would have on some creatures mutagenic effects. Changing their appearance.
Good biomes have filtered/light aether field and exist in spots without iron (remember iron change flow of aether).
Bad biomes are iron reach, but the aether there is chaotic and in vastly less stable form.

In my proposal mages are just units attuned to seeing and after practice (Alchemy skill) controling flow of third elements.
 

Food chains

As far as my biologic knowledge goes chemosyntesis are not the best source of energy for any kind of bigger creatures.
The oxygen is must-have and deep in caverns the air isn't the most clean thing. Secondly cavers are lacking in another basic source of energy - sunlight.

That's way if you want well-sounding caverns biome you need to find basic source of food down there.
Muchrooms you need some kind of humus.
That mean we need much smaller and fragile life down there. Something closely resembling normal plants. I mean the lowest level of
food chain.

Now I think there is a time to come back to Aether. Plants down there can grow using aether as energy source.
Some of theme may even learn how to cumulate Aether. That's the reason for stuff like faster evolution, Plump Helmet men.

The DCSS ( for not aknowledged Dungeon Crawl Stone Soup ) have nice mutation system that involve magic contamination.

If we really want to create new biology using some kind of magic as the source, we should work on this bottom-up.

 
TL: DR:
Spoiler (click to show/hide)

 




Title: Re: Xenosynthesis and magic fields
Post by: Manveru Taurënér on September 18, 2014, 08:09:08 am
Might be worth linking this as well for those unaware of how magic is currently planned (unless there's been a change of plans that is) to work in DF . Some off it might be slightly off topic, but don't want to have to trawl through it all and decide what's relevant or not.

Quote from: http://www.bay12games.com/dwarves/story/tt_journey.html
Magic in Dwarf Fortress, like other elements in the game, should be tied in closely to how the overall world is put together. In the case of magic in particular, this includes the larger universe metaphysics and other planes of existence. These can include places where the dead go after they pass on, having being judged or some other process, as well as parallel universes or places that answer questions such as "what happens when we dream?". All of these places and their interconnections should be randomly created with each world generation. Once they are created, the sorts of magic that exist in the world can be generated. Example planes from the story include the Imaginary (from which telekinetic, time-slowing, and transformation powers could be drawn), Faerieland (which had its own sort of critters and associated magic, reachable through the grove), the Shadow world (adjoining the regular world at night), the Underworld (a place where some dead go, with native creatures like goblins) and the land of dreams (where the dreaming souls are, but it is also parallel to the Underworld, and possibly also the fair shore and bountiful forest that Sasmar mentioned). None of these worlds are intended to be permanent examples in every setup, but this sort of thing should be common.
In terms of the game itself, planes are not only intended to be explanations for some of the magical effects, but also places that you can go in either mode. You can already visit a simplified Underworld, but in order to be satisfying, multiple worlds will need to be generated and stored. Due to the size of the main world, the other worlds will not be as rich as the main world in terms of sites and so on, but they should make up for it in other ways. In any case, even fully parallel worlds can be handled if they have fewer Z levels than the standard world (e.g. if they are just used over the contours of the land and a few Z levels below and above). Having extra worlds freely available will also allow for visiting gods in their homes and it would allow player wizards to make their own pocket dimensions, for example. Not every world will be related, but there should be a healthy number of relationships, so that for any two planes, there could be no connection, communication-only connections, or travel connections, as well as things like the "veins and arteries" of magic in the story, etc. Interplanar travel might only be possible at certain times or at certain places. Travel might be physical, or you might travel with your soul only (much like the current ghosts), and you might form a temporary body upon arrival (as with the bogeymen in the story). This could leave you with an uninhabited body elsewhere, which could become inhabited or otherwise troubled while you are away, perhaps.

A principle idea is that you should be able to experience your own afterlife. After receiving a final strike during a desperate battle, you might find yourself in an endless meadow or you might find yourself dumped in a boiling pit after receiving a righteous verbal chastisement -- in both cases you might have contact with not just otherworldly beings but long-dead historical figures that are in your situation (as well as those recently killed in the same battle). What happens then would depend on your situation -- you might be able to reincarnate, you might be rewarded in some way, or you could retire and come back with another adventurer in an attempt to rescue yourself. Entire fortresses of dwarves could also be reunited in the afterlife after some horrible disaster, and you could swing by to chat with them. Your adventurer might also become a ghost or other undead spirit, remaining on the main world with unfinished business.

The otherworldly places won't just be inhabited by the dead in most cases. In the story, goblins, trolls and other critters live in the Underworld, bogeymen live in the shadow world, the faeries live in Faerieland, and that winged creature might live in the land of dreams (or it could be visiting from the Underworld or someplace else). For the purposes of the game, the most important thing about these residents in general will be how they relate to the main world and its inhabitants. In the story, the goblins have come forth in part from the Underworld, possibly with the help of Tremoda (at whose orders the Underworld was half-"emptied"). They have the ability to recognize the damned spirits from their home (Sasmar is afraid of this), and it seems to be either their business or pleasure to torture the evil dead. The faeries are willing to make deals with visitors (albeit with a wicked laugh!). The connection between the elves of the story and Faerieland isn't described in detail, but both the elves and the faeries are able to detect either the presence of Sasmar or the fact that Cado had visited the Underworld, which is a further interplanar connection.

Speaking of extraplanar beings, there's the matter of Armok, who in the story presumably makes the portal of creation available after a blood sacrifice. Magical powers associated to gods or other supernatural beings are much like other magic, but the methods and effects can take on the character of the being, and the granting/use of powers by others should generally occur only with the constant approval of the being in question. This might add extra requirements for the abilities themselves, or it might impose general conduct restrictions on the ability user, for instance a repeated ritual that must be performed or the taking of certain vows which must be kept. In some cases, a deity might teach a power which is not taken away even after bad conduct, and in others, the power might not be used at all, but simply asked for, with the deity sometimes obliging. It would be best if the being being asked to grant such a gift could evaluate whether each individual use of the power aligned with its sphere of influence or interests, but that becomes a difficult question in many cases.

There are various examples of magical powers in the story. For the most part, these were seen to have been learned rather than innate abilities. The wizard Sudemong had researched the secrets of the universe in ancient books and interpreted and perhaps expanded this knowledge through his work on the chalk boards and laboratory. Sasmar learned his powers from his order of monks, the largest magical organization which is referenced, and Cado learned those powers as well, and this was only possible after he understood the nature of death and evil. The dwarf Shodil learned her powers directly from a supernatural being, and she gained additional powers due to the nature of her altered body. A person with powers might not understand how they work at all, in fact, just how to make them happen (if that). Powers might be versatile enough to be used for several purposes -- at that point it is up to the game to provide reasonable access to the possibilities. There weren't examples in the story of world-wide effects, or effects that affect a large area, but these are fair to explore as well. As in the story, named "spells" (e.g. Finger of Death) are probably the exception rather than the rule, although there'd be nothing wrong with having a world on occasion that had only a few named, definite abilities, or no learnable magic at all. The world can also generate more general magical skills, which might be shared between different types of magic and methods of producing effects.

Methods, costs, limitations and side effects also need to be considered when world generation comes up with the powers that are going to be available. Story examples of this sort of thing are drawing symbols in the air, expending significant concentration, blowing dream-smoke, touching a material to be altered, the billowing pink cloud when Sudemong was banished, the corruption of Cado's hand by hate, the transformation of Shodil into a tree, etc. Some powers might be so powerful that they can only be used a few times in someone's lifetime before the side effects would render a further use of the power impossible. There were times in the story that were stressful enough that Cado struggled to remember exactly how to use his powers -- that might be harsh, but it could come up. The redirection of the touch attack back on Sasmar in the beginning would be an example of a reaction moment from the combat dev stuff coming up during a casting -- there will be a moment between the declaration of an attack and the completion of the attack which can be exploited. There was also an instance where Cado attacked the medium of the illusions (the smoke) to dispel the magic -- if effects are tied to something in the environment, this sort of thing would be automatic, and every additional mechanic like this allows for more creativity on the part of the player. The book hitting Sudemong in the head during his portal creation is more of a traditional casting disruption. In general, miscast or wrongly measured or otherwise mistaken or perturbed conditions could lead to a variety of inconveniences and disasters as well as some good luck. Having something like ingredients or specific gestures or words would also allow conscious modification and experimentation with spells, though this would likely be dangerous.

If somebody unfamiliar with a power is present when the power is being used, for instance a warrior adventurer confronting a cult leader or faerie, then that person will experience any visible/audible/etc. methods being used, and might even gain a reaction moment to do what he or she will, but the game won't spill the beans as to the nature of the effect until it happens, and you might not even know what happened afterward if there's no obvious symptoms. You might turn around a corner and see red smoke there, and having had some experience, know that a particular variety of cultist had just used a power, without knowing anything else. Withholding information should make a Dwarf Fortress player's first experience with magic properly awe-inspiring.

Side effects can be tied to the overall metaphysics/cosmology. The swollen leaky fluid finger and the plants growing from limbs and the glazed-over eyes all generally go with the category/atmosphere of the powers themselves. There was also the idea of a balance being maintained, a rule in the story's world, which is tricky to put into practice in general in a computer game, but using things like corrupting side effects and other proportional costs is straightforward enough, and something like the balanced resurrection/dream-granting effect of the priest's desperate spell is also possible. Cado surmises that Ostra's corruption could be avoided by using the illusion power with elements of truth. Ostra either didn't know because he lacked a broader perspective, or he didn't care (or perhaps even invited the change). There's no reason to assume that somebody with a power truly understands how it works, and deeper insights and interconnections between magic systems, at first unknown to the mortal world, are important for player research, etc.

There were a few wizardly associations used in the story. A master-apprentice relationship, including a failed apprentice, as well as an order of wizards (the monks), a few independent wizards, and a wizard working under a darker and more powerful being. Magical power was rare and diverse enough in the story's world that there tended to be some conflict over the acquisition of knowledge and power. There's no reason that a given world needs to have magical power be rare, but it will likely be the norm. This can be enforced in many ways, one of them being the simple difficulty of learning the skills. A world where magic is commonplace is not necessarily a bad thing, but it does raise issues during the game as to the structure of society and whether the history it generates and the further actions of people during play really make sense, since it will likely not see all the options. If the common magic is more limited (for instance, a world where there are many many practitioners of magical martial arts), then it isn't as much of a problem. If the magic makes all of the trappings of non-magical civilized life obsolete, the game would struggle to handle it right without a lot of work.

The story also had some magical objects. There is a magic staff which can produces light near magic and focus magical power. Then there is the Noculous, which is tied to the dream world and allows travel back and forth of various things (souls, dreamy material). Cado was able to pick up a magical skill by viewing Ostra using the skill and also by using the Noculous -- this sort of spontaneous learning (with or without a helper object) might be possible for certain magic and not others -- the game would need to guide you through it a bit. Finally, there are magical toys, which are either animated or alive. Temporary object-wise, there is a nightly potion mentioned, and alchemy has a long tradition in fantasy settings, although it wasn't explored in the story.
Title: Re: Xenosynthesis and magic fields
Post by: IndigoFenix on September 18, 2014, 03:27:48 pm
Well, the thing is, DF is supposed to be a fantasy world simulator.  Not a realistic world with fantastic elements, but something akin to LOTR, where 'a wizard did it' is a perfectly acceptable explanation for crazy things happening.  So I don't think we really need to worry about thermodynamics or energy sources so much as what would make a good story.

That being said, the influence of various powers shaping the world, be they light or dark or raw forces of nature, or even lovers of certain aspects of civilization, is a major component of fantasy worlds.  Very often, your Lothloriens and your Mordors exist as they do because some residing power makes them that way.

Perhaps the ecological magic system can be linked with the deity system, so that a land gains a certain sphere alignment when a particular god's presence is felt there.  Similarly, a land's alignment can be changed if the civilizations living in it begin worshiping a god there. EDIT: I see this has already been elaborated upon.

The presence of titans, who each have their own spheres, might strongly affect a land's alignment, and killing those titans might cause the land's ambient magic to fade away and its magical animals and plants to give way to their mundane counterparts, which is another popular fantasy trope.  You may slay Enal the Gilded Mountain of Wealth to save the surrounding villages from its periodic attacks, but it also means you have seen the last blooming of the Goldenberries in the land over which it presided.  The Age of Myth will be filled with magical species of all kinds, but as the ages pass and the titans are slain, the world itself will grow more and more mundane until all magical beasts are gone forever... or at least until someone cracks open the underworld and the freed demons remake the world in their image.

It is worth noting that Toady has said that he wants to phase out the Good/Evil/Savage system in favor of a sphere-based one.  Interestingly, none of the current spheres are explicitly good or evil... instead we have things like Light and Darkness, Life and Death, Blight and Plants and Animals.  So the elven forests would probably be aligned with Trees, Light, and Animals, while the haunted wastelands could be replaced with things like Disease, Death, and Darkness, but we could get more interesting combinations as well.
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 18, 2014, 06:26:28 pm
Quote
The oxygen is must-have and deep in caverns the air isn't the most clean thing.
Earth caves, the air isn't great.
DF caves, full of plants, the air could be wonderful. Plants recycle out breathable oxygen, remember. A sufficiently large, plant-filled cave is not particularly different than the aboveground atmosphere and ecosystem.

Quote
As far as my biologic knowledge goes chemosyntesis are not the best source of energy for any kind of bigger creatures.
1) Why not? If you simply had more of them than on earth.
2) Temperature gradients are another possible source of energy, that could fuel larger organisms SEPARATE from chemosynthesis. The chemosynthesis only has to sustain slow, gradual evolution up to the size of organism that can evolve this form of energy harvesting, which should be much more plentiful in DF caves. There are theories as to how this could in fact work biologically: http://en.wikipedia.org/wiki/Thermosynthesis

Note that the article explicitly mentions how it would be more likely to evolve in zero light environments.

Quote
Can you give me a list [of miracles]?  It would make reducing the number a lot easier.
 
1) Basic geology - nonsensically thin world that doesn't make any sense with our universe's geological workings, etc. (This is the miracle that already exists and that mainly allows for more chemosynthesis than on Earth, and thermal gradients, and also allows for the size of caverns and their water flow, etc.).
1.5) Slade and SMR may or may not be included with #1 (for instance SMR eats infinite amounts of things falling onto it)
2) Some animals move without any observable cause - undead, bronze collosus, etc.
3) Many organisms are immortal as in don't die of old age. FB's and goblins for instance. As well as presumably trees and things if you don't cut them down.
4) Everything about the circus
4.5) Adamantine, sort of maybe. Also might be grouped with #4.
5) Plants grow without sunlight or any other observable means of energy.
6) Ways of permanently destroying matter - Atom smashers and obsidian casting and stuff burning in magma and leaving no trace, etc. The burning is maybe fine "abstract gas is just not modeled" but not the first two.
7) TARDIS-tiles. Time/space work differently in DF. 800 dragons in 3x3x8 feet areas, yet traversing the space takes a fixed time, etc.
I may be missing others.

#3 is easy to just remove on its own, pretty much by simply adding aging to everything.
#6 could be fixed by just always mining out whatever was in obsidian, and having items remain there when the bridge is raised again (animals can be converted to corpses still). You could still have garbage removal for lag purposes by for instance, making a "garbage pile" that serves as an example of #7 thus folding two miracles into only 1. Or dumps stuff off the edge of the map or something. Or you have to boil/incinerate things to remove them, then say it's "un-modeled gas"
#5 I think can be changed to just be a consequence of #1 to fold 2 into 1 -- which is mainly what I've been posting about.
#4 could potentially be removed as a miracle if people cared enough, without affecting gameplay much. For instance, by making it more of a 4th cavern layer with its own ecosystem as well, etc. Clowns are then just somewhat sensical albeit exotic creatures, yet still present the same challenges and so on.
Title: Re: Xenosynthesis and magic fields
Post by: IndigoFenix on September 19, 2014, 12:10:02 am
Well, if we're going to insist on the logic behind underground energy sources... has anyone given any consideration to the 'eerie glowing pits' in the underworld?  What is causing them to glow?  Does the DF world have some kind of subterranean magical sun, deep below the slade layer?  I'd say that of all the energy sources that could be sustaining underground life, that seems like the most plausible.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 19, 2014, 12:17:50 am
Wow.  Lots more activity than there had been the last few days. 

First to GavJ, about quotes.  Please include links with them.  It's politeness to other people reading what you wrote.  My one exception to this advice was because I didn't know how, and that one has since been fixed. 

When drafting a reply, I use the right click "open link in new tab" option, leaving direct access to the rest of the thread.  Each post I want to quote from also gets opened in a new tab, and I copy-paste from it.  Each time, I also copy the "quote author" tag that gets auto-inserted at the top. 

Aether
Read the thread first!  Nearly all of your comments about Aether were already made by either me or NW_Kohaku.  I referrred to your "Aether" with the phrase "xenosynthesis energy," and mentioned modifying the "Apply Creature Variation" tag for effect similar to the mutation system you describe.  A lot of the remainder about Aether I disagree with.  I will give more details once I am no longer in the middle of a debate with GavJ.

I don't think we really need to worry about thermodynamics or energy sources so much as what would make a good story.
I WAS working on a presentation about the ecology of magical plants, focusing on the magic-producing ones, and the various ways their ecological niche could affect the magic-consuming (xenosynthetic) ones.  Then GavJ derailed me.

Edit:
Well, if we're going to insist on the logic behind underground energy sources... has anyone given any consideration to the 'eerie glowing pits' in the underworld?  What is causing them to glow? (. . .)  I'd say that of all the energy sources that could be sustaining underground life, that seems like the most plausible.
You have a point, but I see the glowing pits as one source (sphere) of magic energy among many.  It works through the standard magic field system.  Surface plants give a lot more variety, and synchronize better with a stated goal by Toady One to have sphere-based surroundings. 
Maybe magic is seasonal.  Sweet Pods only grow in the Spring and Summer because that's the only time when the whatever sphere is in its waxing period.
I can easily concoct a way for mana from surface plants to be seasonal.  Eerie glowing pits?  Not so much. 
/Edit

Quote from: http://www.projectrho.com/public_html/rocket/respectscience.php#id--"Maybe_A_Future_Scientific_Breakthrough_Will_Let_Me_Have_My_Way"--Correspondence_Principle
If you have a perpetual motion machine, you've just utterly changed everything in a society, in a way more fundamental than electricity. In its most mundane form, cars never need more gas. The entire energy segment of the economy gets transformed into something that's weirder than we can possibly imagine.
In other words, a break to Thermodynamics will not result in a comprehensible world.  It is too fundamental; too much else is based on it. 
I want to keep it (Thermodynamics) fully intact and unmodified at all costs.
On that note, I have not yet located a comment from GavJ that addresses this issue.  I am using xenosynthesis and the rest specifically to avoid a break to thermodynamics, and this seems to have been ignored. 

Perhaps more concretely, we have 3 options here being discussed:

1) ((magic cave creatures, consistent with:) (cave plants based on that same magic)) (other plants and non magical stuff)
2) (magic cave creatures) ((non magical cave plants consistent with:) (other plants and non magical stuff))
3) ((non magic cave creatures, consistent with:) (non magic cave plants, also consistent with:) (non magic other plants and stuff))
We agreed that using option 3 would alienate me (and, by implication, a faction of the player base with similar inclinations), then you said 1 and 2 are equally logical.  I appealed to thermodynamics to justify favoring option 1. 

So is this pile of skeletons over yet?
Not even close.  Undead and the breaks in logic they involve have become a major part of my argument.

As far as my biologic knowledge goes chemosyntesis are not the best source of energy for any kind of bigger creatures.
1) Why not? If you simply had more of them than on earth.
Have you looked up primary production (http://en.wikipedia.org/wiki/Primary_production) for chemosynthesis?  (I tried and failed.)  One of my starting assumptions in that presentation on magical plants was that the cavern primary production was at least 10% of the surface, probably more like 100%.  I don't think chemosynthesis is capable of that level of ecological productivity, even with the boosts you describe.

My complaint about thermosynthesis is essentially the same as what I understand of your complaint about xenosynthesis.  I see it as unnecessary and creating more problems than it solves.  I followed your link about it, which indicated the process to be purely theoretical.  With that established, I don't see its advantages over xeno. 

The oxygen is must-have and deep in caverns the air isn't the most clean thing.
Earth caves, the air isn't great.
DF caves, full of plants, the air could be wonderful. Plants recycle out breathable oxygen, remember. A sufficiently large, plant-filled cave is not particularly different than the aboveground atmosphere and ecosystem.
How, exactly?  Xenosynthesis is explicitly stated to be essentially "photosynthesis, except using magic," so it will work this way.  Chemosynthesis won't work this way.  Thermosynthesis may or may not produce oxygen, depending.  Precedent: purple sulfur bacteria (http://en.wikipedia.org/wiki/Purple_sulfur_bacteria) that use light but don't produce oxygen. 

Can you give me a list [of miracles]?  It would make reducing the number a lot easier.
 
1) Basic geology - nonsensically thin world that doesn't make any sense with our universe's geological workings, etc. (This is the miracle that already exists and that mainly allows for more chemosynthesis than on Earth, and thermal gradients, and also allows for the size of caverns and their water flow, etc.).
1.5) Slade and SMR may or may not be included with #1 (for instance SMR eats infinite amounts of things falling onto it)
2) Some animals move without any observable cause - undead, bronze collosus, etc.
3) Many organisms are immortal as in don't die of old age. FB's and goblins for instance. As well as presumably trees and things if you don't cut them down.
4) Everything about the circus
4.5) Adamantine, sort of maybe. Also might be grouped with #4.
5) Plants grow without sunlight or any other observable means of energy.
6) Ways of permanently destroying matter - Atom smashers and obsidian casting and stuff burning in magma and leaving no trace, etc. The burning is maybe fine "abstract gas is just not modeled" but not the first two.
7) TARDIS-tiles. Time/space work differently in DF. 800 dragons in 3x3x8 feet areas, yet traversing the space takes a fixed time, etc.
I may be missing others.

Okay, here we go. 
1. Dwarf Fortress has a severe case of units not to scale (http://tvtropes.org/pmwiki/pmwiki.php/Main/UnitsNotToScale).  A dwarf takes up one tile.  A turkey takes up one tile.  A cavy takes up one tile.  An alligator takes up one tile.  A giant sperm whale takes up one tile.  Thin planetary crust is essentially the same issue: the size of tiles is extremely vague, and available information seems contradictory. 
2. I addressed this earlier as "Magic fields miracle 4." 
As I am describing it, "Magic fields" involve four distinct "miracles."  These combine into a single mostly coherent system. 

1. The magic field itself, which serves as both wireless power transmission (http://en.wikipedia.org/wiki/Wireless_power) and energy storage.  It probably represents a new field within physics.
2. An energy receiver, in the form of a biochemical pathway (xenosynthesis).  In other words, a tweak within biochemistry. 
3. An energy producer and transmitter, in the form of another biochemical pathway (call it "alchemical plants" for now).  In other words, another tweak within biochemistry, closely related to the previous one. 
4. A different receiver, exploited by non-biological "creatures" such as undead, amethyst men, and blizzard men.  I'm not sure where this one lands.
3. This is called negligible senescence (http://en.wikipedia.org/wiki/Negligible_senescence).  It is rare in real life, but not rare enough that I consider similar creatures in Dwarf Fortress to be a problem. 
4. I can probably fold clowns into miracle 4.  Other aspects of the circus may end up as a fifth miracle: an inorganic mana transmitter (joined to miracle 3 the same way 4 is joined to 2). 
5. This was magic fields miracle 2. 
6. I'll listen if you think I'm wrong, but I understood stuff disappearing during obsidian casting to be an implication that it got destroyed by the magma.  I don't know what to say about atom smashers. 
7. As described above, this and 1 are different effects of the same issue. 
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 19, 2014, 01:05:08 am
How, exactly?  Xenosynthesis is explicitly stated to be essentially "photosynthesis, except using magic," so it will work this way.  Chemosynthesis won't work this way.  Thermosynthesis may or may not produce oxygen, depending.  Precedent: purple sulfur bacteria (http://en.wikipedia.org/wiki/Purple_sulfur_bacteria) that use light but don't produce oxygen. 
I did forget about oxygen being a photosynthesis thing, but this is still not a problem.

Because chemosynthesis can certainly work that way, in fact it might even have to depending on the environment. Chemotrophs don't JUST do the basic hydrogen sulfide thing. That's just the main sugar reaction. They have whole suites of reactions to make all the other crap that need. Not only can some of these potentially create oxygen, but they sometimes must do this, because oxygen is needed to burn their own sugars later, and they tend to be in various extreme places with little oxygen. And when they do make their own, it is very unlikely that they just happen to make precisely as much oxygen as they need for themselves.

Just like plants, an excess is more likely (and probably exists right now, I just don't have any citations). Certainly this happened in antiquity, at least, in order to have created the oxygen excess that originally converted our atmosphere and saturated all our iron, etc. The first cells obviously weren't plants.

One of my starting assumptions in that presentation on magical plants was that the cavern primary production was at least 10% of the surface, probably more like 100%.  I don't think chemosynthesis is capable of that level of ecological productivity, even with the boosts you describe.
Just from videos I've seen, the area right around a thermal vent is quite populated, actually. If they blanketed a whole area, there could probably easily be ~50% the bio density as in a surface ecosystem. Just guessing, but easily more than 10%.

[miracles]
Not worth bickering about most of these that are tangential, for the most part I agree with your comments.  However:

1) To the extent that you're really conceiving of your plan as 4 more miracles, that's not a very palatable system... and not covering all your weird organism bases with even the same system undermines the reason for trying to group them together in the first place.  If you think magic is the best (outside of the option of just cutting down on magic animals) explanation, then fine. Like I said I see the remaining options as mostly neutral. But at the very least try to come up with a miracle that covers all of it in one swoop. Couldn't you just say something like a 4th spatial dimension or whatever? Immediately next to everything, but only certain things are connected to it, and gathering energy from there, to dispense with all the weird energy internet transmitters system thing? Or I don't know, it needs refinement if going there.

2) The issues with the geology go way beyond scale. First of all, the scale is totally nonlinear, which makes it not really "Scale" anymore, but warping, which implies a true miracle, not a notation game design thing only. But also, stuff like SMR just absorbing infinite mass, plate tectonics not making any sense (plates wouldn't even float in that little relative magma!) or with slade unbreakably beneath, a whole bunch of things. But none of that is gonna change, so it is what it is. Just sayin'.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 19, 2014, 11:54:57 am
Not only can some of these potentially create oxygen, but they sometimes must do this, because oxygen is needed to burn their own sugars later.
No, it isn't.  It's called fermentation (http://en.wikipedia.org/wiki/Fermentation).  Oxygen is favored when available because it produces much MORE energy per sugar molecule, but some energy is available with sugar and no oxygen.  Even animal cells (including humans) use anaerobic glycolysis (http://en.wikipedia.org/wiki/Glycolysis), which produces energy without oxygen.  The "burn the sugars" with oxygen works on the products of glycolysis.

Also, have you heard of chlorine?  Molecular oxygen presents ALL the same hazards, and is, by some measures (http://en.wikipedia.org/wiki/Electronegativity#Electronegativities_of_the_elements), WORSE.  Aerobic cells require extensive adaptations to cope with (not to mention use) oxygen, and they are far from perfect (http://en.wikipedia.org/wiki/Oxidative_stress).  Relatedly, the photosynthetic "water splitting" reaction requires a large energy investment.  Photosynthesis uses light for this investment, but I don't think chemosynthesis can pull it off.  Conclusion: chemosynthetic "plants" will not produce molecular oxygen, and thermosynthetic ones are highly unlikely, especially when hydrogen sulfide is available.  It's less hazardous and easier to work with.

Certainly this happened in antiquity, at least, in order to have created the oxygen excess that originally converted our atmosphere and saturated all our iron, etc. The first cells obviously weren't plants.
The leading suspects for the oxygen catastrophe (http://en.wikipedia.org/wiki/Great_Oxygenation_Event) are cyanobacteria (http://en.wikipedia.org/wiki/Cyanobacteria), which DO carry out photosynthesis.  The claim has also been made (http://en.wikipedia.org/wiki/Endosymbiotic_theory) that the chloroplasts used by familiar plants are descended from cyanobacteria. 

To the extent that you're really conceiving of your plan as 4 more miracles, that's not a very palatable system...
At the very least try to come up with a miracle that covers all of it in one swoop.
Let me re-phrase: I see the magic field ("mana energy") as one miracle, and the rest as consequences of that miracle.  With the modification of physics to permit mana, the ability to interact with it is implied.  Interactions are performed by both organic (biochemical) and certain inorganic systems (undead, bronze colossus, amethyst men, and so on).  Possible interactions include all of the following:
1. Draw mana from the magic field and use it for other purposes. 
2. Convert other forms of energy into "mana."  I use the phrase "alchemical plants" for those that use sunlight, as a reference to a different thread.  This one (http://www.bay12forums.com/smf/index.php?topic=109726.0), I think?  (Edit: There's some useful stuff behind the Xenosynthesis spoiler in the first post, and more over here (http://www.bay12forums.com/smf/index.php?topic=122443.msg4021507#msg4021507) on a different thread.)
3. Directly store mana internally, and move mana from that storage to other parts of the body.
> The miracle is this whole interdependent system.  Without 1, 2 is meaningless.  Without 2, 1 will rapidly exhaust the supply and become meaningless (if a supply is even present in the first place).  3 is something else on the side to simplify certain implementation details, and permit other things I wanted to do. 

Couldn't you just say something like a 4th spatial dimension or whatever?
That has a few other consequences I don't want to deal with, starting with the ability of pressurized fluids to flow in that direction. 

To dispense with all the weird energy internet transmitters system thing?
With mana present, I don't see xenosynthesis as any more weird than photosynthesis.  Think about it.  Rocks don't really change much when light shines on them (they heat up, but that's about it).  Same goes for water.  I could go on.  Plants change a lot, and in a completely different way, when light shines on them.  Kinda weird when you stop to think about it. 

The issues with the geology go way beyond scale. First of all, the scale is totally nonlinear.
Let me try this again.
The size of tiles is extremely vague, and available information seems contradictory.
Non-linear is a way of being contradictory.
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 19, 2014, 12:42:18 pm

Okay I understand why you're only calling it one miracle, that makes sense.

But main response to that now that I understand better: If you have to postulate the evolution of a theoretical chemical system for converting mana into ATP or whatever, then you're no better off than the theoretical thermosynthesis being evolved. And in fact you're worse off overall, because you have equal obligations for theoretical evolution PLUS a big crazy mana field.

Minor responses:
1) You don't need #2 of your 4 steps. The mana field could simply be large enough to sustain draws on it for billions of years or whatever. That would be no different than sunlight, really. Mana here is just another type of energy from the Big Bang or what have you, and sure it will get exhausted, but doesn't have to imply "rapidly.

2) #3 is not necessary, either. You only need to have a single special site/molecule/whatever that converts mana into ATP or some normal chemical carrier OR that just uses its energy instantaneously and then keeps the juicy products, and you're fine. This makes it way simpler than having to store mana or move it. Think about sunlight -- plants don't store or transport sunlight. Its fantasy replacement need be no different.

But you say it does other things you want to do -- which things? Are they really worth the big jump in extra complexity and lower plausibility of being able to store and move weird extradimensional energy itself?

With those two gone, it seems much more elegant to me, and probably fine as is.




Just since I thought of them though, a couple other plant solutions?

1) Since in DF, temperature doesn't move beyond 1 tile from a source, and since even then, it's only like 100 degrees F or something right next to magma, plants or bacteria could possibly grow immediately over the magma sea using magma light for photosynthesis (like on the ceiling of the magma sea), as a primary producer, and then the grass and stuff you see in the caverns just has "roots" (in quotes because they're for food nutrients more than water) that go down there and continuously gobble up the photosynthetic bacteria. This also relies on an EXISTING miracle of weird thermodynamics in the game that are unlikely to change.

2) A lot weirder than #1, but dwarves don't need torches underground, right? Nor is darkness ever really mentioned I don't think, etc. Maybe light in this universe is just A) much more abundant and B) has more penetration by far. I.e. all matter is translucent to light, and a mile of rock doesn't really make it much darker, because you sitll have 99.8% of the surface light or what have you. This isn't quite a new miracle, because it explains a bunch of other things that were already weird. And it's not quite as much of miracle at all, because it is more closelypossibly to known physics than whole extra fields of magical energy or whatever. Explains also why all rocks are exactly the same temperature underground (they all have nearly uniform radiant heat exposure!), and the lack of need for lighting. Also granite windows. Although on the flip side, it makes it tricky to explain why enemies can't see threats through walls.

3) Still think that chemotrophs + optional thermotrophs are a viable possibility. You mention fermentation like it's a major problem, but couldn't it actually explain why dwarves are so alcohol dependent? They evolved in caverns to take advantage of a naturally abundant byproduct of the chemosynthetic bacteria! We also have not much evidence that dwarves really need oxygen. You can lock one in a sealed room for years with water and food and they'll be fine... Maybe they even ferment by themselves or have abundant fermenting gut fauna or something... Also notice how dwarves are immensely slow at doing everything. It takes like 2 days to walk across the fort sometimes. Perhaps this is due to anaerobic biology not just game design issues like expected? Maybe dwarves even do chemosynthesis themselves, and the only reason they drown in water is being cut off from hydrogen sulfide for too long, or something (they don't die above ground, but they do get sick! Maybe in DF universe, there is a decent amount but just lower concentration of sulfides in the upper atmosphere as well due to the extremely close proximity of magma and volcanism everywhere. Sort of like athletes training at high altitudes, they have to be accustomed).
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 19, 2014, 01:24:49 pm
Btw:
(http://generalhorticulture.tamu.edu/lectsupl/Physiol/P24f1.gif)
So magma light would definitely be in the right range
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 19, 2014, 02:26:41 pm
The mana field could simply be large enough to sustain draws on it for billions of years or whatever. (. . .) Mana here is just another type of energy from the Big Bang or what have you.
From the "Development Goals" list:
Quote from: http://www.bay12games.com/dwarves/dev.html
Adventurer Role: Explorer
(. . .)
    Lands and beastiary
        More overland map features and local variations
        Scrap good/evil lands for lands with more variety
        Randomized critters in other categories (vermin, roaming creatures, soil critters, plants, etc.), naming them
        Being able to look at a list of all known creatures you've seen and where
Mana is a way to get "lands with more variety."  Always has been.  Something from the Big Bang would, by definition, be present (and very close to even) throughout the world, which runs against that goal of variety. 

Once that variety is in the game, certain players will want a way to CHANGE the variety of magic present on their embark zone, so it needs to be able to run out.  A mechanism of running out also permits a "the magic goes away" sequence of events, which I and others have mentioned before. 

#3 is not necessary, either. You only need to have a single special site/molecule/whatever that converts mana into ATP or some normal chemical carrier OR that just uses its energy instantaneously and then keeps the juicy products, and you're fine.
One of the ideas I wanted was that necromancers would be able to siege your fortress even if you embarked in an area without the Death mana their undead need.  Undead don't HAVE a biochemistry to store other products with, so they need to use mana directly.  In order to leave their Death mana area, they need an internal storage.  Animating a new undead would also use Death mana, so necromancers need some way of bringing it with them. 

But you say it does other things you want to do -- which things?
Alchemy. 
Fruit (and possibly other plant parts) can contain XE in portable form.  Intelligent creatures which require XE (such as necromancers) can carry appropriate types of fruit with them.  (. . .)  This also has implications for alchemy.
I want alchemy to be available, and I believe internal storage of mana in certain materials is required.  Biological materials were the ones that made most sense to me.
Implications part 2: Magical creatures
1. Creatures that can use XE will have a personal XE pool, separate from that of the region.  They can fill it either by eating a plant that contains XE (the [NO_EAT] token may or may not prevent this), or more directly from the ambient pool.  Death of the creature probably releases its energy into the region pool. 
2. A creature that requires XE to avoid hunger can draw from its personal pool, or that of the surrounding region.  The creature’s personal pool probably has a maximum size, and it can release XE into the environment when this fills up. 
As above, I want plants to be able to store mana internally.  When an herbivore (or other creature) eats such a plant, this mana will end up in its body.  The internal mana storage for creatures is a logical consequence.  After I establish that plants can do it, there is no inherent biochemical reason animals wouldn't be able to do it too.

As I understand it, xenosynthesis is a way of supporting and enforcing Conservation of Energy.  This description has implications for how it should be implemented. 
(. . .)
3. Certain creatures (including, but not limited to, [NO_EAT] ones) will also consume XE.  I see a solution involving most of the same code as the current [GRAZER] token: the creature consumes one point of XE from the region to reduce “hunger” by an amount that varies with the creature.
This implementation has several features:
1. As I have described elsewhere, non-living creatures consume magic energy.  For Conservation of Energy to be respected, this consumption needs to be tracked. 
2. This implementation offers the simplicity of being able to use the existing "hunger" system.  Mana (XE) is a new food type.
3. It permits creatures to leave their home magic biomes, at least temporarily.  This permits the necromancer siege described above. 

Still think that chemotrophs + optional thermotrophs are a viable possibility. You mention fermentation like it's a major problem.
Fermentation is a counter to your claim that chemosynthetic stuff needs oxygen later.  By implication, it also undercuts your claim about them producing breathable cavern air.  Correct me if I'm wrong, but human adventurers don't have breathing issues down there?  And I think we established that ventilation from the surface was not sufficient. 

Also notice how dwarves are immensely slow at doing everything. (. . .) Perhaps this is due to anaerobic biology not just game design issues like expected?
Most anaerobic life-forms are poisoned by oxygen (remember my comment about chlorine?).  Oxygen is strongly favored when available, because each glucose molecule produces 36 ATP with oxygen, and I think 4-6 with fermentation.  If dwarves are faculative anaerobes (http://en.wikipedia.org/wiki/Facultative_anaerobic_organism), this would imply either a vast disparity in speed when dwarves are on the surface, compared to sealed caves, or a vast disparity in food consumption, neither of which we observe.  I believe dwarves are obligate aerobic like humans. 

Your comment about ethanol is also flawed: Ethanol is a product of fermentation, not something that could be fermented further. 
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 19, 2014, 03:08:11 pm
^

Simple enough. ALL life in DF world is primarily or entirely anaerobic, and the surface atmosphere is only slightly more oxygenated than caves, just enough to make dwarves sick, but not dead, and likewise not humans dead in caves. Both have much less oxygen than Earth though.

They still have photosynthesis as A primary production surface side, but they have simply only happened to evolve some of the less efficient chemicals that provide like, 7-8 ATP instead of 36 or something.

Primary production in surface plants = Lesser amount of chemosynthesis (but still some, since the atmosphere still has much but lesser amounts of sulfides) + supplementary photosynthesis.

Primary production in caves = all chemosynthesis, which is more efficient due to higher sulfide concentrations nearer the source, so they still maintain about as much life down there.



Where does the extra oxygen go? Easy enough -- there's still enough elemental metals around that excess oxygen is still getting absorbed geologically to make oxides. And in fact, there actually ARE many more elemental metals in DF than on Earth!!




Also overall amount of life is way less than on Earth -- only one species of animal wanders by a several acre site per season? Way fewer large animals in this game. Makes total sense for the more meager living from chemosynthesis in DF than on earth.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 19, 2014, 04:09:11 pm
Thermosynthesis was pretty weird, but this is your weirdest yet. 

Simple enough. ALL life in DF world is primarily or entirely anaerobic.
Um, how is this a realism advantage over mana? 

DF has humans.  DF has cows.  DF has elephants.  DF has pine trees.  DF has rats.  DF has bamboo.  There is NO POINT in using those names unless they actually refer to what the reader (player) WILL THINK they refer to. 

Also overall amount of life is way less than on Earth.
I always took this as a limitation of the game engine, that would be corrected later.  I remember reading on the wiki that the game limits animal herd sizes at a fortress to about 50 per species (they don't get pregnant or lay eggs past that point), presumably for FPS and/or RAM reasons.  These are the ONLY logical reasons I can come up with for this behavior.

(Edit) There are arguments of space and food, but those would be a more complex algorithm, not a flat cap. (/Edit)

They still have photosynthesis as A primary production surface side, but they have simply only happened to evolve some of the less efficient chemicals that provide like, 7-8 ATP instead of 36 or something.
I don't think that's how it works.  Admittedly, I'm not a biochemist, but I always understood aerobic respiration (http://en.wikipedia.org/wiki/Cellular_respiration#Aerobic_respiration) to be more productive than fermentation due to the vastly greater energy difference between reactants and products. 

Primary production in surface plants = Lesser amount of chemosynthesis (but still some, since the atmosphere still has much but lesser amounts of sulfides) + supplementary photosynthesis.
I KNOW this is not how it works.  Light (photosynthesis) is strongly favored when available.  "Plants" would have no solid biochemical reason not to use light if possible.  It increases energy gathering, and allows plants that can do it to out-compete those that can't.

(Edit) Also, remember our old friend purple sulfur bacteria (http://en.wikipedia.org/wiki/Purple_sulfur_bacteria)?  They carry out photosynthesis, but don't produce oxygen.  They produce sulfur.  (/Edit)
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 19, 2014, 05:50:08 pm
There is NO POINT in using those names unless they actually refer to what the reader (player) WILL THINK they refer to. 
I agree.

And what most (or possibly literally ALL) players are going to think abotu when they hear "cow" is "an animal shaped like a cow that moos and eats grass and is kinda dumb" NOT "a eukaryotic organism that undergoes cellular oxygen respiration."

Since the hypothetical partially anearobic version of a cow might very well look similar and have similar behaviors, calling such a thing a cow is far less confusing to the normal player and represents a much easier learning curve than having to memorize 80 bazillion new pointless species names like "Zingbats" or whatever.  So there's definitely a practical point to using that name, even if not 100% identical, because the things that people actually think about still do match.

I think that few people, even if they were to be told that this is a largely anaerobic world, would care at all that you still used the word cow to describe cowlike anaerobic organisms.

These are the ONLY logical reasons I can come up with for [limited species numbers]
You mean, except the other logical reason I just gave...? More limited energy source = fewer organisms, fits perfectly.

I always understood aerobic respiration to be more productive...
I am not arguing that. I'm saying that they simply cannot rely on aerobic respiration, because there ISN'T ENOUGH OXYGEN for them to do so. It's only more efficient/better when you have the necessary ingredients. If you don't, then relying on it will kill you, which isn't exactly what I'd call efficient.

Also, it's entirely plausible without postulating any special physics to say "This world just never evolved the most efficient chemical process." Evolution is based on random mutation. It never guarantees anything, and in fact Earth biology is almost certainly NOT optimal either. There is probably some other sunlight based chemical reaction way more efficient than photosynthesis that we just haven't evolved, by random chance and the complexity of that reaction, and whether there are intermediate adaptive steps, etc.

Even evolving what we already did might have been extraordinarily lucky for all we know. Maybe the reason we don't see any aliens out there is because evolving chlorophyll was just SO unlikely that we are 1 in a trillion and all other alien species are still purely running off of things like fermentation!  Totally plausible.

"Plants" would have no solid biochemical reason not to use light if possible
It just hasn't been evolved yet. Period. SImple as that.

You could just as easily argue Neolithic age humans had NO solid reason not to use electricity! It's so much better at everything than stone tools are! And you can way outcompete people if you use electricity!"

Well that's nice, except they just hadn't invented it yet... It's not like they had it available, and then rejected it.

Similarly, "plants" in DF may have so far evolved a less efficient version of photosynthesis (one that isn't nearly as universally optimal as ours) and not anything better.

purple bacteria
So?
Title: Re: Xenosynthesis and magic fields
Post by: expwnent on September 19, 2014, 05:50:38 pm
There's nothing magic about a fourth spatial dimension. It wouldn't be an infinite source of energy unless there's a free energy device outside the 3-plane the game takes place in, and if that's acceptable then it should be just as acceptable inside the universe. (I don't like either)

After reading a lot I confused myself and I'm having trouble seeing the big picture of what the two of you are saying. Perhaps stating your position as simply as possible would help clarify the most fundamental difference of opinion? Are we just looking at ways to explain cave plants and creatures, or also introduce a reasonable magic system at the same time? (or is that the difference?)
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 19, 2014, 05:58:34 pm
There are two possible goals, we sort of even disagree about the goal:

A) We are trying to explain as many of the weird things in the game as possible, while using the fewest overall number of "miracles" / "significant departures from Earth physics"

B) We are trying to have as few parts of the game as possible depend on miracles.

I sort of prefer (B), but most of the discussion has been about (A) because Tristan just sort of flat out implied he wasn't okay with (B), so for sake of argument...

_______________

So then within  that, you want to come up with the minimal list of weird things that simultaneously explains: cave plants and large creatures, undead zombies, the TARDIS-like dimensions of the world, blah blah blah.

He wants to just explain cave life as based on the same thing that makes zombies function. I want to--if possible--explain cave life using plausible alternative histories but still using Earth-consistent physical laws, in order to reduce the number of things in the game dependent upon magic. Even if we sitl have to suggest some other mechanism for zombies.

(See again, (A) vs. (B) above.)

If you have fully decided that (A) is correct, then I'm fine with a "mana field," as long as it's as streamlined as possible. So within Tristan's starting assumptions, I agree with that minus one or two of its complexities.  Not just within Tristan's starting assumptions, I still prefer something like the anaerobic creatures etc.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 19, 2014, 06:38:49 pm
Fairly good summary of the debate.

There are two possible goals, we sort of even disagree about the goal:

A) We are trying to explain as many of the weird things in the game as possible, while using the fewest overall number of "miracles" / "significant departures from Earth physics"

B) We are trying to have as few parts of the game as possible depend on miracles.
GavJ is correct.  I consider magic an inherent part of the game, so I do disagree with goal B.  GavJ has a distaste for magic that I neither share nor understand.

I am not concerned with the number of miracles so much as their magnitude.  That respecting science (http://www.projectrho.com/public_html/rocket/respectscience.php) article I linked to earlier explains what that means and why I care far more eloquently than I can.

Not just within Tristan's starting assumptions, I still prefer something like the anaerobic creatures etc.
You claim that thermosynthesis and a thriving anaerobic biosphere are NOT "significant departures from Earth physics."  I disagree.  Anaerobic can get a dense microbial mat (http://en.wikipedia.org/wiki/Microbial_mat), maybe even something like clams and worms, but not active creatures with large brains like humans and dwarves.

Hydrothermal vent creatures aren't all that active.  A clam doesn't get up and walk around, so it can live happily with not much energy input, but a dwarf going about his daily labors needs more energy than anaerobic metabolism will provide, to say nothing of a fortress of more than 100 plus livestock.

Worse yet, humans and dwarves are both homeotherms.  That takes a HUGE amount of energy, far more than anaerobic metabolism could possibly provide.

Since we're deviating from Earth physics and biochemistry either way, I would rather go all the way and not try to fool myself about it really being plausible.

Since the hypothetical partially anearobic version of a cow might very well look similar and have similar behaviors, calling such a thing a cow is far less confusing to the normal player and represents a much easier learning curve.
The game has dralthas, jabberers, helmet snakes, and so on.  All new names.

Also, your argument about "calling such a thing a cow" does not apply to humans, which are also in the game.

(Edit:)
These are the ONLY logical reasons I can come up with for [limited species numbers]
You mean, except the other logical reason I just gave...? More limited energy source = fewer organisms, fits perfectly.
You misunderstood my complaint.  The issue isn't that the cap is too low; the issue is that the cap is too flat and too hard.  If the issue is food, then that should be reflected in the code. 
Example: Track highest three or so "hunger" numbers and when they happened, remove after 1-3 years.  Bump numbers down the list when current hunger value exceeds them.  Remove lowest one when the list is too full.
Another example: Track highest 5 hunger numbers (without time stamp), bump and remove as above.  Also remove the highest one each year change. 
There would be a chance of pregnancy/egg laying, and this chance and clutch/litter size would both be tilted by that hunger record.  Herd size would be relevant only to the extent that it impacts the hunger record. 
Conclusion: A flat population cap that does not change due to local circumstances can only be motivated by computer hardware constraints. 
(/Edit)
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 19, 2014, 10:22:39 pm
Here it is: Like Reality Unless Noted (http://tvtropes.org/pmwiki/pmwiki.php/Main/LikeRealityUnlessNoted). 

Summary: Fictional worlds, including Dwarf Fortress, are assumed by default to be like Earth except where this assumption is specifically contradicted.  Therefore, words that identify livestock and such are assumed to refer to the same things we are used to.  EXACTLY the same things in ALL respects, including both superficial traits of appearance and behavior, and more esoteric traits like cellular metabolism.

Obviously, I can't stop you from calling a smeerp a rabbit (http://tvtropes.org/pmwiki/pmwiki.php/Main/CallASmeerpARabbit), but I am very firmly of the opinion that it's a bad idea.  In this case, I see no beneficial purpose to doing so.
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 20, 2014, 01:00:49 am
Quote
Here it is: Like Reality Unless Noted. 
It IS noted otherwise -- in the description or the flavor files or wherever you're proposing this stuff actually matters in the first place.  I.e. the same place you were planning on mentioning mana fields...

Anyway, the other solution I mentioned gets around all these details anyway and I think is stronger:
1) Photosynthetic bacteria and plants evolve from chemosynthetic ones right by the magma sea. Initially this happens near the lip of the handful of underground lava tubes that extend into caves and thus get splashed with water and have magma light.
2) They then evolve long leaflike tendrils that crawl around and seek out more magma light, through cracks and things.
3) This eventually becomes vines that can extend from a place with water down into and across the whole top of the magma sea, surviving heat death due to the miraculous insulating properties of DF space (which already exist). They can be arbitrarily long and connect between magma sea and caverns where water is all over the place. They can also force cracks in rock and open new paths between watery areas and the magma below.
4) These eventually can become tunnel tubes and very large treelike plants. The caverns are richly oxygenated by their photosynthesis. And organic molecules like amino acids are continuously synthesized from CO2 chemically by remaining chemotrophs and specialized plants and things.
5) Animals evolve (likely mostly coming from the surface in small numbers via caves and then adapting) to take avantage of the oxygen rich and food rich environment. As well as other types of plants living off the decaying matter of the primary ones.
6) Life eventually gets about as dense as the surface, since the entire magma sea's ceiling is basically now a dense mat of leaf/tendrils/root/things. And even though it is dimmer than sunlight, it's also on 24 hours a day, making up for that.



MANA SIDE OF DISCUSSION:

Quote from: Tristan Alkai
Alchemy. [reason why mana needs to be stored itself]
Huh?
Not following you. Alchemy can also just put ingredients together, get everything ready, then somehow open it up to the exposure of the mana field and have the reaction go in real time from there. The equivalent of your final incantation in a classic witche's brew situation (except here it could just be tossing in some manasynthetic algae or whatever). No need for storage or transit.

Quote
As above, I want plants to be able to store mana internally.  When an herbivore (or other creature) eats such a plant, this mana will end up in its body.  The internal mana storage for creatures is a logical consequence.  After I establish that plants can do it, there is no inherent biochemical reason animals wouldn't be able to do it too.
Again, think of sunlight. Do animals eat the stored sunlight in plants? No, the plants briefly use sunlight to power a reaction, then the sunlight is gone and they store energy as sugars and fats etc. Animals eat sugars and fats, not sunlight. They don't need to eat the mana either, or store it or transport it, for cave ecosystems based on mana to work. None of the organisms do. Not even the undead, etc. -- they can just be continuously tapped in.

Quote
A mechanism of running out also permits a "the magic goes away" sequence of events, which I and others have mentioned before. 

Just divert or block the field. No need for it to run out. Sunlight never runs out. So? You can still have darkness in the world. A volcano can erupt and blot out the sun for months or years... It didn't run out, yet it still went away locally. So can natural or sorcerous events similarly deny access to the mana field even if it is still plentiful beyond the obstruction. This is much less complicated than coming up with some intricate multiple energy source conversions system. Also having to deal with the question of why any organism would WANT to convert energy back into mana, etc. ALSO the lag from all that bookkeeping.

Just having it be nearly infinite like sunlight from some no-need-to-explain natural well is simpler, one-way only, only need the single mechanism for its conversion that evolved or whatever, no energy altruism is implied, etc. It is all around much cleaner. And less laggy since it's just infinite and you don't have to keep track. Not to mention easier to understand, personally.

Quote
Something from the Big Bang would, by definition, be present (and very close to even) throughout the world, which runs against that goal of variety.
Everything around us in real life is from the Big Bang.  Is it uniformly, homogenously distributed? No. Why do you assume this of mana when it is not true of the things that actually exist already? In fact, I can't think of anything in nature that IS homogenously distributed. Something that was would feel very unintuitive, not the other way around.

Thus, I don't even think you need to explain this. I think you can just have mana be in bands and swirls and patterns and people will just naturally assume "oh well of course. That's what stuff looks like in nature" without you having to explain or commit yourself to any specific mana-density or mana-gravity or mana-shadows or whatever. They will just swallow it without complaint. And will in fact even expect and assume it!

I've played Magic the Gathering for years, for example, with dozens of people, and participated on their forums, etc... Zero people have ever asked why the mana isn't distributed homogenously, despite it not being explained anywhere and being probably the single most core feature of the game.
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 20, 2014, 02:23:02 am
Quote
That respecting science (http://www.projectrho.com/public_html/rocket/respectscience.php) article I linked to earlier explains what that means and why I care far more eloquently than I can.
[/quote]
By the way, this link doesn't really support the concept of "lots of physics violations, but not big ones, and that's totally fine." It in fact warns against ALL of the types of issues mentioned previously:

* Avoid too many violations. In fact avoid any violations unless absolutely necessary for the story!
* Avoid big violations especially.
* Avoid the violations having overly far reaching consequences, big or small be the violation itself (which is something we haven't even gotten into with mana, or proposed alternatives really...)
Title: Re: Xenosynthesis and magic fields
Post by: expwnent on September 20, 2014, 09:10:00 am
I think I understand. I'm somewhere in between. Keep in mind that the game is representative, not literal. It doesn't represent a world with literal tiles, for example. Many of the mysterious game mechanics are actually part of the representation of the game, like the user interface. They aren't intended to be taken literally and a lot of the similar things are placeholders. When completed I support reducing the complexity of the miracles, but it's pointless to try to explain things like tiles with lore.

I support reducing the complexity (http://en.wikipedia.org/wiki/Kolmogorov_complexity) of the deviations from reality, all else being equal. The notion of "one" deviation is artificial. The statement "Plants eat magic and zombies can fly on alternate Tuesdays" is one statement but it would be outside the spirit of minimizing complexity, which I think is a more accurate term for what we want.

There are magical things in game like zombies, artifacts, necromancers, and vampires, so I see no problem making magic a "normal" part of physics from the perspective of the inhabitants of DF. Since we're already supposing magic, we may as well suppose it in such a way that it explains other mysterious things in game. I'm mostly indifferent on chemosynthetic plants vs magic-eating plants, but I lean slightly toward chemosynthesis because it's neat to have fringe science stuff in the same world as magic (hard fantasy).

As for energy, why not make magic somewhat like sunlight? Just to be different let's say it's emitted by the core of the planet or by the magma itself. It doesn't break conservation of energy, but there's a lot of it in the same way that there's "a lot" of energy in the sun. With a slight tweak to photosynthesis I think we can manage something interesting. We want magic to be able to do magic-like things and also serve as a mundane source of ordinary old chemical energy. How about this: chemosynthetic plants absorb raw magic and produce "refined" magic / mana as a waste product. Mana interacts with consciousness in interesting ways so it's possible to have wizards who do things with it, but plants and magical animals and zombies can only sustain themselves with it. Necromancers infuse dead bodies with just enough mana that they obey a simple command until destroyed: mana can also cause a sort of consciousness under the right circumstances, just like magnetism and electricity can cause one another.

As for underground plants, maybe they're chemosynthetic, maybe they're xenosynthetic. If xenosynthetic then they should be the source of mana. Necromancers have magic gardens and zombies can sustain themselves for longer if they eat magical plants (or maybe if they just breathe the mana in the air if mana is a gaseous waste product). It is unlikely that an animal could sustain itself entirely on mana: animals require much more energy than plants do. Zombies cannot sustain themselves indefinitely unless maintained by a necromancer. Zombies are also horrible from an evolutionary perspective. Even ignoring the fact they don't reproduce they are incredibly stupid and don't bother doing things like running away from danger, which tends to get them killed. This is why you don't see many zombies out in the world except in necromancer towers, where they are maintained by a necromancer.

If plants are chemosynthetic then necromancers should have to build some sort of xeno-solar panels to harvest mana and implant it in themselves to do magic. I'm not sure about this.

Maybe with a certain minimum amount of mana a necromancer can build a magical raw magic converter in their own body to get their own supply without plants. Maybe with meditation the rate of consumption can be increased due to the interaction with consciousness.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 20, 2014, 10:41:04 am
Okay, somewhat clearer statement of my position:
1. It is explicitly stated by Toady One that the current good/savage/evil surroundings are a place-holder, to be replaced at some point in favor of "lands with more variety." 
2. The game has a sphere system.  NW_Kohaku decided to invoke and extend this to achieve that variety, a decision I support.  This is where mana comes in.
(Edit)3. I also called in mana to explain undead, amethyst men, and other creatures that currently operate with no apparent source of food or energy.  Mana becomes their source of energy.
A. Support for undead and so on was an extension from something NW_Kohaku proposed: a magical source of energy to explain the cavern ecosystem.
 
3. NW_Kohaku pointed out that cavern plants support a vibrant ecosystem of many active creatures, but can't be using light for the purpose.  They must be using mana instead.  I extended the mana explanation to certain creatures, like undead, that currently function without any apparent energy source.
A. There was also discussion of caverns being different by area (http://www.bay12forums.com/smf/index.php?topic=76578.msg1954353#msg1954353) like the surface is, and discussion of mana being different by season (http://www.bay12forums.com/smf/index.php?topic=76578.msg1960871#msg1960871). (/edit)
4.
Just having it be nearly infinite like sunlight from some no-need-to-explain natural well is simpler, one-way only, only need the single mechanism for its conversion that evolved or whatever, no energy altruism is implied, etc.
This comes back to that goal of variety.  I assume that certain relevant behaviors of the current game will remain in place. 
A. Undead can spontaneously re-animate, but only in certain areas.
B. Creatures can achieve unnaturally large size, but only in certain areas.
C. Creatures can appear in approximately humanoid forms, but only in certain areas. 
> A single source of mana, especially with, as you describe, a single conversion process, will not explain these results.  This comes back to variety and the sphere system: I prefer to explain the differences by area in observed behavior by stating that the mana itself is different.  In other words, mana is always a particular sphere of mana, not just undifferentiated energy. 
5. Several kinds of mana require several respective sources.  I favored surface plants for this purpose.
I WAS working on a presentation about the ecology of magical plants, focusing on the magic-producing ones, and the various ways their ecological niche could affect the magic-consuming (xenosynthetic) ones.  Then GavJ derailed me.
Looks like I need to put this back on the front burner.  I NEVER invoked altruism.  It will also explain a few more of the behaviors I want to see.
6.
Quote
A mechanism of running out also permits a "the magic goes away" sequence of events, which I and others have mentioned before. 
Just divert or block the field. No need for it to run out.
If the field is getting diverted or blocked, then there must be something in place to KEEP it blocked.  Due to like reality unless noted (http://tvtropes.org/pmwiki/pmwiki.php/Main/LikeRealityUnlessNoted), I consider "mundane" the default, and mana a deviation from that default, a reverse of the position you outline.  Your solution also implies that at some point the block will STOP and the magic will come back (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheMagicComesBack), which we do not observe.  The magic goes away, and STAYS away.  I prefer to explain this in terms of continuous local mana production, which creates a reserve that can be depleted and run out.
> This also permits two game scenarios I want:
A. A player embarks on an undead biome with the intention of wiping out all the undead.  With local sources and reserve of Death mana, the player can deliberately remove the sources to starve out the undead. 
B. A different player can create Death mana sources in a formerly undead-free area for the challenge and/or the laughs.
C. Both of these can be extended to other scenarios, such as the successors to Savage areas.
7. Undead are not the only magical creatures.  I invoke magic to explain giant animals and animal men as well.  All are primarily found in certain areas because they require certain kinds of mana, which is only found in those areas.  This directs and controls the variety.
A. However, all three CAN be found outside those areas, but usually nearby.  I invoke an internal storage of mana to explain this behavior.
B. This internal storage then extends back to plants, which permits the alchemy I want to see. 
(edit) In scenario A above, the Death mana source plants would have internal storage of mana. Killing one of them is likely to release that energy for a one-time, but significant, increase in the area's Death mana.  Challenge! (/edit)
8.
Quote
That respecting science (http://www.projectrho.com/public_html/rocket/respectscience.php) article I linked to earlier explains what that means and why I care far more eloquently than I can.
By the way, this link doesn't really support the concept of "lots of physics violations, but not big ones, and that's totally fine." It in fact warns against ALL of the types of issues mentioned previously.
That's not how I interpreted it.  The entire site was written for a science fiction audience, and in many such series physics-breaking Faster-Than-Light travel is the order of the day (which was acknowledged on a different page of that site).  As I understood it, the advice was "You're almost certainly going to break SOMETHING.  Carefully decide WHAT to break, so you can avoid UN-intended consequences."  Consequences of NON-physics-breaking inventions like fusion power were also covered. 
A. I pointed out a wide variety of intended consequences of mana.  There is a world of difference between "lots of implications" and "lots of unintended implications that haven't been thought through."  The bad thing is consequences you haven't thought about; big physics violations are bad not for being big, but for being much more likely to present a problem you haven't thought about.
9.
I'm mostly indifferent on chemosynthetic plants vs magic-eating plants, but I lean slightly toward chemosynthesis because it's neat to have fringe science stuff in the same world as magic (hard fantasy).
This scenario comes across to me as "have your cake and eat it too."  If magic is demonstrably present, then I would rather not bother with "THIS part is plausible!" fringe science.  Just eat the cake and explain things with magic.
(edit) On that note, thanks for the help articulating why I didn't like the thermosynthesis and anaerobic ecosystem ideas GavJ was throwing around. (/edit)
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 21, 2014, 04:06:04 am
 
A. Undead can spontaneously re-animate, but only in certain areas.
B. Creatures can achieve unnaturally large size, but only in certain areas.
C. Creatures can appear in approximately humanoid forms, but only in certain areas. 
> A single source of mana, especially with, as you describe, a single conversion process, will not explain these results.
Why not? The sun is a single source of finite sunlight, yes?
There also exists no method by which to convert sugar back into sunlight, no?
Yet cacti or marigolds only grow in certain areas (full sun) and lavender and ferns only grow in others (shady spots).

Multiple sources are unnecessary to explain local differences -- they can simply have different amounts of mana. It is also unnecessary to explain spheres (spheres can just be different levels of sunny and shady spots of mana, and/or synergistic combinations of mana + other factors like how it interacts with lots of vegetation). And mana storage or transit is unnecessary either way -- with or without multiple types of mana.

I NEVER invoked altruism.
Implied it. Which organism is going around converting perfectly good chemical energy or whatever back into mana, and why is it doing that, what does it get out of the deal? That energy is going to go back into a communal pool, only some of which it might get back, when it could have kept it all for itself.

Just divert or block the field. No need for it to run out.
If the field is getting diverted or blocked, then there must be something in place to KEEP it blocked.  Due to like reality unless noted (http://tvtropes.org/pmwiki/pmwiki.php/Main/LikeRealityUnlessNoted), I consider "mundane" the default, and mana a deviation from that default, a reverse of the position you outline.  Your solution also implies that at some point the block will STOP and the magic will come back (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheMagicComesBack), which we do not observe.  The magic goes away, and STAYS away.  I prefer to explain this in terms of continuous local mana production, which creates a reserve that can be depleted and run out.
No offense, but why does it matter what you arbitrarily "preferred" or "considered" previously? That's not a game design argument.  It's just as good at face value either way, yet mana on by default comes out significantly ahead, because it offers a significant benefit in simplicity by not requiring multiple conversion methods (even MORE conversions for multiple kinds of mana), not requiring as complex of an ecosystem, not requiring altruism or whatever elaborate explanation is needed for it not to be altruism...

It also offers a much simpler explanation of evolution, which I didn't mention before. If mana is vast in reserves and has been available since the dawn of time, etc., then of course organisms would evolve to use it if possible, over millions of years. IF, however, it is very finite in reserve, to the extent it can run out in a single fortress game, then there is pretty much ZERO chance that organisms would have evolved both a chemical reaction chain to harness it, and a separate chain to refill the reserves, all in what... 10 years? Evolution takes thousands and millions of years, during which time the reserves would have to not go empty in order to not have cut off the evolution process (if they run out even for a month or a year, all those organisms die and the development ends).

Quote
> This also permits two game scenarios I want:
A. A player embarks on an undead biome with the intention of wiping out all the undead.  With local sources and reserve of Death mana, the player can deliberately remove the sources to starve out the undead. 
B. A different player can create Death mana sources in a formerly undead-free area for the challenge and/or the laughs.
A) The player can just do something to block the mana access. Most likely something analogous to whatever nature is doing to shade certain areas from mana more than others.
B) The player can do the opposite, knock out the metaphysical cobwebs and let the mana flow in higher intensity which above some threshold starts turning things into zombies.

And/or as suggested above in this post, spheres can be some combination of mana + [other context]. In which case adjust the two scenarios above to = a combination of mana flow control and changing the context. Such as amount of vegetation combined with mana flow rate (high flow or raw mana + lots of normal vegetation makes nature mana in the area, etc.). So to alter mana, you might block or remove obstacles to mana flow, AND go cut down or plant more trees, etc.

Quote
7. Undead are not the only magical creatures.  I invoke magic to explain giant animals and animal men as well.  All are primarily found in certain areas because they require certain kinds of mana, which is only found in those areas.  This directs and controls the variety.
Birds use sugar to fly. Humans use sugar (disproportionately) to think. Elephants use sugar to grow really big. Lamps use kerosene to light a room. Airplanes use kerosene to fly through the air. We already know in real life that a single energy source can and will be used for hugely different purposes. Organisms in particular almost universally use the same basic energy and the same basic energy reactions.

Doing it the same way with mana is the simplest and most intuitive approach -- i.e., the animals are evolving (or being manipulated by necromancers) to use the same generic form of extra energy in different ways. The animals are primarily the difference in how it manifests, not the energy source. Although the amount of energy source does matter too, regionally, it's still not the main source of variety. After all, animal men and giant animals live in the same place. And eyeball grass and zombies live in the same place. Quite a lot of local diversity in the game already.

Quote
A. However, all three CAN be found outside those areas, but usually nearby.  I invoke an internal storage of mana to explain this behavior.
If you have a big brain and you stop eating for a couple of days while you make a weekend trip outside of your main feeding zone (on Earth), you don't just drop dead. Remember, I'm not suggesting that these animals not store their energy. I only said they don't need to store the MANA ITSELF. But the mana can still be used to drive the formation of mundane chemicals (like fat reserves or ATP or whatever else), which you can then store and use later to get through rough times. (or perhaps some creatures cannot, like maybe zombies, which might allow you to make them indeed drop dead instantly when you turn off the mana, just like you want. Again, diverse animals are the diversity, rather than the energy source)

Quote
the Death mana source plants would have internal storage of mana. Killing one of them is likely to release that energy for a one-time, but significant, increase in the area's Death mana.  Challenge!
This seems inconsistent with the fact that there are not big spikes of weird events when things just die normally in the game in their own areas. When I kill a giant jaguar just while out hunting or whatever, it's not like everything around it gets 30% bigger or something. It also seems inconsistent with other organisms being able to store and absorb mana from each other, because you setting off your spell would just be like, dinner, to all cave animals nearby, yes? It also presents a lot of logistical problems regarding the need to keep all of your specimens ALIVE up until the point that you need them. How do you keep a live tunnel tube in your alchemy lab when a tunnel tube is like 40x the size of your alchemy lab, etc.? Also come to think of it why do you need to study alchemy for 40 years to just look up a chart of mana and go kill something of that type for whatever you need? This seems like it has a lot of issues.

It seems more intuitive and more dwarven to me for alchemy to not be sspellcastery things (even in very high fantasy, dwarves are pretty much never wizards), but instead be the academic-flavor study of practical mana manipulation. Examples of things it does:
1) Splicing new organisms, sort of like GMOs, to maybe be faster or stronger with mana supplements by gaining organs or oganelles that convert it.
2) Necromancy is a sub branch of alchemy, and sort of an advanced, quicker, long range form of #1.
3) HERE is maybe where learned alchemists may be able to devise batteries for storing mana itself.
4) Making artificial converters. The equivalent of mana solar panels, instead of relying only on cave plants and natural conversion sources.
5) The art of using mana to help run machinery like pumps
etc.

Quote
This scenario comes across to me as "have your cake and eat it too."  If magic is demonstrably present, then I would rather not bother with "THIS part is plausible!" fringe science.  Just eat the cake and explain things with magic.
That's not what the phrase having your cake and eating it means...? I really don't know what you're saying here.
Limiting a necessary evil to... only the necessary amounts of it is perfectly logical.

It's "evil" because it promotes laziness, hand waving, and bad storytelling if you just use it to get out of puzzles that have other solutions.
It's necessary (perhaps) because if we TRULY can't explain certain critical plot points any other way, then the story won't get told at all.

You should only use it to exactly the point needed to be able to tell a coherent story and no more. Your "respecting science" page references this point in detail and the logic behind it several times.
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 21, 2014, 04:56:03 am
Oh also again, underground plants could merely be literally photosynthetic, from magma light, which doesn't burn them because of the way heat flow works in DF (existing miracle). Have mentioned this a couple times to no response. I think it's actually a pretty reasonable theory.

Mana is okay too, but not really with all the baggage. Although I don't agree on all his details, I think expwnent summed it up nicely by saying "Why not just treat mana like sunlight" but from a different source like the planet's core. Doing this would streamline most of the baggage away, if you just keep asking "would this make sense if we were talking about sunlight?" and what remains is largely automatically intuitive and simpler for people who are used to thinking about sunlight to simply reverse their direction on the same concepts.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 21, 2014, 07:11:29 pm
As promised, the post about the features and ecological niche of magic plants. 

NW_Kohaku and I share a habit of very long posts, and I am now copying another one: using spoiler tags to cut the length of absolutely huge ones to something more manageable (demonstrated very prominently here (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920008#msg1920008)).  The ones in this post serve no other purpose. 

Part 1: Goals, Assumptions, and Definitions
Spoiler (click to show/hide)

Part 2: Magical Biochemistry
Spoiler (click to show/hide)

Part 3: Mana Interactions
Spoiler (click to show/hide)

Part 4: Mana Storage and Its Consequences
Spoiler (click to show/hide)

Part 5: Basic Magical Ecology
Spoiler (click to show/hide)

Part 6: Magical Animals
Spoiler (click to show/hide)

The format for describing the various alch plant strategies is as follows:
D. “Description” of the strategy. 
L. “Logic” behind the strategy, including, if possible, real-life precedents. 
B. “Biome,” or the environment likely to be favored by an alch plant using this strategy. 
P. “Plant,” or what an alch plant would be like as a consequence of this strategy. 
C. “Caverns,” or implications for xeno cavern plants living below an area dominated by alch plants of this type. 
M. “Miscellaneous” commentary. 

As a final note, very few of the strategies described below interfere with each other.

Cluster 1: Immobile xeno-chlorophyll
I assume that xeno-chlorophyll evolved from mundane chlorophyll.  Under most circumstances, chlorophyll does not move around the plant.  The main exception is deciduous trees removing it from their leaves in fall (which actually involves disassembling it and moving the pieces).  Occam’s Razor then leads to the assumption that xeno-chlorophyll will also, by default, not move around much. 

1. Modified CAM
Spoiler (click to show/hide)

2. Xenosynthetic Roots
Spoiler (click to show/hide)

3. Mana Nectary
Spoiler (click to show/hide)

Cluster 2: Mobile Xeno-chlorophyll
Now we’re getting to the more speculative stuff.  All of these strategies assume and exploit moving xeno-chlorophyll around the plant.  Given the "Immobile xeno-chlorophyll" strategies described above, this isn’t strictly necessary to support the cavern ecosystem, but it does offer possibilities for other goals I had.  See also: "Mana Storage and Its Consequence," above.

4. Mana Sap
Spoiler (click to show/hide)

5. Shaded Calvin Cycle
Spoiler (click to show/hide)

6. Mana fruit
Spoiler (click to show/hide)

7. Mana Tuber
Spoiler (click to show/hide)
Title: Re: Xenosynthesis and magic fields
Post by: TheDarkStar on September 21, 2014, 09:29:03 pm
Because light is the ultimate source of energy in this ecosystem, I'd think that the energy efficiency of each process would need to be different. The plants that live on the surface would use light because photosynthesis is more efficient than xenosynthesis, but photosynthesis would also create mana as a byproduct (or maybe it is created as a byproduct from the plant's metabolism, similar to how RL plants release water and oxygen, which would mean that you can convert between mana and light), and that mana would somehow (radiation? a liquid? a gas? Maybe it is transferred like heat?) get down to the subterranean plants. Because there's always inefficiency, though, less mana energy would be produced than light energy taken in at the beginning (in RL, the factor for thing kind of thing is about 10, so you'd have roughly 10x as many surface plants as xeno ones and then 10x as many xeno plants as the things that eat them directly, etc).
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on September 21, 2014, 11:27:37 pm
Biggest issue here aside from the more external complaints earlier: mana charging an x-chlorophyll molecule is not storage of mana. It's just an x-chlorophyll molecule in a higher energy state.

Things eating them would be eating slightly higher calorie mundane plant matter.
Title: Re: Xenosynthesis and magic fields
Post by: Baffler on September 22, 2014, 10:28:29 am
PTW, for now.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 22, 2014, 08:38:37 pm
(M)ana charging an x-chlorophyll molecule is not storage of mana. It's just an x-chlorophyll molecule in a higher energy state.

Things eating them would be eating slightly higher calorie mundane plant matter.

Not quite. 

I glossed over this earlier, but the path in mundane plants from "high energy chlorophyll" to ATP involves a rather complicated series of enzymes and other molecules, which will be quickly ruined by any animal digestive system. 

As I have set it up, the path from "high energy xeno-chlorophyll" to ATP involves that same complicated series of bio-molecules.  Without them, only the light-release and mana-release decay paths are available. 

As stated there, high-energy xeno-chlorophyll can remain in the high-energy state for some time, and can probably survive longer in the digestive system than the much larger and more complicated extraction system.

I envision the mana-release as the default, with both light-release and biochemical release requiring supporting biochemical systems around the molecule (at least to occur at significant rates).  Storage of energy in xeno-chlorophyll therefore is storage of mana.

Having settled on the explanation that XE is (primarily) produced by certain plants, a new question emerges: How is outputting XE beneficial?  This seems like the plant is simply wasting energy it could use. 
(. . .)
2. The plant contains magical energy, and this has implications for herbivores.  Most can’t use the XE.  When mundane herbivores eat the magical plant, the XE is released into their bodies in an uncontrolled way, and causes an unpleasant and possibly dangerous syndrome.  The details obviously vary depending on sphere. 
Summary: I was explicit right from the start with an assumption that mana required special systems to handle it, and was harmful to life-forms that lacked those systems.

PTW, for now.
Um, I don't speak text message.  What does this mean?

The plants that live on the surface would use light because photosynthesis is more efficient than xenosynthesis, but photosynthesis would also create mana as a byproduct (or maybe it is created as a byproduct from the plant's metabolism, similar to how RL plants release water and oxygen, which would mean that you can convert between mana and light), and that mana would somehow (radiation? a liquid? a gas? Maybe it is transferred like heat?) get down to the subterranean plants. Because there's always inefficiency, though, less mana energy would be produced than light energy taken in at the beginning.
Okay then.  Next on the agenda: Properties of Mana.
Title: Re: Xenosynthesis and magic fields
Post by: Redzephyr01 on September 22, 2014, 08:46:16 pm
Posting to watch.
Title: Re: Xenosynthesis and magic fields
Post by: Baffler on September 24, 2014, 01:45:59 pm
Posting to watch.

Aye. I'm somewhat able to speak at this level of detail, at least where animals are concerned, but I don't have time to write anything up (worth reading anyway) until this weekend.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 25, 2014, 09:47:35 pm
(Tristan Alkai cancels Write Presentation on the Properties of Mana: Interrupted by Schoolwork.) 

That left the project sitting in the back of my mind for a few days.  Those few days were enough distance from the issue for me to realize that I had been going about the debate wrong. 

My first post concerned HOW to implement xenosynthesis, because I (sub-consciously) took the question of WHY to be settled ("I like magic (http://www.bay12forums.com/smf/index.php?topic=76578.msg5666051#msg5666051)").  Later, I read the Improved Farming thread (http://www.bay12forums.com/smf/index.php?topic=76007.0), linked to in the first post of this one, and consciously took the question of WHY to be settled.  Various comments from GavJ indicate that this opinion is not unanimous, but it took a while for me to realize what the problem really was. 

Most of WHY is covered there.  Xenosynthesis is one aspect of Improved Farming, as described by NW_Kohaku.  Discounting the sections describing the problem being tackled (3 sections in 2 posts) and elaboration of the basic goals and why those goals are important (5 more sections distributed between those same two posts and a third one) there are 20 sections describing the HOW of the solution.  Xenosynthesis is only one of those twenty.

Most of both WHY and HOW are covered by NW_Kohaku over the first 6 posts of the Improved Farming thread (sometimes via links to other posts farther in), in far more detail than I could ever manage.  I will only summarize the parts that are relevant to this issue in particular.

The goals:
1. Give the game more depth by presenting the player with conflicting goals.  These require the player to evaluate opportunity costs and prioritize which goals to pursue and which ones to sacrifice.  (NW_Kohaku, Improved Farming (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920005#msg1920005), original post, section "Choices".)
2. Assist Toady One in defining and implementing a stated goal of "lands with more variety."  (Me, this thread, reply #110 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5673553#msg5673553).)
3. Provide a well-described physical mechanism for how cavern plants grow without sunlight.  (Requested by NW_Kohaku, Improved Farming thread, reply#236 (http://www.bay12forums.com/smf/index.php?topic=76007.msg2019450#msg2019450) (linked to in the same thread, reply #3 (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920008#msg1920008)). Also in this thread, original post (http://www.bay12forums.com/smf/index.php?topic=76578.msg1947754#msg1947754).  Answered by me, this thread, primarily in reply #85 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537) and reply #124 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5679328#msg5679328).)
4. Explain why nearly all current cavern plants only grow in certain seasons, even though the temperature swings that define seasons on the surface do not occur underground.  (NW_Kohaku, this thread, reply #67 (http://www.bay12forums.com/smf/index.php?topic=76578.msg1960871#msg1960871).)
5. Explain why magical creatures (for example, the giant animals found in Savage areas) are different from their mundane counterparts.  Re-phrase: Explain how they got that way.  (Me, this thread, reply #85 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), section "Implications Part 3: Magically Altered Creatures".)
6. Make inorganic creatures an integrated part of the ecosystem.  (Me, same post (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), section "implications for how it should be implemented," item 3.)
7. Support increased numbers and diversity of magic-users. (Me, same post (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), section "Implications Part 2: Magical Creatures," items 3 and 4.)
8. Permit and support an alchemy system. (NW_Kohaku has started an entire thread (http://www.bay12forums.com/smf/index.php?topic=102403.msg3027251#msg3027251) on the subject.  Also by me, this thread, reply #110 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5673553#msg5673553), section "Alchemy.")
9. Permit changes during play to surroundings, and give players the means to trigger those changes.  (Me, this thread, reply #121 (http://www.bay12forums.com/smf/index.php?topic=76578.120), section 6.) The main Improved Farming thread focuses instead on changing biome (NW_Kohaku, Improved Farming, reply #1 (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920006#msg1920006), section "Forestry, Wild Soil, Soil Erosion, and Ecological Damage.")
10. Support a religion system, with real gods capable of answering prayers. (Me, this thread, reply #85 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), section "Implications for how it should be implemented," item 4; and section "gameplay implications," item 5.)
11. Minimize the impact of the various improvements on FPS and RAM use. 

I may edit this list later if I decide I missed something.

Yep, I missed something.  Was it somehow so obvious it got missed? 
Inserted as 3 and 4, with numbers after that shifted to match.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on September 26, 2014, 10:49:45 am
With WHY explained, I need to explain HOW my system works toward those goals.  The one that I think needs the most elaboration right now is goal 1. 
1. Give the game more depth by presenting the player with conflicting goals.  These require the player to evaluate opportunity costs and prioritize which goals to pursue and which ones to sacrifice.  (NW_Kohaku, Improved Farming (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920005#msg1920005), original post, section "Choices".)
NW_Kohaku described how it applied to Improved Farming in general.  I need to describe how it applies to xenosynthesis in particular.

Again, i use spoiler tags to divide the the post into smaller, somewhat more manageable, sections.

Relevant Crop Types
Spoiler (click to show/hide)

These assemble into four clusters, each with strategic strengths and weaknesses. 

Cluster 0: Fungus
Spoiler (click to show/hide)

Cluster 1: Surface
Spoiler (click to show/hide)

Cluster 2: Portal Xeno
Spoiler (click to show/hide)

Cluster 3: Deciduous
Spoiler (click to show/hide)

Cluster 4: Broadcast
Spoiler (click to show/hide)
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on December 08, 2014, 12:54:27 pm
Okay, I am finally non-busy enough to give this thing proper attention. 

I would strongly prefer to actually win the debate with GavJ, not just chase him(?) off, so back to that, including some more articulate phrasings of previous segments of the argument. 

On Magma photosynthesis:
Since in DF, temperature doesn't move beyond 1 tile from a source, and since even then, it's only like 100 degrees F or something right next to magma, plants or bacteria could possibly grow immediately over the magma sea using magma light for photosynthesis (like on the ceiling of the magma sea), as a primary producer, and then the grass and stuff you see in the caverns just has "roots" (in quotes because they're for food nutrients more than water) that go down there and continuously gobble up the photosynthetic bacteria. This also relies on an EXISTING miracle of weird thermodynamics in the game that are unlikely to change.
DF is explicitly still in alpha testing.  When something in DF does not make sense, and is not blatantly magical (undead and mud men, for example), my default assumption is that it is a quirk or limit of the game's engine that will be corrected at some point.  "Existing miracle" is irrelevant. 

For magma not transferring heat properly (http://tvtropes.org/pmwiki/pmwiki.php/Main/ConvectionSchmonvection), another explanation is Rule of Fun (http://tvtropes.org/pmwiki/pmwiki.php/Main/RuleOfFun).  After all, magma forges would not be very useful if magma was hot enough to cook a dwarf alive from ten tiles away.  Plants nearby surviving to use the illumination would then be "collateral weirdness," which I have mentioned with distaste before. 

On "leaves" growing from above through the ceiling:  Rule of Fun does not protect this area (except through collateral weirdness), since dwarves are unlikely to be found there.  There is also the minor detail that the Manera (http://dwarffortresswiki.org/index.php/DF2014:Manera), which (from its description in the raws) is supposed to crawl on the ceiling, currently can't manage it with the game's engine. 

On fringe science:
I'm mostly indifferent on chemosynthetic plants vs magic-eating plants, but I lean slightly toward chemosynthesis because it's neat to have fringe science stuff in the same world as magic (hard fantasy).
This scenario comes across to me as "have your cake and eat it too."  If magic is demonstrably present, then I would rather not bother with "THIS part is plausible!" fringe science.  Just eat the cake and explain things with magic.
That's not what the phrase having your cake and eating it means...? I really don't know what you're saying here.
Limiting a necessary evil to... only the necessary amounts of it is perfectly logical.
Magic and fringe science are both stepping outside established knowledge and physics.  As I understand them, the only difference is that magic admits its implausibility, making it more honest.  When presented with the choice, I prefer magic over fringe science for this reason.  Fringe science always comes across to me as "use magic but pretend we're not."  This is acceptable in some genres, but DF has blatant, unambiguous magic, so I don't see the benefit.  Using fringe science and admitted magic in the same setting comes across to me as hypocritical. 

That was what I meant earlier with "THIS part is plausible!" fringe science.  This part (fringe science) is "plausible" (have your cake ... too) but this other part (magic) is not (eat it).  Using magic and fringe science in the same setting is an attempt to be selective.  I see it as complicating things for no benefit. 

Note that none of this criticism of fringe science applies to real science. 

On mana vs mundane:
Just divert or block the field. No need for it to run out.
If the field is getting diverted or blocked, then there must be something in place to KEEP it blocked.  Due to like reality unless noted (http://tvtropes.org/pmwiki/pmwiki.php/Main/LikeRealityUnlessNoted), I consider "mundane" the default, and mana a deviation from that default, a reverse of the position you outline.  Your solution also implies that at some point the block will STOP and the magic will come back (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheMagicComesBack), which we do not observe.  The magic goes away, and STAYS away.  I prefer to explain this in terms of continuous local mana production, which creates a reserve that can be depleted and run out.
No offense, but why does it matter what you arbitrarily "preferred" or "considered" previously? That's not a game design argument.  It's just as good at face value either way, yet mana on by default comes out significantly ahead, because it offers a significant benefit in simplicity by not requiring multiple conversion methods (even MORE conversions for multiple kinds of mana), not requiring as complex of an ecosystem...
What I arbitrarily considered was not the only thing I brought in.  I followed it up with the observation that, once "the magic goes away," it does not come back.  This is not some arbitrary preference of mine; it can be observed and verified within the game. 

Continuous local mana production during the Age of Myth that stops when the relevant plants and megabeasts get killed off prevents that return much more satisfactorily (i.e. much more permanently) than some sort of nebulous "mana shade."  It is also much easier and more intuitive for the player to figure out how to trigger and/or prevent, which IS a game design argument. 

On limited herd sizes:
Also overall amount of life is way less than on Earth.
I always took this as a limitation of the game engine, that would be corrected later.  I remember reading on the wiki that the game limits animal herd sizes at a fortress to about 50 per species (they don't get pregnant or lay eggs past that point), presumably for FPS and/or RAM reasons.  These are the ONLY logical reasons I can come up with for this behavior.
You mean, except the other logical reason I just gave...? More limited energy source = fewer organisms, fits perfectly.
The game as it stands now has a flat, arbitrary population cap.  My complaint is not that the cap is too low.  My complaint is that it is too "flat."  That is to say, that it does not adjust automatically to local circumstances.  If it were due to food issues, that should be reflected in the code, such as animals not being fertile for some time after being starving (and possibly "hungry" as well).  This would provide a dynamic cap that adjusts to current local circumstances.  A flat arbitrary cap is for either player sanity or keeping RAM and CPU use under control. 

Perhaps I phrased it badly earlier.  Food is an acceptable reason for the behavior itself (limited herd sizes), but hardware concerns were the only plausible reason I could come up with for the current implementation of the behavior. 

I will have that post on "Properties of Mana," and why I feel that each is important, in a few days. 
Title: Re: Xenosynthesis and magic fields
Post by: MDFification on December 08, 2014, 01:58:22 pm
Did you just say chemosynthesis violates the known laws of physics?

I don't think you have a very firm grasp on chemosynthesis m8. It's not fringe science- it's a real biological process that has been observed in both extinct and existant life forms. If you want, read up on it. (http://en.wikipedia.org/wiki/Chemosynthesis) It's practically the norm for ecosystems located in low-light environments.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on December 08, 2014, 03:01:20 pm
Okay, apparently I phrased things badly again.  I do that sometimes. 

Chemosynthesis is real science, I'm not arguing that, but there's a big difference between "it exists" and "it can support this particular behavior." 

Issues:
1. Chemosynthesis is limited in the primary production (http://en.wikipedia.org/wiki/Primary_production) it can generate, much more than photosynthesis. 
2. There have been comments about hydrothermal vents and the clams and worms that live near them, but my understanding is that they are roughly equivalent to mountain grass in the current game: they can reach impressive density, but won't grow back on a fortress mode time scale. 
3. Since they won't grow back, they won't support much in the way of grazers, to say nothing of bigger stuff that eats those grazers. 
4. In addition to grazers like dralthas and elk birds, DF has huge carnivores like jabberers, cave dragons, and giant cave spiders.   Huge carnivores require a correspondingly huge base of primary production to support their food needs.  My understanding is that chemosynthesis can not provide nearly a big enough base. 

Summary: I am not saying that chemosynthesis violates the laws of physics.  I am saying that the claim "chemosynthesis can support the observed cavern ecosystem" violates the laws of physics.  There is a difference. 
Title: Re: Xenosynthesis and magic fields
Post by: Sergarr on December 08, 2014, 06:02:39 pm
I still don't see why plants have to transform sunlight into xeno-energy. Why not just have a sort-of-negative-sun-down-below which emits xeno energy which fuels all the cavern plants?
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on December 08, 2014, 07:22:27 pm
I still don't see why plants have to transform sunlight into xeno-energy. Why not just have a sort-of-negative-sun-down-below which emits xeno energy which fuels all the cavern plants?

Read the thread first!  I have been over this, particularly in reply 131 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5688980#msg5688980), reply 121 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5675505#msg5675505) and reply 105 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5672367#msg5672367) (which contains a reply to this exact suggestion in reply 104 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5672350#msg5672350)). 
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on December 09, 2014, 01:20:50 pm
Quote
My complaint is not that the cap is too low. My complaint is that it is too "flat"
Okay... but I'm struggling to see what this has to do with xenosynthesis. If you want to make a suggestion forum thread for populations of animals being dynamic, then great, go for it.

But flat or not, the point as is relevant to this thread is that the populations are very very low. Yes a GCS is a large predator, but I only even catch a glimpse of one once every 5 years or something in my forts, even though I'm covering acres and acres of cavern land.

You also have to consider that underground animals may just be flocking to your fort in higher concentrations than in the world in general. Drawn by rumors of wealth, or just hearing the scratching noises you make when you dig with their keen ears, or whatever. Just like FBs and megabeasts. You can't even take the (already very low) population density you observe to be the world population. It's probably lower still.

DF world is also vastly closer to the magma than Earth is that near the surface. There would probably be a huge amount of extra sulfur gases and things than there are here. Dwarves don't choke to death on them because... the cavern ecosystem is soaking them up! And growing much faster than on Earth in the process.




At the most, this argument seems to call for making cave grass not regrow in game, and that being pretty much sufficient for explaining most of the ecosystem. Which would be fine with me.
Title: Re: Xenosynthesis and magic fields
Post by: Sergarr on December 10, 2014, 11:21:06 am
There are also freaking CLOWNS at the bottom.

How do THEY survive? Answer me, how can your fancy plant xenosythesis make demons move without having the xeno-energy go from the bottom?

Your theory is overcomplex, Tristan Alkai. Admit that XE comes from the bottom and NOT from the Sun!
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on December 10, 2014, 01:07:08 pm
Another reason I dislike this approach, which perhaps I didn't put into words appropriately before, is that it lacks any falsifiability or challenge at all to explain anything.

Come up with any weird happening, pretty much, in the entire game, and you can pretty effectiely just wave your hands and "Oh demons? They have XE receptors, hurr durr." "Oh pigs grow without eating any grubs? They have XE receptors, hurr durr" "Your shoelaces aren't tied the way you remember trying them? Must be those pesky XE receptors, hurr durr"

There's no effort or elegance involved. It sort of reminds me of that Breatharian guy whose response to any issue whatsoever is basically "Oh that happens in the 5th dimension [something something] you can't perceive anything but the tip of the iceberg" And then conveniently, only he can visit the 5th dimension to verify this.

The scientific route may very well be able to come up with some fringe explanation for most things, but at least it actually takes some effort, and requires a new updated explanation / theory for the new things that are brought up. And they have to follow rules still, however flexible. It isn't trivially reductionist, and thus feels like less of a copout.
Title: Re: Xenosynthesis and magic fields
Post by: Sizik on December 10, 2014, 04:55:42 pm
I can imagine blind cave dwellers making the same arguments against the sun. "How to plants grow without any XE receptors? Must be the sun." "Daily fluctuations in temperature? Obviously the sun." "Weather never running out of rain? Gotta be the sun, hurr durr."
Title: Re: Xenosynthesis and magic fields
Post by: GavJ on December 10, 2014, 05:09:41 pm
I can imagine blind cave dwellers making the same arguments against the sun. "How to plants grow without any XE receptors? Must be the sun." "Daily fluctuations in temperature? Obviously the sun." "Weather never running out of rain? Gotta be the sun, hurr durr."
Except the sun actually is real and does a finite number of already-established things, and you can't just make up new properties for it when convenient in a discussion... That list of things you started writing there already has limits. Whereas the list of things you could attribute to XE does not.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on December 27, 2014, 03:06:05 pm
I guess I spoke too soon about being able to give this proper attention. 

1.
Another reason I dislike this approach, which perhaps I didn't put into words appropriately before, is that it lacks any falsifiability or challenge at all to explain anything.

Come up with any weird happening, pretty much, in the entire game, and you can pretty effectiely just wave your hands and "Oh demons? They have XE receptors, hurr durr." "Oh pigs grow without eating any grubs? They have XE receptors, hurr durr" "Your shoelaces aren't tied the way you remember trying them? Must be those pesky XE receptors, hurr durr"

(. . .)

The scientific route may very well be able to come up with some fringe explanation for most things, but at least it actually takes some effort, and requires a new updated explanation / theory for the new things that are brought up. And they have to follow rules still, however flexible. It isn't trivially reductionist, and thus feels like less of a copout.

I did have at least a partial answer to this. 
DF is explicitly still in alpha testing.  When something in DF does not make sense, and is not blatantly magical (undead and mud men, for example), my default assumption is that it is a quirk or limit of the game's engine that will be corrected at some point. 
When I talk about mana and things interacting with it, I am trying to explain a very small segment of the weirdness in DF.  Pigs growing without eating any grubs are a textbook example of what I am ignoring, although dogs are slightly faster to explain.  Dogs have a [CARNIVORE] tag (actually BONECARN, but the wiki's page on creature tokens (http://dwarffortresswiki.org/index.php/DF2014:Creature_token#C) states that this "implies CARNIVORE").  However, the current game engine does not actually interact with that token in a way that requires the player to provide meat for them. 

For comparison, there are cows from much earlier (http://dwarffortresswiki.org/index.php/23a:Cow) in the history of DF.  That page of the wiki specifically mentions that cows can't be milked (an attempt has been made, but it does not work as intended), and grazing does not appear in its raws until the 0.31 series (http://dwarffortresswiki.org/index.php/v0.31:Cow).  Dogs (and crocodiles and so forth) will require meat eventually (pigs and birds are more omnivorous, so more complicated); Toady One just hasn't gotten around to it yet. 

In contrast, the iron man (http://dwarffortresswiki.org/index.php/DF2014:Iron_man) has a [NO_EAT] token in its raws.  Like a dog, it does not require food.  Unlike a dog, this behavior is explicitly declared to be a deliberate choice.  Dogs simply represent a missing feature, while iron men require some other explanation.  Dogs are weird, iron men are magical.  My comments on mana are only concerned with the latter. 

Backing up a bit, the game's state of continuous development is my default explanation for weirdness.  Mana is a distant second, and only called in at all when the first choice falls flat for whatever reason. 

2. Now that I have that clearly spelled out, I can answer a different point. 
My complaint is not that the cap is too low. My complaint is that it is too "flat"
Okay... but I'm struggling to see what this has to do with xenosynthesis. If you want to make a suggestion forum thread for populations of animals being dynamic, then great, go for it.
The full text of my side of this also invoked user-friendliness and computer hardware and software limitations, so I need to modify the "will be corrected eventually" assumption.  However, either of these explanations would be sufficient to put population caps in the "weird" category, which is distinct from the "magical" category.  I can see why this got pulled into the argument, but I am trying to pull it back out.  Mana is neither necessary nor appropriate to explain it, so I consider it off-topic. 

The game's state of continuous development is an "out-of-universe" explanation, as are player-friendliness and computer-friendliness.  All of these are invoked in preference to "in-universe" explanations like mana.  Extra sulfur gases flowing from the magma sea through the thin rock layers into the lower caverns would also be an "in-universe" explanation. 

3.
I can imagine blind cave dwellers making the same arguments against the sun. "How to plants grow without any XE receptors? Must be the sun." "Daily fluctuations in temperature? Obviously the sun." "Weather never running out of rain? Gotta be the sun, hurr durr."
Except the sun actually is real and does a finite number of already-established things, and you can't just make up new properties for it when convenient in a discussion... That list of things you started writing there already has limits. Whereas the list of things you could attribute to XE does not.

I have at least a partial answer to this in reply 131 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5688980#msg5688980), with the list of things I want, and am actively trying, to attribute to mana (XE) and the ability of creatures and other organisms to interact with it. 
The goals:
1. Give the game more depth by presenting the player with conflicting goals.  These require the player to evaluate opportunity costs and prioritize which goals to pursue and which ones to sacrifice.  (NW_Kohaku, Improved Farming (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920005#msg1920005), original post, section "Choices".)
2. Assist Toady One in defining and implementing a stated goal of "lands with more variety."  (Me, this thread, reply #110 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5673553#msg5673553).)
3. Provide a well-described physical mechanism for how cavern plants grow without sunlight.  (Requested by NW_Kohaku, Improved Farming thread, reply#236 (http://www.bay12forums.com/smf/index.php?topic=76007.msg2019450#msg2019450) (linked to in the same thread, reply #3 (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920008#msg1920008)). Also in this thread, original post (http://www.bay12forums.com/smf/index.php?topic=76578.msg1947754#msg1947754).  Answered by me, this thread, primarily in reply #85 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537) and reply #124 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5679328#msg5679328).)
4. Explain why nearly all current cavern plants only grow in certain seasons, even though the temperature swings that define seasons on the surface do not occur underground.  (NW_Kohaku, this thread, reply #67 (http://www.bay12forums.com/smf/index.php?topic=76578.msg1960871#msg1960871).)
5. Explain why magical creatures (for example, the giant animals found in Savage areas) are different from their mundane counterparts.  Re-phrase: Explain how they got that way.  (Me, this thread, reply #85 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), section "Implications Part 3: Magically Altered Creatures".)
6. Make inorganic creatures an integrated part of the ecosystem.  (Me, same post (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), section "implications for how it should be implemented," item 3.)
7. Support increased numbers and diversity of magic-users. (Me, same post (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), section "Implications Part 2: Magical Creatures," items 3 and 4.)
8. Permit and support an alchemy system. (NW_Kohaku has started an entire thread (http://www.bay12forums.com/smf/index.php?topic=102403.msg3027251#msg3027251) on the subject.  Also by me, this thread, reply #110 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5673553#msg5673553), section "Alchemy.")
9. Permit changes during play to surroundings, and give players the means to trigger those changes.  (Me, this thread, reply #121 (http://www.bay12forums.com/smf/index.php?topic=76578.120), section 6.) The main Improved Farming thread focuses instead on changing biome (NW_Kohaku, Improved Farming, reply #1 (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920006#msg1920006), section "Forestry, Wild Soil, Soil Erosion, and Ecological Damage.")
10. Support a religion system, with real gods capable of answering prayers. (Me, this thread, reply #85 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), section "Implications for how it should be implemented," item 4; and section "gameplay implications," item 5.)
11. Minimize the impact of the various improvements on FPS and RAM use. 
Goals 3-10, and to a lesser extent 2, would constitute at least a rough estimate of the limits on what mana can do.  I do not foresee further expansions to this list. 

Does the list of limits provide enough "falsifiability or challenge," or do I need to keep working on that?
Title: Re: Xenosynthesis and magic fields
Post by: bahihs on December 28, 2014, 11:34:20 pm
I haven't read the entire "better farming" post yet, but one thing that I would love to see with farming is the implementation of genetics and artificial selection. The main problem (which I believe was readily addressed in the previous farming post) is the fact that small plots of farmland can support many, many dwarves with very little maintenance (if any).

The first step would be to reduce yield of most crops, necessitating more farmland. The second step (to make things interesting) would be to mess around with fertilizers  and of course, genetics. The latter can be abstracted with "magic" (of whatever kind you prefer) and the former would be more of a science.

In the real world, much of the world's population is alive right now because of significant advances in agriculture/genetics/horticulture. e.g synthetic nitrates for fertilizers, dwarf wheat (yes, its very fitting, isn't it?) etc. And this allows smaller (read: the same) pieces of farmland to support more people.

Fields of magic, while interesting, don't seem...I don't know, realistic enough I suppose. For me, it takes away from the simulation aspect of the game that I so enjoy.

Also, I always assumed cave varieties of plants were in fact chemoautotropic which would explain their need for water, and soil, but not sunlight.

Finally, I like to think of magic (in any low-fantasy universe setting) as applied science whose underlying theory is not understood (assuming magic behaves somewhat rationally/logically). For example, primitive people might think natural magnets are a form of "magic" (or gunpowder used to make fireworks), they can still use it for useful things however, without knowing how they actually work. "Any advanced technology is indistinguishable from magic"
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on December 29, 2014, 04:58:18 pm
one thing that I would love to see with farming is the implementation of genetics and artificial selection.

I am given to understand that, with the recent closing of "breeding by spores" for animals (0.40.19, IIRC) selective breeding of them is now possible.  I think I heard somewhere that their genetics were already implemented before that point, but breeding at a distance makes it all but impossible to control who the father is. 

For plants to be selectively bred in any sort of meaningful way, several things would be required. 
1. Some implementation of pollination.  This by itself is non-trivial, especially for underground plants.  Bees are in the game, but as far as I know they don't actually pollinate.  They just produce honey as long as the hive has access to the outdoors. 
2. Traits of individual plants within a single species that actually vary and are influenced by genetics. 
3. Tracking of which genes are attached to each seed, rather than all seeds of each species being identical.  (Given how many seeds I typically produce, this by itself sounds like it would rapidly turn into a major memory hog.) 
4. Some way for the player to either manually select which seeds to not plant (a micromanagement nightmare) or communicate to dwarves which traits are desired (and which are not) so they can do the sorting (still sounds like a rather complicated user interface). 
5. If player management is used, it will require some way for the player to see at least what the "mother" plant was like, to avoid planting seeds from plants with undesirable traits.  Ideally the "father" plant (the one that provided the pollen) as well, but not all pollination systems permit that. 

To the best of my knowledge, none of these traits are currently in the game for plants.  Putting it in sounds like a large increase in the game's bulk for something only a tiny sub-set of players will actually bother with.  Before you turn that criticism around on me, keeping magic fields a small drain on memory and CPU (FPS) has been a high priority from the start (http://www.bay12forums.com/smf/index.php?topic=76578.msg5657537#msg5657537), and I think I pulled it off (not all in that initial post, of course).  If what I have said already isn't enough, that "perpetually coming soon" post on the properties of mana will describe how I think it should be implemented and why. 

The first step would be to reduce yield of most crops, necessitating more farmland. The second step (to make things interesting) would be to mess around with fertilizers  and of course, genetics. The latter can be abstracted with "magic" (of whatever kind you prefer) and the former would be more of a science.
The parent Improved Farming reboot thread (http://www.bay12forums.com/smf/index.php?topic=76007.0) covers most of this.  In particular, NW_Kohaku raises the point that farming is a "free stuff button," ("The Problem," or the first spoiler tag in the OP; fourth paragraph), since dung and compost are not implemented.  Kohaku specifically calls for re-working farming into a "cradle to cradle" approach (reply #1 (http://www.bay12forums.com/smf/index.php?topic=76007.msg1920006#msg1920006), section "Urine and Feces," second to last paragraph). 

Merely reducing the yield is covered, with the explicit conclusion that it would simply mean throwing more dwarves at the problem, not really add anything to the game. 

Fields of magic, while interesting, don't seem...I don't know, realistic enough I suppose. For me, it takes away from the simulation aspect of the game that I so enjoy.

Also, I always assumed cave varieties of plants were in fact chemoautotropic which would explain their need for water, and soil, but not sunlight.
The OP of this thread covered chemosynthesis to my satisfaction, and I ended up covering it in my own second post (http://www.bay12forums.com/smf/index.php?topic=76578.msg5659977#msg5659977).  GavJ still disagreed, and it turned into a recurring aspect as we debated back and forth. 

I like to think of magic (in any low-fantasy universe setting) as applied science whose underlying theory is not understood (assuming magic behaves somewhat rationally/logically).
I have covered my own theory of how mana works at some length (http://www.bay12forums.com/smf/index.php?topic=76578.msg5679328#msg5679328).  I treat "magic" as physics principles that do not operate in the real world, and I do not see it as having any truly special traits.  Magic can be examined just like any other branch of physics. 
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 12, 2015, 08:00:55 pm
Apologies to any who care (although I doubt anyone is starting on this post...) about it, but Tristan Alkai asked me to comment on this thread again since I re-emerged, so I'll be necroing this to respond to a necro.  (The sphere of death waxes in power this night...)

Before I get started, a quick aside about "Xenosynthesis Energy", though; Personally, I would go for "xenoenergeia" or the like.  "Xenosynthesis" would be specifically the biological process of metastasizing xenoenergeia/magic. (Lit. "Foreign/Unknown Energy") The term itself actually does a good job of encapsulating the idea behind Xenosynthesis/Xenoenergeia, however - that it combines magic with a sense that it is a type of science, just not one we know. 

There's a LOT to get through.  You guys sure love to talk even when I'm not posting text walls, myself.  (Love you guys!) I'm going to start, however, with a few baseline topics, because they need to be addressed if this topic is to have any meaning.

Arguments can only be resolved when people agree upon what the goals are, and what the facts on the ground are.  If one person is trying to solve 2 + 2, and the other is trying to solve 5 - 3, they'll never agree on the answer.  A lot of this is talking past one another. 

Quote
There's magic stuff down there.  There is no way of getting around that.
Except there is.

You could just as easily do the opposite of making magic plantlife to match: you could change the magical animals to be less magical, then make realistic underground plants. I don't think amethyst men etc. really add much to the game anyway that slightly different sensical versions wouldn't, this doesn't seem like a big sacrifice.

The problem with basically all of GavJ's approach to this thread is that its goal is to argue that DF doesn't need magic.  That the magic can be retconned away, and that we can then go back to playing the low-magic DF that DF has been in the past, and that a lot of people have grown to love.

I'm honestly quite sympathetic to that, and I look forward to the magic stuff with some trepidation, myself.  However, that's not the purpose of this thread.  That's not the purpose of DF, either.

DF, as the Cado story shows, was never meant to be Low Magic.  It was ALWAYS High Magic. 

DF was always a game where you could find a magma river that had magma men hanging out in it.  You could close your eyes and kind of go "LALALALA!" to pretend it didn't break the low magic feel of the game, but they were always there.  HFS is a place you can just WALK into.  The game's been growing more magical, with things like the shadow beings existing in another dimension, being able to cross over whenever it's dark outside because they're sympathetically aligned with Shadow. 

The original purpose of this thread was to try to square the circle of a realistic farming suggestion with a world that had the capacity to walk off into alternate realms, speak with the dead, and use blood sacrifices to summon divine beings.  Because that's what DF is supposed to be, and is going to be. 

Arguing away xenosynthesis doesn't change that Toady wants to further DF's evolution into a high magic game, as that's coming anyway.  What Xenosynthesis was supposed to accomplish was to say that, if this stuff is going to be in the game (and it is), then it should at least be, if you'll pardon a not-quite-word, engineerable magic. 

As you say, amethyst men right now don't add much to the game.  Necromancers are something that exists completely in their own little realm utterly divorced from Fortress Mode except in that they keep spawning monsters on your lawn.  You really can't do much of anything with them but to keep them in a pit and maybe let them out to raise some zombies on a goblin siege for the giggles. 

I don't think we want whole cadres of dwarven wizards, either, but magic is going to be a part of the game, one way or another.

At the same time, water, magma, cave-ins, drawbridges, animal logic, minecarts, etc. are all powerful tools for the player, as they are all engineerable forces within the gameworld. 

The reason I wrote all this was to try to find a way wherein magic is something that isn't as plain and boring as getting a slab and suddenly having infinite zombie hordes or having wizards spitting out fireballs based upon MP. 

We're going to have magic coming from alternate dimensions and sacrifices to gods and tomes of forbidden lore that give their reader the ability to walk into alternate planes, and even the capacity, according to Toady, to outright link your fortress map into a different dimension, so you can invade Heaven or something. 

Every time you add a mechanic to a game, you add to its complexity.  However, you can also add to its depth.  When you add mechanics that don't work with the other mechanics, you prevent its capacity for emergent gameplay opportunities, which add drastically to the depth that a game has.  DF is known for being so deep and having so many emergent reactions that Toady frequently has no idea exactly what his game is going to do, and that's because everything tends to be forced into a single "space" (or rather, spacial/physics simulation) where all the moving pieces interact with one another all the time. 

What this thread is about is trying to make that connection of these magic abilities that just spring ad infinitum from characters powering their abilities ex nihilo deflates that physics simulation, and weakens the capacity of the game in general to be engineerable. 

Xenosynthesis says that, rather than these powers springing up ex nihilo, they are the side-effect of what we already do in the physical space of this world. Hence, it's directly linking the power and type of magic in the game to the way in which you play the game, rather than it being arbitrarily decided by the RNG before you start playing. 

"Random crap happens for no good reason," is not nearly as satisfying a game or a story as, "Your continued abuse of magma has caused Insel Shamshok the Flames of Loathing, to curse your caverns! The powers of magma course through the veins of the creatures of the deep!  A magmaman horde now trods from the depths to beat at your door!"

(Jeez, and I thought I was keeping it relatively short... Response to Tristan in particular in a bit.)
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 12, 2015, 10:53:22 pm
[A lot of stuff, skipping to the part that is sort of the crux of the argument]

6. On the other hand, surface plants have access to mundane sunlight.  With this source of energy, they can produce more XE than they consume.  They become the (primary) magic fountain that sustains the caverns. 

I have several problems with this, and I could actually launch into an argument similar to the one GavJ was using about how you're now adding magic in arbitrarily to a single chemical process with known mechanics while saying no other magic suspensions of disbelief can occur.  (Plus it raises the question of why caverns have the same magic everywhere, even when there are deserts and glaciers that prevent plants from growing...) However, that's beyond the point of this thread.

The major problem I have is that I see it as weakening one of the major reasons of having Xenosynthesis in the first place. 

To go back to the previous argument a little, the purpose of xenosynthesis is to take a magic system that exists within its own little arbitrary rules system, and push it out into the same gamespace where everything else plays. 

If you forgive the fact that it has a different overall topic, this video by Errant Signal (https://www.youtube.com/watch?v=wSBn77_h_6Q) (on why violence is prevalent in video games) goes into great detail about why everything that goes on in games needs to be represented in the physical space of the game for the player to really understand it.

The Importance of Physical Gamespace
Spoiler (click to show/hide)

So, what does this have to do with xenosynthesis and magic? 
Spoiler (click to show/hide)

Now You're Thinking With Spheres
Spoiler (click to show/hide)

What Physical Gamespace Can Do For Magic
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... And there goes my evening...
Title: Re: Xenosynthesis and magic fields
Post by: Ianflow on May 13, 2015, 03:41:53 am
To OP:

Your first reply to the HFS breaking topic made me think. It'd be lovely to have some demons escape via summoning. Comparable to that of Elder Scrolls summoning, but in addition the concept that occult beliefs work with in terms of summoning.
If and when magic becomes implimented in game, it'd be interesting to have secret occultists migrate for the sake of a using a ley line's node on the fort, and becoming possessed by a demonic or other entity (land spirit, etc). Their muscles go to max, they feel no pain, complicated motives, etc.

The physical gods bit I love, but one section about the extortion racket is a bit iffy for me. It's a great point, but with physical deities I'd love to see a huge variance in ethics. Ancient Egyptian Deities didn't work on the extortion racket principle, but the idea you have could work interestingly to portray varying cultures. Some oppressed by their deity, some freed by it.

It brings up the concept agan of using Occultism concepts, such as Servitors. The Dragon bit made me think of this, and using more modern concepts that still fit in line with ancient ones and practices could make a great mish-mash.

I know I'm taking a segway through this, but the concepts expressed I love in the Physical Gods topic. Dorfs worshipping the state religion, the local religion, and in addition their personal religion. Or more their pantheon is a mix of State Approved patron deities, Local Government Approved patron deities, and then ones that are allowed to be worshipped, but aren't being giving a thumbs up or down by the officials at large.
This could then lend to the Demigod Adventurers, where they are made naturally.
"In a moment Arshlur the Dwarven Goddess of Harvest came down and held both Urist McHusband and Urist McWife that night. Weeks later she came back with a bundled child and told them "This young one shall bring you great harvests even in old age" "
The Goddess works magic and creates a child with divinely bestowed ability to do planting and harvesting (proficient herbalist, grower, planter, etc from birth), but still a child of the parents (and a demigoddess). In other situations this could result in the Goblin God of militias in the form of a muscled goblin flirting with a dwarven woman in a tavern. He takes her into a private room, and she days later becomes pregnant.
The child resulting is a Dwarf, but with noticably non-dwarf traits, that seem to relte to the Goblin God of Militias. People figure out he is a demigod, etc etc.
This wouldn't even require half breeds, just variables that in the right circumstance replace normal ones in a dorf's description


Anyhow back to Ley Lines. That could be a way in world gen to cement magical energies. Nodes would be significant biomes (like lakes), whereas the lines (large or small) are like rivers, streams, even waterfalls. Existing across the XYZ plane, we could have harpies forming villages in the clouds to an extent.
This would add an existing primary source of magical energy. We could additionally factor in treating magical energy like radiation a la Terry Pratchett's Discworld, where too much magical discharge causes spatial, temporal, and biological distortion.
This could (in site selection) be viewed as "Aural Tendency", and a spectrum of low, moderate, high, all being natural magical energy. You might have reasons to put a Mage College on a High Aural Node, but different (yet valid) ones for placing one at a place with no natural magical energy.
This wouldn't interfere with existing biomes, only alter them in the same way they alter each other. You're more likely to find fantastical creatures in a high aural setting. They don't require it, but it's just easier that way.
Living beings as a source of magical energy is another way to look at it. Some can harness the natural biologic energy inside of themselves, and some don't figure it out. This also lends way to darker magical practices, such as larger scale sacrifice (sacrificing a hundred bulls at one site to generate enough of a magical discharge to be harnessed by a battery so to say).

I need to read through the thread and finish the first post on the topic, but I needed to gush.

EDIT: Okay so I thought about shit. When it comes to the horn of plenty concept I've got something. So instead of having a Chimera just DIE once it is living outside an area of magical influence, why not have certain traits degrade.

The best example is that the Chimera, prized for it's deadly venom, venom milking notices that it's degrading in potency. Slowly it seems to be producing venom comparable to a spider. It isn't dying, but it's becoming of lesser value as an animal.
A Golden Ram's fleece may dull, and a Cockatrice may not get others hard as fast as it used to (they make pills for that now*).

That * brings us from a joke to seriousness. As I mentioned the synthesis of magical energy from biologic components, say we sacrifice a hundred bulls. What will we do with that magical energy?
Many trees get a deep root feeding when cared for properly. This feeding isn't daily, hell it isn't monthly if I remember right as most gardeners do. In this case the deep root feeding can be done yearly. As a cow's milk dries up after it's calf grows large enough (or more over time), so too does this Chimera's venom.
Though that's why we do the sacrifice, to harvest the energy and feed it to the Chimera so it shall produce potent venom once more.

This sacrifice brings me to another thing I just thought of, which is State Approved Sacrifice. Many 'primitive' governments had a state religion such as the Ancient Egyptians. Farmers would volunteer for priestly duties (often for a month or so), and they would do the religious duties in their community. Certain offerings (the results of taxation) would be offered. Depending on if the offering was to the deities or the akhu (valued ancestors), the offering would either be eaten by the priests after the gods were done with it, or never eaten.

In a similar fashion, not only could we have procedurally generated offering methods and customs, BUT also procedurally generated preferences for offerings. The aforementioned Goblin God of Militias might prefer horse tripe to cow brain. This God might refuse to accept cow brain or cow parts at all. It might refuse all brains. It might accept a statue as an offering, but require it be smashed, melted down, or even displayed where nobody can ever see it (a sealed treasure room, and the haulers don masks to prevent them from seeing the treasure trove).

Then, we could even have the Occultists who are doing dark things create a temporary workshop. They may go into a mood, such as "Urist McNametorunawayfromfast has started a summoning". We may see it at stages akin to normal moods. A book open to a page showing for example "Kirlo the Satyr bound in chains" meaning that this summoning is a binding. It may then list items required to do so. While we can do unpredictable stuff, we can also have it formulaic. Higher quality goods equals a higher chance of success. It may go haywire and have Kirlo go into a rage, breaking the magical bonds, murdering Urist McInolongercareaboutthename and in addition everyone else in the tavern before using the remaining magical energy to go back home. That is unless the area they were summoned to has a more beneficial magical energy (pro vs con as decided by the entity), and it might stay.

Though to go back to state approved sacrifices and magic, we could designate for example "sacrifice any and all unowned cats", "sacrifice any and all unowned dresses", etc. We could specifically mark items as offerings or for use in rituals, and we may not even have to do a blood sacrifice. A ritual may have the cat sacrifice as having a symbolic sacrifice. It is sat on the altar, red dye put across it's neck, and then several hairs plucked from it's body to signify skinning the sacrifice.
The game could approach numerous magical systems and how they are dealt with in accordance to legality and publicity.
As I'm learning in my art class, before film, paintings were the height of drama. That and statues, and other such things. This means that the yearly offering to the Harvest Goddess as conducted by her demigoddess is a public event. There's a festival around it. After the demigoddess dies, her title may become a role that is passed down through generations, as people from nearby settlements come to view the ceremonies. They might start charging outsiders admission. As a source of drama and entertainment it might become important.

Then I also wanted to breach the messengers of divine forces rather than simply having a god or goddess just pop out of thin air. A man kicking a statue might not warrant turning him into a vampire. Hell it may not warrant anything. If he were to hump the statue and call the virgin goddess of the hunt a dirty whore, we run into "me smite you naow" territory. It might be weighed as "this one is drunk" to "wtf man". Divine entities being thinking, flawed beings on the same level as dorfs, just endowed with more mentality. This may all result in anything from being ignored, to a messenger being sent down to knock the idiot out, to a priest pulling the man into an alley and disemboweling him.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 13, 2015, 01:30:39 pm
What is it about this topic that sparks so many long, rambling posts?  :P

OK, to take bits and pieces of that...

EDIT: Okay so I thought about shit. When it comes to the horn of plenty concept I've got something. So instead of having a Chimera just DIE once it is living outside an area of magical influence, why not have certain traits degrade.

Well, the thing is, some creatures are just "savage versions" of a normal creature, so a giant sperm whale that leaves a savage ocean for a normal one might reasonably shrink down to a normal one. 

And for that matter, there was that story about how a good biome changed to an evil one, and turned satyrs to foul blendecs, which implies that, where it is a change from one sphere's influence to another, it's possible for one type of sphere-aligned creature to turn into some "equivalent" sphere-aligned creature.

However, a zombie is normally a corpse. 

You might think of it like a battery charged by an electric field charged by a tesla coil.  If you run outside the area that charges you up, you start to run out of juice, and eventually just shut down unless recharged. 

In fact, there are two types of zombies.  One is created by necromancers, who enforce their will over zombies, and would presumably be having to "pay" magical energy into the zombies to keep them running.  The other is created by an evil biome in general, and is powered more by the influence of "evil" in general.

If we were to talk about spheres beyond just good/evil/savage, then the spheres exert an influence that doesn't necessarily have to be good, bad, or sane by our human metrics.  Spheres of music might make all the animals sing because that's just what it does.  (And hypothetically, using the xenosynthesis ideas, if you have a fortress that uses tons of instruments and always stages bands to play all the time, you could create a Disney Snow White and the Seven Dwarves type of place where the groundhogs or whatever sing along with random passing whistling dwarves...)  The sphere, itself, has its own agenda.  Maybe a deity embodies a sphere, and has some control, and you can negotiate with that deity or worship it, or maybe it has multiple independent avatars that can be negotiated with individually, but no single voice that speaks for them all, or maybe it's just like The Force, and it has no sentience, but has a will, anyway. 

In any event, evil biome zombies hate living things, and try to kill them (thus making them prime candidates for rising again, themselves) just because evil biomes themselves hate life and want to destroy it.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 13, 2015, 03:11:56 pm
As for procedurally generated (or rather, blindly random, as this game tends to be with these sorts of things...) sacrifices for gods, the problem would be the same as mandates from nobles, except that you couldn't arrange an "Unfortunate Accident" for a deity. 

What happens when a Deity demands giant red panda spleens on a world with no savage temperate forest?

For that matter, when we're talking about magic, a lot of people seem to think it's perfectly fine to have magic be something where individual dwarves randomly start causing demon invasions or make a volcano appear in the middle of your fort.  That sort of wizard that can utterly destroy your fort for no particular positive benefit is the sort of thing that causes players to simply atom-smash anyone in their fort who shows any signs of wizardry.  There isn't any fun in having magic that exists just to give you arbitrary game overs and ruin your forts for no good reason.
Title: Re: Xenosynthesis and magic fields
Post by: arbarbonif on May 13, 2015, 04:08:51 pm
I still don't see why plants have to transform sunlight into xeno-energy. Why not just have a sort-of-negative-sun-down-below which emits xeno energy which fuels all the cavern plants?

Read the thread first!  I have been over this, particularly in reply 131 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5688980#msg5688980), reply 121 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5675505#msg5675505) and reply 105 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5672367#msg5672367) (which contains a reply to this exact suggestion in reply 104 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5672350#msg5672350)).

Having read those posts, I still don't see the problem with this.  Mana from the center of the earth as a generic power source (much like sunlight from above is) seems to simplify things tremendously.  It explains savage regions (more of that power gets to the surface and is utilized there).  Why the lower caverns are more dangerous (closer to the power).  How cave flora/fauna exist (they are thaumavores).  Why the demons/slade/candy/pits/SMR exist (excessive power that deep).  The fact that it can be used as a reasonable explanation to so many things is a plus, not a "laziness".  I admit I'm not overly concerned in the specific mechanism of energy transfer/usage, I can accept that as an abstraction.

Mana can power things via spheres, but it doesn't HAVE to (or at least not exclusively).  Much like sunlight powers life via chlorophyll, but can also light a fire.  Good and Evil regions are just the only sphered areas we have now, but there could easily be a "sphere" map to go with savagery (or mana-tude).  That would tune the effects of the extra power, but it can still all be powered by the same source.

As far as spheres, high mana regions would have stronger sphere reactions.  Both boosting and countering, the player generating death energy should create "death" effects and higher incidents of "life" effects (especially since the spheres are tied to active gods, who don't like meddling).
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 13, 2015, 07:27:44 pm
Having read those posts, I still don't see the problem with this.  Mana from the center of the earth as a generic power source (much like sunlight from above is) seems to simplify things tremendously.  It explains savage regions (more of that power gets to the surface and is utilized there).  Why the lower caverns are more dangerous (closer to the power).  How cave flora/fauna exist (they are thaumavores).  Why the demons/slade/candy/pits/SMR exist (excessive power that deep).  The fact that it can be used as a reasonable explanation to so many things is a plus, not a "laziness".  I admit I'm not overly concerned in the specific mechanism of energy transfer/usage, I can accept that as an abstraction.

Mana can power things via spheres, but it doesn't HAVE to (or at least not exclusively).  Much like sunlight powers life via chlorophyll, but can also light a fire.  Good and Evil regions are just the only sphered areas we have now, but there could easily be a "sphere" map to go with savagery (or mana-tude).  That would tune the effects of the extra power, but it can still all be powered by the same source.

As far as spheres, high mana regions would have stronger sphere reactions.  Both boosting and countering, the player generating death energy should create "death" effects and higher incidents of "life" effects (especially since the spheres are tied to active gods, who don't like meddling).

Well, first, I should say I don't speak for Tristan Alkai, and he likely disagrees, but I don't think there's anything wrong with "energy from the HFS" explaining some of its influence on the caverns, but using it to explain everything is problematic.

Spheres are the "mana" (or XE or sphere energy or xenoenergeia or hey guys, why don't we all just make up our own words just for the sake of our insanities?)  Making magic emanate from the underworld and the underworld ONLY creates problems when you look forward into what DF is supposed to become.   

The thing is, DF has a lot of placeholder features that have spawned some "justifications" that make no sense in the long run.  GavJ tried to argue that dwarves don't breathe because they can be locked into airtight rooms for long times, but that's probably because he doesn't play adventure mode, because I can assure you that strangling people to death sure seems to work, and asphyxiation from pierced lungs are good ways to kill people, wheras dwarves can apparently still survive without a pancreas.

The way spheres are now and the relative low magic are not meant to last, they're just a lack of features.  Xenosynthesis was originally meant not so much as an explanation of what exists as a way to make what will be put into the game something that the player is capable of interacting with in a way other than just straight casting spells and watching your MP meter in total contrast to everything else in the game. 

The way that Toady has talked about planes, the HFS is just one "otherworld" of many, and we're supposed to eventually have the capacity to travel to much more than just that one.  Each otherworld has its own influence and can shape the world with its magical powers.  The forests that elves live in, for example, have a powerful sentient nature deity capable of turning ordinary creatures into furries animalmen. This is pretty heavily implied to be powered by nature (read: forests/trees) itself.  This, in turn, is why elves are so militant about nature, as they serve an inhuman entity that is fueled by the trees, themselves, and as such, the trees are worth more than their own lives.  That's not just something I'm making up that fits with the facts we know, that's what Toady and Threetoe have laid down as canon, and will be putting into the game in more and more unignorable fashion.

Hence, the way I've come around to it, large-scale butchery and leaving a bloody field filled with corpses may cause a dramatic shift in the alignment of a given area towards death-aligned spheres.  This isn't the same thing as changing the "flavor" of the magic so much as aligning it with an external power source.  The energy flows out of a death-aligned otherworld naturally, but the barriers between worlds are too impermeable to prevent the spilling of that power.  When you have that massive slaughter, however, it weakens the barriers to the otherworld in that area.

It's also worth pointing out that spheres may have deities aligned with them, but they may not.  They may also have multiple deities aligned with them. (Especially since every dwarven civ has its own personal mountain, craft, fortress, etc. deities.) This implies deities are not be-all-end-all masters of everything related to their spheres or otherworlds, but merely the most powerful beings within those worlds.  (I.E. they are powerful beings representing mountains, and can make mountain magic work for you, but they do not speak for all mountains everywhere or even necessarily control mountain-aligned magical creatures.)

Likewise, you might say that the nether-caps are portals to otherworlds that are energy sinks, and that they somehow capitalize off the draining of thermal energy into the otherworld.  Whether like osmosis or merely atmospheres of different pressures, different otherworlds may simply naturally "leak" more energy in or out of the "normal world" than others. 

The difference here is that we're not so worried about making sure that there's "enough energy".  Like water out of the ocean, what leaks occur in one place or another are relatively insignificant. 

That said, something like a death-sphere-world may actually be able to feed itself somehow through specific profane acts, which would be why they want to help goblins conquer the world and spread "evil" biomes in some of the stories.

Again, I also would want to push that caverns are not always exactly the same no matter where you embark.  (Rather than a vertical transfer of xenoenergeia as Tristan Alkai has been arguing, I'd rather see a horizontal one, where you can charge/pollute different caverns with different types of energies.  If births near the surface or upper caverns cause those areas to bloom with life, then you bring everything to the bottom cavern when you butcher them, you could then hypothetically cause the upper reaches to flood with life energy, causing healing-related miracles to occur or increased fecundity, while the bottom reaches flood with death energy and start causing zombies.)
Title: Re: Xenosynthesis and magic fields
Post by: Ianflow on May 14, 2015, 02:26:41 am
What happens when a Deity demands giant red panda spleens on a world with no savage temperate forest?

And there's my issue. I think like with Noble Mandates, things could become more reasonable. I think in game the sacrifices could be AI chosen by dorfs who are worshipers, and in addition the player could schedule ones. However, Gods could have like Dorfs do a pregen'd set of likes and dislikes. Worshipers who know this could work with it and their supplies.

I also agree the arbitrary game over is wrong, which is why the system must be refined.

This post will be me replying (mostly opinion) in regards to your reply.

To your initial reply, I'm not fully onboard with Spheres. It'd be an easier way to manage it, but I feel the savage biomes are almost an example of a naturally occuring area that can support the life. Wooly Mammoths, if they weren't overhunted, would likely be around up to last century. That and in addition the large majority of ice age life in North America would still be around due to Wooly Mammoths being a keystone species.
Anyhow that's just to get to the point, Wooly Mammoths have trouble surviving outside their normal biome. Good farming can keep specimens alive outside of their natural habitat, and I would approve of resource management to that extent.
I think it'd make sense if the giant sperm whale died of starvation outside of it's natural habitat, or it made a lair, but it just shrinking doesn't sit right with me.

Magic is magic, but that bit just doesn't make enough sense for me. Along with that, while I do believe in the ability for corruptive forces, I do however have an issue with "this magically attuned creature moves to this biome, insta-evil". Partly because I would enjoy my dwarven fortress being able to have a cabaret of nude dancing satyrs that don't go instantly beserk because they're in an evil biome. Partly because I just feel that (especially because of the roleplaying done in Roomcarnage), I think that the evil and good biomes, in addition to Savage ones, should be rather than the same system as magic, should be a different "plane" or system that has crossovers.
I also would support that the interface between these biomes and magic is "Land Spirits". This could be an interesting way to use (potentially elven) religious beliefs as a way that not only could allow druidic magic to become easy to implement, but as a way for the Land to make conscious decisions. The land spirit of your site hates life? That's the corruptive evil force. It has to find a way to interact and corrupt, rather than just the air insta-evils things. Similar to how we have evil rain that melts flesh and makes zombies, that is the Land doing something.
This would mean that the land notices increased surface/outdoors activity. It begins to use it's energy to mobilize nearby zombies, or to start weather. This may take a bit, and be survivable, hell it could have a warning such as "the land curses life with a plague".
Sentient Land Spirits interacting, which means the elves tell you to stop cutting down trees as a warning, not as just a request. The Land Spirit starts causing trees chopped down to fall onto dwarves. No longer is it buggy physics, but the Land is intentionally trying to kill you. Research into practices could curb these chances, but it might be a time to let the carpentry industry cool down and focus elsewhere.

Though when it comes to the spheres such as music, it would be interesting to give the local natural magic some flavor. Rather than all animals sing constantly, we could make it toned down. Settlements in the area seem to be more likely to produce new musical forms and songs.
It'd be interesting to have Land Spirits with an agenda, such as music. They could also interact with Deities who have a sphere in it. A Land Spirit that takes interest in music would make it much easier for a musical goddess to enter it's space. Land Spirits are a more passive form of power, and it could be overpowered by a Deity, but with support from the locals a Deity (or magic user) could be repulsed.

In all honesty I'm not 100% against the concept of Spheres and other aspects of the subject, but my opinions and justifications don't mentally mesh that well with it.

For instance I'm interested in Mutable Spheres.

However, I'm not 100% into it where a butcher workshop could cause enough of a death aura to start causing zombies. That'd be an infrastructure nightmare. Having to set butcher workshops to only be used every other year, and even then with fortresses not being mobile I have to find ways to change the auras back and forth.
I'm also generally not 100% for "death is always evil" "birth is always good" alignment wise. I think death is a very complicated thing and so is life. Death is as much a creative force as Life is a destructive one, and while we portray them as opposites, they're really siamese twins. Life can erode mountains faster than water and air, whereas a natural disaster with massive Death can pave the way for new opportunities for Life.
Which is why in this case I'd also be for Spheres being gen'd at world start, along with otherplanar things. You might end up with 3 separate death worlds that all work in different ways. Sure you've got your "kill kill kill" deathworld, but there's also a deathworld that hugs those that enter it "your suffering has ended", and then there could even be one that has the emotional deadpan of Terry Pratchett's death.

This also brings me to Planar Generation in addition to Planar Travel
I think Dwarf Fortress could work well with generating small Planes. These planes might be 1/2 or 1/4 or even 1/16 the size of a pocket world, yet still be big enough to be significant. The game could generate these in world gen and have them have a slower timespan or a longer one. This means either fast tics or slow tics. They might even be on the same speed of time, but have less history generated. Planes could be "created" in the sense that a Wizard made the plane (this plane would be maybe the size of the smallest possible fort at most), or when a portal opens to said plane in world gen.

Portals could open periodically in game. Varying size (normally sentient being sized), and either permanent or temporary. These would have an impact in game at a substantial level unless we balanced that.
Permanent Portals are Sealable. Temporary Portals are Non-Sealable.
This sounds like an oxymoron right? Well PermaPortals would be for example, a portal opens up. Rip in the fabric of reality. It doesn't close unless you do the right thing. You could probably wait it out, as even Perma Portals will inevitably close.
Temporary Portals? They can't be closed. Ever. You could build a wall in front of it sure, but like any portal what comes out may be intangible. This type of portal will naturally close within a season. Should normally close within a month or less.
These would be ways to facilitate Planar Travel, have a way that a sphere could easily be changed (say a war god forcefully opens up a portal to an edenic garden on dorfplanet, that edenic garden is likely going to have it's savagery rise very fast). Say the elves have a settlement there. Well if the elves have the right people on staff (an occultist, astronomer, alchemist, what have you), they might be able to figure out exactly when that portal will open, and for how long, and how to combat it's opening. This means the Elves might be able to seal up the portal the same day it opens. That war god just wasted so much magical energy, and was thwarted.

So in worldgen we might see planar portals opening up across all different plances, but sealing up fast enough to not make a huge impact.

I'm not sure if the subject has been breached, but I think it'd be a lovely thing to introduce to the debate as another aspect that could be explored and enhance the subject.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 14, 2015, 01:23:04 pm
To your initial reply, I'm not fully onboard with Spheres.

Well, like with the response to GavJ... tough. 

I mean, I understand trepidation towards some of these changes, but that's simply what Toady has been planning to do for a long time, and has pretty much always been the plan.  And it's not looking like he's backing down now, he's adding more and more things relating to spheres as he goes.  (The new divine metals, for example, are all sphere-aligned, creating "booming metal" out of thunder spheres, for example...)

I'm not here to argue why spheres need to be here, I'm here to argue how they can be made into something more engineerable by the player. 

Or in other words, since they ARE going to be in the game, they might as well be something the player can use, rather than something that just happens to the player. 

Magic is magic, but that bit just doesn't make enough sense for me. Along with that, while I do believe in the ability for corruptive forces, I do however have an issue with "this magically attuned creature moves to this biome, insta-evil".

I'm not sure that it's insta-evil, but that is, again, part of Toady's stated goals. 

What I'm arguing, though, is that players should have some control over the changes to their biome's spheres, such that you can prevent your biomes from going evil, and prevent your satyrs from turning into foul blendecs. 

The Land Spirit starts causing trees chopped down to fall onto dwarves. No longer is it buggy physics, but the Land is intentionally trying to kill you.

Again, you might want to look up the Threetoe story "Root" (http://www.bay12games.com/dwarves/story/tt_root.html). It largely depicts what a forest does to avenge itself, and things like animal-persons are one of those things.

This implies that animal-people in some way embody the will of the forest spirits, at least at their creation. (Successive generations may well stray from the path of their creator, but maybe it would be hard to survive apart from the magic of their forests...)

Though when it comes to the spheres such as music, it would be interesting to give the local natural magic some flavor. Rather than all animals sing constantly, we could make it toned down. Settlements in the area seem to be more likely to produce new musical forms and songs.

I'd agree that it should be a matter of degree.  I think there should be degrees of how good or evil a biome is, and by making a system by which that magic is drained or replinished, you have a way of controlling that.

Generally, what I argue is that there should be a subtle level of controllable effects, where there are just a few odd animals or plants and maybe you can sap some xenoenergeaia from them, a notable level of sphere influence, where there are frequent examples of creatures influenced by that sphere (like how savage spheres are now or evil biomes with just skeletons), and saturated levels of sphere influence, where the map becomes extremely dangerous (like evil biomes with clouds) and actively can warp your dwarves if they are caught up in it (like clouds turning dwarves to thralls). 

The idea being that balancing out forces is the safest, while making things extreme leads to all kinds of exciting Fun.

However, I'm not 100% into it where a butcher workshop could cause enough of a death aura to start causing zombies. That'd be an infrastructure nightmare. Having to set butcher workshops to only be used every other year, and even then with fortresses not being mobile I have to find ways to change the auras back and forth.
I'm also generally not 100% for "death is always evil" "birth is always good" alignment wise. I think death is a very complicated thing and so is life. Death is as much a creative force as Life is a destructive one, and while we portray them as opposites, they're really siamese twins. Life can erode mountains faster than water and air, whereas a natural disaster with massive Death can pave the way for new opportunities for Life.

Those were just examples that most fit in with what we currently have - "evil" and "death" and zombies. 

What I'm suggesting isn't so much that if you have a butcher shop, you automatically get zombies, but that it adds points towards something related to death, and that it could be opposed by something else in your fortress, such as animal births. (Which should, logically, be tied directly to how often you butcher.  For that matter, you might have the capacity to pray to or make sacrifices towards whatever is anti-death-aligned to counteract that decline into death-sphere-prevalence.

Rather, I'm more playing towards the old notion of a battlefield with unmarked graves being a "place of death" and having ghosts and hauntings and such.  Your front gate where you constantly burn your goblin foes alive may be a strong locus of negative energies. A butcher shop may get some markings as a place of death, as well.  You might need to set up a temple nearby to counteract those powers with whatever their opposites are.

I agree that the world isn't necessarily broken up into binary oppositions of water versus fire or life versus death, but for the sort of system we're talking about, it makes things much easier to have opposition, as it means that "evil" power goes down when you do things that up "good" power.

This also brings me to Planar Generation in addition to Planar Travel
I think Dwarf Fortress could work well with generating small Planes.

Toady is already planning on doing this. (http://www.bay12games.com/dwarves/story/tt_journey.html)
Title: Re: Xenosynthesis and magic fields
Post by: arbarbonif on May 14, 2015, 01:28:43 pm
It just seems to me that the more axes you add to the system the more complicated and confusing it ends up.  The present two axes, savagery and evilness, work pretty well to keep everything understandable.  I'd change savagery to mana level (or whatever name you would like) and evilness to some idea of dominant sphere seems like a neat solution.  If every sphere had its own amplitude, you end up with too many variables to really get a sense of what is going on (and if each can be modified separately it gets even worse).  It is also less confusing to present players, since it is basically a variant of what we already have.

I think that having amplitude (mana/savagery) be fixed by location and having direction (sphere) be modifiable by player actions seems to give a nice balance of predictability and variance, without making things too complicated. I still like the idea of mana coming from the earth (since this is DWARF fortress after all and it simplifies the cavern issues) but making it an aspect of the area in general would cause less issues with the elfly/surface powers and the like.  Perhaps make some structure or feature that is a font of mana (like Ianflow's portals), what form it takes would be based on the dominant sphere in the area.  But if other nearby areas are dominated by different spheres they would use that same radiating power to manifest different phenomena.  Alternately it could just be a thing...  local aetheric density?  Figure dwarves like things predicable, so they settle in low magic areas.  Elves are all about basking in the glow so they hang out in high magic areas.  The creatures in an area can gain power/size/bonuses from the ambient magic level with the specifics (and in some cases what kinds of creatures are available) being flavored by the dominant sphere.  Flame breathing fluffy wamblers, anyone?

DF is a fantasy world simulator, but it is also a game.  Giving the players ways to avoid aspects of gameplay they don't want to deal with in a sandboxy game is good form.  If you avoid high magic areas then the complexities of sphere management are safely ignored, otherwise you have to take care to not death the place up or its zombie ahoy.  If I am going to be besieged by zombies if I play in a certain way no matter where I am, it is more constraining.  Limiting the number of spheres that can impact gameplay would also probably be necessary.  Death, life, fire, ice, earth and wind would all be easy to figure (classical elements for the win).  Maybe have it a world gen param (number of spheres or even types from a list)?

I probably should also read up more on Toady's stated plans...
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 14, 2015, 02:08:04 pm
It just seems to me that the more axes you add to the system the more complicated and confusing it ends up.

Yes, yes it does.

If every sphere had its own amplitude, you end up with too many variables to really get a sense of what is going on (and if each can be modified separately it gets even worse).  It is also less confusing to present players, since it is basically a variant of what we already have.

Since when does Toady care about not confusing players?!  :P

There are over 130 spheres already, and Toady adds more every now and then, and states that he plans to add further ones as he goes.  But basically, Toady says he wants to eliminate Good/Evil/Savage in favor of spheres, but that there will only be a few "categorical" sphere types that actually interact on the map.  If you're interested in the thought experiment, I had a thread on trying to organize them down to a (relative) few opposing forces (http://www.bay12forums.com/smf/index.php?topic=84489.0). 

Perhaps make some structure or feature that is a font of mana (like Ianflow's portals), what form it takes would be based on the dominant sphere in the area.

In a sense, things like that are planned.  (Presumably, that's what necromancer towers or spires or vaults other things like that will do.)

I also suggest that megabeasts like Titans are xenoenergeia fountains, as well, as they serve part of the meta-story that DF tries to tell about a twilight of magic. 

In general, the way in which DF's ages operate (http://dwarffortresswiki.org/index.php/DF2014:Calendar#Ages) suggest that all or nearly all magic dies when the "powers" die.  This, in turn, suggests them as the fountains of magical power throughout the world.  Killing the megabeasts turns the world more mundane until only [MUNDANE] creatures and humans remain.  See the tropes Cosmic Keystone (http://tvtropes.org/pmwiki/pmwiki.php/Main/CosmicKeystone), The Time of Myths (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheTimeOfMyths), and The Magic Goes Away (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheMagicGoesAway).  Toady's deliberately referencing these tropes as a structural component of his game system.  That probably means something.

Simply making energy spew out of the depths of the planet is not conducive to that sort of story, nor is making it part of the decay of leaves or some magic side effect of a yellow sun like they're Superman.  Both of those things are, while not eternal, operating on a time scale far beyond the sort where mere mortals can hope to change what age the world lives in. 

There's no point in a system in a game you can't interact with, and as blunt and stupid as making everything rest upon what is in your kill count, making dragons the source of all magic such that killing dragons "kills magic" is something that is, at least, understandable on a human level.

DF is a fantasy world simulator, but it is also a game.  Giving the players ways to avoid aspects of gameplay they don't want to deal with in a sandboxy game is good form.

Toady hasn't particularly cared about gameplay since the 2d era.  Personally, I tell people DF isn't a game anymore, it's more a performance art project about what a simulation is capable of simulating. 

In any event, it's not like things like this haven't been init options in the past, like with weather or invasions or just raw editing the need to eat out of your dwarves.  However, it's generally not something that

Toady has done things that limit player options in the past, and that's not always a bad thing.  Back when Toady finally placed in the feature that made metals no longer obscenely common, there were people screaming bloody murder that they were no longer getting gold in amounts to make solid gold pyramids dozens of z-levels high at literally any random embark.  (Yes, there were seriously people mad that they didn't have supposedly rare metals in such quantities they could afford to utterly waste it in ostentatious ways on literally any embark...)

To a certain extent, every change to this game has made someone mad, but at the same time, that ol' honey Toady don't care.

If you avoid high magic areas then the complexities of sphere management are safely ignored, otherwise you have to take care to not death the place up or its zombie ahoy.  If I am going to be besieged by zombies if I play in a certain way no matter where I am, it is more constraining.

So does needing to eat, sleep, make clothes for dwarves, protect dwarves from sieges, avoid cave-ins, avoid drowning, avoid fires, avoid syndromes, not having direct control of dwarves, having dwarves that go berserk or on break, or a host of other things.

Limiting how you control the game, in fact, is part of what makes DF both fun and Fun.  It is the interplay of complex systems that makes it interesting, when each individual system is honestly pretty simplistic and boring on its own.

Death, life, fire, ice, earth and wind would all be easy to figure (classical elements for the win).

Ugh... I am SO sick of every fantasy game having to shoehorn everything into Greek elements... I actually like spheres, for as unbelievably bloated as they are, for not being shackled to something so cliche.  In any event, the spheres are more geared towards making it a contest of "the Skies"/Heavens versus "the Depths"/sea or land and there isn't really any generic "water" sphere, but there are oceans, rivers, etc. 
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on May 14, 2015, 06:51:08 pm
Before I get started, a quick aside about "Xenosynthesis Energy", though; Personally, I would go for "xenoenergeia" or the like.  "Xenosynthesis" would be specifically the biological process of metastasizing xenoenergeia/magic. (Lit. "Foreign/Unknown Energy") The term itself actually does a good job of encapsulating the idea behind Xenosynthesis/Xenoenergeia, however - that it combines magic with a sense that it is a type of science, just not one we know. 
"Xenosynthesis Energy" was intended to be a temporary linguistic kludge, and I did drift away from the term.  I seem to have settled on "mana" somewhere along the line (not sure exactly when, nor do I care enough to dig through the thread and figure it out).  As a bonus, this usage of mana is more in keeping with the Polynesian origins of the word (http://en.wikipedia.org/wiki/Mana) than its modern use in video games.  "Xenoenergeia" could also work, and I agree that some of the connotations are nice. 

The sympathetic aspect of magic
This was something I had overlooked.  There were a few reasons for this. 

1. I had a focus on wilderness areas, which downplayed the effect of all actions by civilized beings.  I may have been insufficiently explicit about this. 
A. By extension, I also downplayed the large fraction of the sphere list that I couldn't figure out how to apply to anything other than civilized beings or something closely related to them (their actions, their tools/possessions/gear, their cities, sometimes their domestic animals). 
B. Obviously, this also downplays all actions by the players. 

2. How did xenosynthetic (xeno) plants come to be?  Where did the first xeno plant come from? 
A. I have read all of the Threetoe Stories, and none of them showed any intelligent entity demonstrate the ability to alter plants in this manner. 
B. There was that one adventurer (I'll have to look up which story that was) that took advantage of the existing magical properties of a plant (it gave him night vision, which made it easier to function in a kobold cave), but this is not the same thing. 
(Edit) Found it: Orther Pushes His Luck (http://www.bay12games.com/dwarves/story/tt_orther.html)(/Edit)
C. There were various tricks the elves had with their trees, but these came across to me as either further alteration of a plant that was already magical, or an instantaneous spell that did its thing and did not leave the plant with any new abilities other than those that result from an altered shape.  I favor the former, but, either way, this is not what I'm looking for. 
D. Conclusion: I have to write off deliberate action (divine or otherwise) as the source of the xenosynthesis ability. 
E. That left me in the awkward position of figuring out how xeno plants could have evolved naturally. 

3. The alchemical surface plants were a deliberate hybrid between mundane photosynthetic plants and the cavern xenosynthetic plants that must get their energy from magic.  The alchemical plants can use both. 
A. The later sections of this post (http://www.bay12forums.com/smf/index.php?topic=76578.msg5679328#msg5679328) were all about the benefit an alchemical plant that does have access to sunlight might gain by generating and using mana. 
B. Then there is this nice snippet from that post, Part 3:
According to my admittedly incomplete understanding of the physics underlying emission (http://en.wikipedia.org/wiki/Emission_spectrum) and absorption spectra (http://en.wikipedia.org/wiki/Absorption_spectroscopy#Absorption_spectrum), the ability to absorb and store energy from light implies the ability to emit it.  And, by extension, the ability to emit mana implies the ability to absorb it. 
C. See also: Chlorophyll Fluorescence (http://en.wikipedia.org/wiki/Chlorophyll_fluorescence).  There is precedent (weak as it may be) for my leap of logic (large as it may be) in the properties and behavior of mundane chlorophyll.  The mana emission I describe is a variant of chlorophyll fluorescence. 
D. I am content to leave the exact change that causes xeno-chlorophyll to emit mana instead of light as an abstraction.  The important point is that use of mana can now be presented, in evolutionary terms, as a modification and improvement of existing abilities, not something radically new.  Once alch plants exist, xeno plants can evolve from them. 

This focus on the evolutionary origins of xenosynthesis did, admittedly, cause me to downplay the significance of other worlds and portals to them when discussing the sources of magic.  However, I did not completely ignore them (http://www.bay12forums.com/smf/index.php?topic=76578.msg5689965#msg5689965).  I think I may have completely ignored megabeasts.

The Magic Goes Away
I also suggest that megabeasts like Titans are xenoenergeia fountains, as well, as they serve part of the meta-story that DF tries to tell about a twilight of magic. 

In general, the way in which DF's ages operate (http://dwarffortresswiki.org/index.php/DF2014:Calendar#Ages) suggest that all or nearly all magic dies when the "powers" die.  This, in turn, suggests them as the fountains of magical power throughout the world.  Killing the megabeasts turns the world more mundane until only [MUNDANE] creatures and humans remain.  See the tropes Cosmic Keystone (http://tvtropes.org/pmwiki/pmwiki.php/Main/CosmicKeystone), The Time of Myths (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheTimeOfMyths), and The Magic Goes Away (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheMagicGoesAway).  Toady's deliberately referencing these tropes as a structural component of his game system.  That probably means something.

Simply making energy spew out of the depths of the planet is not conducive to that sort of story, nor is making it part of the decay of leaves or some magic side effect of a yellow sun like they're Superman.  Both of those things are, while not eternal, operating on a time scale far beyond the sort where mere mortals can hope to change what age the world lives in. 

You do have a point with this, but I have at least a partial counterpoint in reply 105
Well, if we're going to insist on the logic behind underground energy sources... has anyone given any consideration to the 'eerie glowing pits' in the underworld?  What is causing them to glow? (. . .)  I'd say that of all the energy sources that could be sustaining underground life, that seems like the most plausible.
You have a point, but I see the glowing pits as one source (sphere) of magic energy among many.  It works through the standard magic field system.  Surface plants give a lot more variety, and synchronize better with a stated goal by Toady One to have sphere-based surroundings. 
Maybe magic is seasonal.  Sweet Pods only grow in the Spring and Summer because that's the only time when the whatever sphere is in its waxing period.
I can easily concoct a way for mana from surface plants to be seasonal.  Eerie glowing pits?  Not so much. 

I invoked a decrease in the magic level to explain why cavern plants did not grow in winter.  That requires that consumption in the caverns during the fall season is enough to consume it, or at least most of it.  I was setting mana up to be a high-turnover system.  Cavern plants would exhaust the ambient supply in a matter of days to, at most, a month. 

Of course, a whole forest of highwoods (or, worse yet, sun berries) is a lot harder to eradicate than a single dragon, but I did give this some thought. 

Magical Creatures
When it comes to the horn of plenty concept I've got something. So instead of having a Chimera just DIE once it is living outside an area of magical influence, why not have certain traits degrade.

Well, the thing is, some creatures are just "savage versions" of a normal creature, so a giant sperm whale that leaves a savage ocean for a normal one might reasonably shrink down to a normal one. 

And for that matter, there was that story about how a good biome changed to an evil one, and turned satyrs to foul blendecs, which implies that, where it is a change from one sphere's influence to another, it's possible for one type of sphere-aligned creature to turn into some "equivalent" sphere-aligned creature.

The story was Forest Befouled (http://www.bay12games.com/dwarves/story/tt_forest_befouled.html), and I agree with NW_Kohaku's conclusions.  The events at the end seem to explicitly state that a magically altered creature, removed from the magical region in which it was altered, would lose its magic and revert to a mundane state.  The Satyrs didn't die when the surroundings changed; they changed to fit.  Therefore, a giant animal, altered by a Savage (probably Nature or Animal sphere) area, would change to fit mundane surroundings. 
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 14, 2015, 10:29:27 pm
"Xenosynthesis Energy" was intended to be a temporary linguistic kludge, and I did drift away from the term. 

"Xenoenergeia" is just something I came up with because "Greek words sound sciency, LOL!" anyway, so I don't think strict terminology is necessary, so long as the idea is conveyed. 

The sympathetic aspect of magic
This was something I had overlooked.  There were a few reasons for this. 

1. I had a focus on wilderness areas, which downplayed the effect of all actions by civilized beings.  I may have been insufficiently explicit about this. 
A. By extension, I also downplayed the large fraction of the sphere list that I couldn't figure out how to apply to anything other than civilized beings or something closely related to them (their actions, their tools/possessions/gear, their cities, sometimes their domestic animals). 
B. Obviously, this also downplays all actions by the players. 

Actions by players having an effect are at the core of the purpose behind the xenosynthesis idea. 

Xenosynthesis as an idea was largely started because I was talking realism in farming in a game that has giant magic caverns and plants that have juices "of pure sunshine" and likely will eventually have potions and other blatantly magical things.  The idea driving the Improved Farming thread was that things that are too easy in the current game (like getting infinite food from simply throwing seeds at mud) need to be made into something that the player has to mindfully balance and manage. 

Hence, magical crops, to carry that mentality over, need to have some sort of similar "nutrient" that is depleted or renewed, with appropriate costs associated with the reckless disregard for their power. 

Part of my motivations, as well, was to make something rationally understandable from what seems a rather arbitrary magic system that runs on sympathetic invocations that are largely impossible to infer from the world around you. (That is, every time magic is used in Threetoe stories, it always seems pulled out of the ass on the spot, and therefore, impossible to predict or work with as a player, especially if such magic is put into the game randomly, as the likes of divine metals are.)  Like Bahihs and several others (probably including GavJ,) I'm rather more of a rationalist, and prefer my magic to follow rationally understandable rules at least as far as the natural consequences of their original "miracles" are concerned, even if their fundamental existence is totally BS "miracles" in the first place. 

The key trait, however, is "engineerability," (if you forgive the use of another non-word,) since that is at the core of what makes DF such a fascinating game. 

It is the essence of Dwarf Fortress to hand the player incredibly powerful tools with absolutely no safeties attached so that they have tons of power with which they can engineer marvels or, far more likely, destroy themselves.  Xenosynthesis is simply turning the concept of spheres and biomes into something that is engineerable.

2. How did xenosynthetic (xeno) plants come to be?  Where did the first xeno plant come from? 
A. I have read all of the Threetoe Stories, and none of them showed any intelligent entity demonstrate the ability to alter plants in this manner. 
B. There was that one adventurer (I'll have to look up which story that was) that took advantage of the existing magical properties of a plant (it gave him night vision, which made it easier to function in a kobold cave), but this is not the same thing. 
(Edit) Found it: Orther Pushes His Luck (http://www.bay12games.com/dwarves/story/tt_orther.html)(/Edit)
C. There were various tricks the elves had with their trees, but these came across to me as either further alteration of a plant that was already magical, or an instantaneous spell that did its thing and did not leave the plant with any new abilities other than those that result from an altered shape.  I favor the former, but, either way, this is not what I'm looking for. 
D. Conclusion: I have to write off deliberate action (divine or otherwise) as the source of the xenosynthesis ability. 
E. That left me in the awkward position of figuring out how xeno plants could have evolved naturally. 

This is, by and large, an original idea of my own, a result of the strange mental journey I traveled, and hence, doesn't rest entirely on Toady's works, but at the same time, it doesn't try to contradict them, or "put the genie back in the bottle." The reason I contest GavJ's "chemosynthesis is fine if we just delete amethyst men from the game" argument is that it tries to suggest Toady undo some of his own deliberate work, which doesn't seem likely.  Xenosynthesis is a system that could be used, but isn't necessarily the explanation for what Toady and Threetoe have been building up to.  It is that nature of engineerability, however, that makes me push more for this answer than others. 

Keep in mind, as well, caverns need to exist even in climates with no trees.  The idea that photosynthesis powers cavern ecosystems through magical conveyance through the crust of the planet would mean that it would logically follow that caverns beneath a forest are far more booming with life than caverns beneath a glacier or a desert or a mountain range.  Dwarves, notably, survive on cavern life when where they are living, mountains, are notably devoid of almost all surface life but a few hardy types of grass.  The one species that most depends on the caverns also is the one that lives where the surface has the least life.  This runs completely contrary to what a vertical photosynthetic energy transferal model would predict.   

In fact, this was always sort of supposed to be the purpose of the caverns: its ecosystem is totally divorced from the surface's ecosystem.  It is strange and alien and runs on its own rules. 

At the same time, I should point out that elven tree-shaping seems a long-term and slow process.  Not all their methods are implemented into the game right now, but they presumably just grow trees into the shape of houses, or magic trees into growing wood products for use or trade. 

In any event, xenosynthesis presumes magic exists without overt divine intervention, but exists as a sort of uncontrolled background side effect of magical beings exerting their will on the world, or the presence of "portals" or the like that "leak" xenoenergeia into the world.  Xenoenergeia "forces rapid evolution" as it were, as it changes things to adapt to its presence, or actively takes them over, in the case of things like thralls/zombies. 

In this way, the HFS powering cavern life is part of the explanation, but it doesn't have to be the only one.  There can be many sources of magic "leaks" into the caverns or the surface world, and again, I'd like to see a future of DF where different layers of caverns can be taken over by different spheres like the surface is, such that caverns aren't all globally identical.  (Imagine the Fun of opening up a cavern where all the creatures are song-warped... then digging down to find that the next cavern is a magma-spheric cavern.  Each one might have its own unique flora as well as fauna, rather than just being the thing you tap once, then wall away forever.)

The Magic Goes Away

[snip]

I invoked a decrease in the magic level to explain why cavern plants did not grow in winter.  That requires that consumption in the caverns during the fall season is enough to consume it, or at least most of it.  I was setting mana up to be a high-turnover system.  Cavern plants would exhaust the ambient supply in a matter of days to, at most, a month. 

(Also, I edited to fix that copy-paste error...)

If we are to talk about the seasonality of underground plants, consider how much is unimplemented in the game right now.  The surface plants have no seasons, while underground plants do, thanks to the fact Toady has been increasingly focusing upon adding quantity rather than differntiable qualities to the plants.  The game is supposed to have cavern flooding, and in the 2d version of the game, this was a source of cavern "flora" growth.  Cavern floods were also seasonal, and it could be argued that different "plants" required the soil to be prepared in different ways.  Maybe raw floodwaters bring along with them contaminants that need decomposition by soil microbes to become compatible for the subterranean flora, the same way that raw manure will "burn" a surface crop? Maybe these nutrients need "fermentation" by other soil microbes? Of course, cavern floods themselves need to have a better-explained mechanism for why they generate such life...

However, a major reason I'm leery of almost totally vertical energy transfer is that it predicts that a surface with no real plantlife (such as a mountain) should have a barren cavern... and it not only doesn't, but it critically undermines a vital aspect of game lore.

If the likes of Forgotten Beasts, meanwhile, innately alter the nature of the caverns, then you could say seasonal rampages are part of the life cycle of the caverns...

However, I also think it's worth considering what happens when a dwarf's body is utterly destroyed: It causes a ghost to appear and... do some random thing.  This is, clearly, supernatural, and part of what Toady has said he wants to do is have the souls of dead dwarves continue existing in other planes, where you can just walk up and meet and greet the dead generations of your civ. 

In essence, this is part of what I want to do with xenosynthesis, and the talk about how what player actions do can change the biomes they are in.   If you don't slab your destroyed dwarves, then you have a ramification of ghosts. 

A further thing I want to suggest is that you can tie what is magical in a biome to what the player actually does.  Maybe heroic battles in a locale cause the blooming of courage-sphere plants that have some sort of magical effect because you upped the courage resonance of the area.  These drain xenoenergeia from the area, and might be used in potions related to battle.  At the same time, you might find a special type of plant that releases a specific type of xenoenergeia, but consumes minerals/fertilizers voraciously.  These can be grown (at great cost) to artificially alter the region to make it resonate with a specific sphere.  This isn't all that different from what you've been saying, Tristan, but it doesn't presume it's photosynthetic, and could hypothetically happen in a caverns-only embark under a forbidding glacier where no life survives.  Other plants might transform one type of xenoenergeia into another. 

A key aspect of the Improved Farming concepts that drove Xenosynthesis was that nothing should be entirely free.  You're actively trading something away for something else.  It's probably not worth the same amount (some refuse in the compost bin is not worth as much as the crops it grows or the animals those crops feed) but when you have finite resources to spend, and there are always potential side effects to your actions, your choices become much more weighted and meaningful.

EDIT: Wow... I should really start using that "preview" button again... Another failed bracket close
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on May 15, 2015, 09:46:36 am
Wilderness
The sympathetic aspect of magic
This was something I had overlooked.  There were a few reasons for this. 

1. I had a focus on wilderness areas, which downplayed the effect of all actions by civilized beings.  I may have been insufficiently explicit about this. 
A. By extension, I also downplayed the large fraction of the sphere list that I couldn't figure out how to apply to anything other than civilized beings or something closely related to them (their actions, their tools/possessions/gear, their cities, sometimes their domestic animals). 
B. Obviously, this also downplays all actions by the players. 

Actions by players having an effect are at the core of the purpose behind the xenosynthesis idea. 

Yes, I see that now.  I just didn't at the time.  That whole section was "after action review" and "how did this mistake happen?"  A lot of my logic started from that premise. 

In other news, am working on what will eventually become a post for Organizing the Spheres (http://www.bay12forums.com/smf/index.php?topic=84489.0), and this distinction between wilderness and civilization will carry over to it. 

Cavern Life
Keep in mind, as well, caverns need to exist even in climates with no trees.  The idea that photosynthesis powers cavern ecosystems through magical conveyance through the crust of the planet would mean that it would logically follow that caverns beneath a forest are far more booming with life than caverns beneath a glacier or a desert or a mountain range.  Dwarves, notably, survive on cavern life when where they are living, mountains, are notably devoid of almost all surface life but a few hardy types of grass.  The one species that most depends on the caverns also is the one that lives where the surface has the least life.  This runs completely contrary to what a vertical photosynthetic energy transferal model would predict.   

In fact, this was always sort of supposed to be the purpose of the caverns: its ecosystem is totally divorced from the surface's ecosystem.  It is strange and alien and runs on its own rules. 

I did have at least a partial reply to this in reply #132 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5689965#msg5689965), when I mentioned "Portal-Dependent Xeno." 

The Circus was here from day 1, and all six "dwarven crops" are also quite old.  Both can be found in any embark, and have become sufficiently iconic that I would prefer to keep them around.  I had been tacitly assuming that both being available at any location would carry over to subsequent updates. 

Of the six dwarven crops, Plump Helmets and Dimple Cups are explicitly mushrooms.  The other four (Sweet Pod, Quarry Bush, Cave Wheat, and Pig Tail) are presumably xeno plants. 

In other news, I did not think [SPHERE_CAVERNS] fit in any of the surface surroundings.  It does, however, seem to fit the Circus.  I figured on the circus as one of the portals in reply 132, and place all four of the current xeno crops in the "Portal Xeno" category. 

In other words, I assumed a certain floor on how barren the caverns can be, due to mana leaking into the world from the circus below. 

Cavern areas located under fertile surface areas also being "much more booming with life" was, to some degree, intentional.  Also, reply #132 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5689965#msg5689965) had a section, "Cluster 4: Broadcast," in which I argue that caverns under a desert would also be booming with life.  At least some mountains might subject the plants growing on them to similar conditions of highly reliable light but little or unreliable water, with similar results. 

Actually, I was arguing at that point that caverns under a desert would be much more booming with life than caverns under a forest, since conditions of high light and low water favor broadcast alchemical plants (which are more efficient with water) at the expense of mundane ones, and wetter conditions that foster forests favor mundane plants (which are more efficient with light, since they do not waste a lot of energy on the broadcast). 
Title: Re: Xenosynthesis and magic fields
Post by: arbarbonif on May 15, 2015, 02:04:41 pm
Since when does Toady care about not confusing players?!  :P
Heh, that is almost exactly what my wife said when I talked to her about this.

I also suggest that megabeasts like Titans are xenoenergeia fountains, as well, as they serve part of the meta-story that DF tries to tell about a twilight of magic. 

In general, the way in which DF's ages operate (http://dwarffortresswiki.org/index.php/DF2014:Calendar#Ages) suggest that all or nearly all magic dies when the "powers" die.  This, in turn, suggests them as the fountains of magical power throughout the world.  Killing the megabeasts turns the world more mundane until only [MUNDANE] creatures and humans remain.  See the tropes Cosmic Keystone (http://tvtropes.org/pmwiki/pmwiki.php/Main/CosmicKeystone), The Time of Myths (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheTimeOfMyths), and The Magic Goes Away (http://tvtropes.org/pmwiki/pmwiki.php/Main/TheMagicGoesAway).  Toady's deliberately referencing these tropes as a structural component of his game system.  That probably means something.
That makes a lot of sense.  Having forgotten beasts also be part of that also helps the cavern flora question, since you always seem to get them (so they clearly are around).

Toady hasn't particularly cared about gameplay since the 2d era.  Personally, I tell people DF isn't a game anymore, it's more a performance art project about what a simulation is capable of simulating. 
While this is true, I'm also thinking from a programmer's perspective.  To be able to code something you need to be able to hold in your head.  Granted Toady hasn't shown any sign of "restraint of goals", which is one of the reasons DF is as cool as it is.  The joys of getting to see someone else's strange mood...

So does needing to eat, sleep, make clothes for dwarves, protect dwarves from sieges, avoid cave-ins, avoid drowning, avoid fires, avoid syndromes, not having direct control of dwarves, having dwarves that go berserk or on break, or a host of other things.

Limiting how you control the game, in fact, is part of what makes DF both fun and Fun.  It is the interplay of complex systems that makes it interesting, when each individual system is honestly pretty simplistic and boring on its own.
It is the balance that needs to be considered.  I'm more or less going from my personal view of what is and is not reasonable to be able to avoid.  I can largely avoid sieges and drowning by choosing embark places that don't have neighbors and water (respectively).

You've clearly thought WAY more about this than I have, or am probably willing to :).  I'll just lurk and read, I find this discussion fascinating.

Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 16, 2015, 10:15:08 am
It is the balance that needs to be considered.  I'm more or less going from my personal view of what is and is not reasonable to be able to avoid.  I can largely avoid sieges and drowning by choosing embark places that don't have neighbors and water (respectively).

Well, I'm not suggesting that every random thing you do will cause zombies to pop up and eat your face.  It should take either dedicated effort (or a rigid pattern that you will not deviate from even when multiple warning signs appear) to make a truly significant change. 

Again, I think the requirement to slab so as to prevent ghosts if bodies are destroyed is a good example.  That's a magical punishment for a specific action - destroying bodies - in a game that otherwise actually rewards destroying bodies. (Since you don't have to carve out lavish catacombs to bury them, and they can't become zombies if their bodies are destroyed.) As I pointed out at the time of necromancers being introduced, why wouldn't every culture cremate its dead when necromancers are running into your cemetaries and causing a zombie attack every other Tuesday? 

Players would need to perform deliberate actions, like making all births happen in a single tracking region and all deaths occur in a different one.  (That is, if we go by Tristan's vertical 48x48 embark tile idea, make all births happen in the west of the fort, and all deaths happen in the east of the fort so that zombies will spawn in the east, and life magic creatures spawn in the west.) Even then, it would take years of deliberate action (or simply blind management), and there would be alternate ways of dealing with the issue.  Making some sort of shrine to a deity of funerary rites right next to your main killing grounds might pacify the vengeful spirits that draw your fortress closer to a vengeance-related sphere.

If you make Forgotten Beasts a xenoenergeia fountain, for that matter, then their rampages would bring with them a sudden blooming of the spheres they represent.  (This is also part of why I think sphere power should be tracked horizontally - megabeasts are basically always tied to a specific layer.)  Whether you kill them or not may become a real choice.  If you use some sort of bait (like the artifact bait trap) and keep them locked in an inescapable location, you could use them a as a living magic battery.  Better yet, keep them chained up in a pedestal on the far end of a mist-generating moat like they're King Kong at the far end of your dining room. (What could possibly go Fun?!)

Likewise, it means ancient altars could be the roots of a negative biome.  Heroes might travel into a land with a dark shrine in it, destroy the altar, and restore balance to a region tainted by the worship of foul demons, returning the dead to rest, and foul beasts to mundanity.  For the extra-dwarfy, this might be an embark with an altar on the map drawing powerful creatures or the like.

And finally, upon thinking about it for a while, someone mentioned the problem with satyrs "instantly" becoming foul blendecs... but since we're talking about how plants absorb the magic, then it could well be that we make those plants the source of transformation.  I mean, evil regions have grass with eyeballs on it, and grass made of meat right now.  Wouldn't you say it's appropriate for that sort of thing to have some sort of negative effect upon an herbivore that eats it?  Such things would also mean that if you somehow managed to grow sunberries, or at least, whip vines or other non-evil plants, and keep them fed on those, then they'd be fine.  You could feed your sheep and cows only cave moss in an evil surface biome... although if the caverns have a different sphere-alignment, then who knows what that cave moss will do to them?
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 16, 2015, 11:02:48 am
Yes, I see that now.  I just didn't at the time.  That whole section was "after action review" and "how did this mistake happen?"  A lot of my logic started from that premise. 

Well, I don't approach this from a stance of blame.  I can understand review of what you said, but normally, I do that internally, and share the revisions. :P

If anything, criticism of my ideas, especially on a gameplay front, are why my suggestions are as detailed as they are.  I made Improved Farming Revised as a thread because the original Farming thread became so long from continued arguments that people couldn't keep up with what my current ideas even were, and pushes to make the idea less micromanagement-heavy drove a lot of the automation ideas that form a lot of its basis.

In other news, am working on what will eventually become a post for Organizing the Spheres (http://www.bay12forums.com/smf/index.php?topic=84489.0), and this distinction between wilderness and civilization will carry over to it. 

Well, I'm not married to the organization in that one thread by any means (it's buried for a reason...) but I'm not sure why we need a distinction between wilderness and civilization. 

I mean, the world is created with sentient, civilization-building creatures living upon it.  Civilization is built at year 1.  In essence, civilization is natural in this world, and it makes sense for spheres of wealth and crafts and marriage to exist for as long as sky and mountains and death to have existed. 

In the sorts of Greek myths or Norse myths to which DF's mythos tends to trace itself backwards, there wasn't really a distinction made between deities that were civilized or wilderness deities, either. 

In other news, I did not think [SPHERE_CAVERNS] fit in any of the surface surroundings.  It does, however, seem to fit the Circus.  I figured on the circus as one of the portals in reply 132, and place all four of the current xeno crops in the "Portal Xeno" category. 

In other words, I assumed a certain floor on how barren the caverns can be, due to mana leaking into the world from the circus below. 

Cavern areas located under fertile surface areas also being "much more booming with life" was, to some degree, intentional.  Also, reply #132 (http://www.bay12forums.com/smf/index.php?topic=76578.msg5689965#msg5689965) had a section, "Cluster 4: Broadcast," in which I argue that caverns under a desert would also be booming with life.  At least some mountains might subject the plants growing on them to similar conditions of highly reliable light but little or unreliable water, with similar results. 

Actually, I was arguing at that point that caverns under a desert would be much more booming with life than caverns under a forest, since conditions of high light and low water favor broadcast alchemical plants (which are more efficient with water) at the expense of mundane ones, and wetter conditions that foster forests favor mundane plants (which are more efficient with light, since they do not waste a lot of energy on the broadcast).

Well, even then, glaciers and completely barren deserts should have relatively barren caverns, as there's no surface plantlife surviving there.  (And my current embark is partly a completely barren savage desert that has no life but the two-legged rhino lizards.) Likewise, hotter regions, with its more direct sunshine, should still be getting more cavern life (if they aren't barren deserts) than the colder regions that get less sun.  A region above the arctic circle, after all, receives no sun at all at times of the year.

It also means differences in cavern life are mostly in volume of life, not in manner of life.  All the magic descending from plants is going to be sun magic, or something similar.  (Unless you're arguing the specific plant changes what magic it is... but then, all plants grow on the surface in a massive jumble, because they all are sun-aligned, themselves...)  Hence, I'm not sure it supports a diversity of spheres.

Anyway, this is a bit beyond the major reasons I'm leery of putting too much power in the hands/leaves of surface plants, and that's that I think the game is more suited towards a horizontal shifting of magic power.  Right now, biomes exist across tens to thousands of embark tiles, and carry their spheres throughout their biome.  (That is, if a forest is evil, the whole forest is evil.) Making magic horizontal carries this through - if your embark is half evil forest and half savage savanna, you have two surface biomes that can carry the sphere changes you inflict on the map.  Each cavern layer has its own record.  Odds are, unless you're playing a 2x2 map, this results in less total data to be recorded, and regions that players need to keep in mind, as well. 

Besides that, there are already visible physical barriers differentiating the different layers of the caverns from the surface.  Making a 48x48 tile column suddenly have different magic than another 48x48 column in the caverns would be fairly arbitrary and odd to the players looking at it. 

It's also worth keeping in mind that, although they do a much poorer job of it than their 2d counterparts, the caverns are meant to be roadblocks and marks of progress as a fort.  The 2d Dwarf Fortress notably got harder as you went through each of the obstacles that form the basis of why we have caverns now.  The cave river had easier monsters, and was necessary for farming.  If/when you built a bridge over the river, you couldn't entirely wall it off to protect your dwarves from all dangers, and its floods were an inconstant danger.  The early parts of the mountain also had less useful metals, forcing you to rely upon copper, alone. The abyss had tougher monsters, and also gremlins, that could sneak and pull levers for various Fun.  The magma river let you build magma forges, but spawned fire-spitting monsters that were highly dangerous.  Beyond that still were the best metals, but also the most dangerous of enemies. 

Each layer of the caverns was distinctly different.  To some degree, Toady tries to make that true even now, and when you dig up the caverns, they are different colors, and have different things growing and living in different caverns, with the colorful mushrooms up top in the watery caverns, and the all-red blood thorns and mosses near the bottom where the magma is.  It better serves this idea to make magic horizontal, with a more strict idea of where each layer begins and ends.  (No more nether caps and blood thorns growing in the soil layers near the surface...) Again, that way, you can open up a music cavern on one layer, and suddenly, it's a gems cavern on the next.
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on May 27, 2015, 12:06:11 am
In other news, am working on what will eventually become a post for Organizing the Spheres (http://www.bay12forums.com/smf/index.php?topic=84489.0), and this distinction between wilderness and civilization will carry over to it. 

(...) I'm not sure why we need a distinction between wilderness and civilization. 

I mean, the world is created with sentient, civilization-building creatures living upon it.  Civilization is built at year 1.  In essence, civilization is natural in this world, and it makes sense for spheres of wealth and crafts and marriage to exist for as long as sky and mountains and death to have existed. 

In the sorts of Greek myths or Norse myths to which DF's mythos tends to trace itself backwards, there wasn't really a distinction made between deities that were civilized or wilderness deities, either. 

I can't approach the spheres without making the distinction between wilderness and civilization.  There are a lot of spheres I can't apply to a wild animal without turning it into some type or variant of animal person (and therefore no longer really an animal) in the process: Dance, Gambling, Rumors, and Writing, just off the top of my head. 

One god might claim spheres associated with both categories, but the overlap happens at the level of the god, not of the individual spheres. 

Organizing the Spheres
That post got pretty huge as I worked on it with my word processor.  The limit on this forum is 40,000 characters per post, and I handily exceeded that limit long before I felt satisfied with it, so I will put some of it here (the parts I feel I can post here without derailing the thread) to see what kind of response I get.  I apologize for any references to cut sections that slipped through the editing. 

To start with, I checked the wiki page on the spheres (http://dwarffortresswiki.org/index.php/DF2014:Sphere) and counted 130 of them.

I divided the spheres into two broad categories:
1. Major spheres define a fairly broad category, which has a coherent unifying theme. 
2. Minor spheres generally fit within the broad category or theme defined by a major sphere.  Some are shared between two major spheres.  I did make a conscious effort to keep these to a minimum, and to make sure none were claimed by more than two. 

Within the major spheres, there are two categories:
1. Wilderness spheres can be meaningfully applied to an area that does not have civilized beings living in it.  Most refer to a natural force of some sort. 
2. Civilization spheres are directly relevant, or at least directly connected, to civilized beings.  This includes their actions and desires, their possessions, the tools they make, and the structures and cities they build.  In short, they can’t be meaningfully applied to an area that does not have civilized beings living in it. 

The Wilderness spheres are, essentially, the ones I can attach significant engineerability to, since they represent the environment at large rather than something internal to the fortress.  More importantly, they are also the ones I can most easily attach substantial results from engineering them. 

I wound up with a total of 9 Wilderness major spheres, and 13 Civilization major spheres. 
> The Wilderness major spheres are Caverns, Darkness, Death, Fire, Moon, Nature, Sun, Water, and Weather.
> The Civilization major spheres are Agriculture, Art, Chaos, Crafts, Family, Festivals, Happiness, Misery, Order, Peace, Scholarship, Travelers, and War.

Order
1. I will list the major spheres, and each entry will have a section listing which minor spheres that fit within it. 
2. This post will only cover the Wilderness spheres.  The civilization spheres were much more difficult to attach engineerability to, so I felt they were a bit off topic (in addition to simply pushing me far over the character limit). 
3. Within the above constraints, spheres will be listed in alphabetical order.

Alterations
1. I think [SPHERE_SEASONS] is hard to work with.  It isn’t quite broad enough to be a major sphere, and as a minor sphere it becomes disputed territory between too many major ones.  I am splitting SEASONS into SPRING, SUMMER, FALL, and WINTER.  It makes more sense to me to have different gods associated with Summer and Winter, and those two in particular fit best in different major spheres. 

Format
(All of the major sphere descriptions are spoilered for brevity.)
Name of the major sphere. 
Spoiler (click to show/hide)

1. CAVERNS
Spoiler (click to show/hide)

2. DARKNESS
Spoiler (click to show/hide)

3. DEATH
Spoiler (click to show/hide)

4. FIRE
Spoiler (click to show/hide)

5. MOON
Spoiler (click to show/hide)

6. NATURE
Spoiler (click to show/hide)

7. SUN
Spoiler (click to show/hide)

8. WATER
Spoiler (click to show/hide)

9. WEATHER
Spoiler (click to show/hide)

DUALISM
I'll make a list, here, of what I would see off the bat as a set of decent "category" spheres that their "friend" spheres are hangers-on to...  Also, I'll try to make some "opposites", like the way that Good and Evil are opposite, while things like "Savage" are unrelated to other alignments.  Of course, don't get hung up on this idea, and go for whatever you guys think makes for a fun sphere.  It should just be a decent starting point. 

Instead of having a dualist system (one versus its diametric opposite), however, we can also have a stand-off between multiple spheres - for example, day and night oppose, but twilight and morning stand between the two extremes.  (This might be resolved by having a "are any of these powerful" metric, and then having a "which one of these is the most powerful" metric, so that not all terrain becomes one of those spheres.)

Okay, here we go:

2. Nature <=> Moon <=> Death
Spoiler (click to show/hide)
Title: Re: Xenosynthesis and magic fields
Post by: Loud Whispers on May 30, 2015, 05:46:12 am
1) The mantle is about 1/5 of a mile down below the surface, instead of about 25 miles in a typical earth crust. And caverns extend most of the way instead of a trivial distance down. Thus, caverns have MANY HUNDREDS of times more heat proximity than earth caverns do from below. That's a lot of energy for life. Take hydrothermal vents here and there on Earth, and imagine them every 10 feet instead, nearly everywhere there's water down there, and you have plenty of energy to sustain larger animals across many world tiles of cave.
It is interesting to note that the deeper underground the cavern layers you go, the larger creatures become.

This finiteness is a key aspect of the idea - like with real ecosystems, it drives competition, and sets the ultimate limits on what these creatures or systems built off these creatures can accomplish.
This notion of finiteness definitely appeals to me. The idea of being able to permanently exhaust some sphere of the world, like making fish populations extinct, or killing all megabeasts to begin a new era - can you imagine the consequences of an unscrupulous Dwarf lord who manages to permanently sully a lake, volcano, forest or entire race? God of War had the nice aesthetic where as you killed gods, their respective domains would fall into chaos. By the time all the big gods are dead, tornadoes fill the skies, the seas are impassable torments, the ground shakes and vomits fire, and supposedly every single letter you send through the mail is lost. While such apocalyptic changes should be reserved to things as serious as deicide (God is dead and Urist killed him. Literally), smaller changes would be really interesting.

Ultimately, I find myself siding with this interpretation:
Spoiler (click to show/hide)
I'm on jseah's tracks here, with spheres being attached to biomes and biomes effectively becoming more dynamic with the moving of spheres. Flood the world with stagnant water? Mosquitoes will begin appearing. Flood the world with magma? Fireflies (literal) and fire serpents begin appearing. Create a forest in the desert? Begin attracting nature sphere critters and all that. And I'm always interested in the idea of some creature like a Titan changing the tiles of what they stand on to their sphere, so an evil one would leave a trail of wormy tendrils or a river one leave a trail of freshwater. Conversely, destroy every Titan of that sphere, destroy every biome of that sphere and every temple of that sphere - you'd rather organically engineer the destruction of that sphere in the physical sense until all that remained was its metaphysical sense. Excepting the odd occasion where a waning deity bestowed the power to start a last-ditch revival attempt, there'd be an ever-increasing decay. There'd be no scripted x influence = x effect (though I would add, weather effects/biome interactions like spooky clouds and undead resurrection being determined in such a way would actually be wunderbar), everything would organically come about from the critters that like the conditions you've made.

And god dammit, I want to know what's at the end of an eerie glowing pit.

And the caverns are clearly getting their energy from aquifer turtles.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 30, 2015, 10:23:46 am
OK, Tristan requires a more complicated post, and I'm not sure how much time I have, so I'm answering LW first.

And the caverns are clearly getting their energy from aquifer turtles.

You're forgetting the rivers, man.  The mussels are infinite.  You dig in those river tiles, and it's mussels all the way down!

But anyway, while I generally agree with what jseah said, and it's largely what this thread put out as its original thesis, I do think there are places for player actions to have influence, if only for good storytelling purposes.

Take, for instance, how unburied dead create ghosts.  This could be related to some unhappy dead sphere, and the rate of ghosts and hauntings and their severity (I.E. frequency of murderous ghosts, and how frequently they attempt to kill,) could be upped the more an unhappy dead sphere is in ascendancy. 

Likewise, music-related spheres could obviously be more related to how much above and beyond the norm players will encourage musical arts. 

Players that create temples and make sacrifices and overtly work towards that sphere's goals could also generate sphere energy, just the same as sphere energy is generated by accident. 

Again, I think it best to have a spectrum of effects in these sphere-biomes.  Some are subtle, with just some new plants occasionally springing up.  Then you get to animals being generated or turned. (Possibly from eating all the sunberries or whip vines that are infused with xenoenergeia...)  Finally, you get to the "power run amok" stage when you've really, truly tipped the scales and overturned the natural balance.  That's when you have, say, magma rain or other really, really Fun stuff unless you can immediately neutralize the sphere. 

That's in part why I like having the opposing spheres (practicing healing and memorializing the unknown soldiers of the ancient war on your lands drains away a lingering unquiet dead) and sphere-draining plants that let you drain your sphere levels at a slow and steady rate.  It's setting up a system where it's in the player's hand to manage a balance, and as always with DF, there's more than adequate room to hang yourself. 

Additionally, it sets up the possibility of dwarves not going to an evil region just because they want to declare "LOL, eat it, endless hoards of the undead, this place is ours, now!", but to declare that they're going to set right what once went wrong, and turn the zombie raven-infested blood-raining forest into a dwarven paradise full of giant bronze battle axe statues and marble-and-glass apartment complexes where everything menaces with spikes of copper or silver.  Basically, it would give you a chance to "beat" an evil biome.  (Or create one where none existed before...)
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 30, 2015, 11:56:13 am
I can't approach the spheres without making the distinction between wilderness and civilization.  There are a lot of spheres I can't apply to a wild animal without turning it into some type or variant of animal person (and therefore no longer really an animal) in the process: Dance, Gambling, Rumors, and Writing, just off the top of my head.

So you think animals can't dance? (https://www.youtube.com/watch?v=W7QZnwKqopo)

But anyway, look at what spheres we have now.  Animal people exist only in sphere-aligned territory. (Savage spheres, to be specific.) Skeletons and zombies and such all exist because of evil-aligned energies. 

So if you have a dance or song or writing sphere controlling a region, that just means that ordinary animals are altered into dancing or singing or literate animals.  (The boar Napoleon has written a masterwork propaganda slogan: "All animals are created equal, but some are more equal than others!") 

That's just what spheres DO.  They are, by nature, arbitrary and magical.

A sphere that causes animals to all sing like it's a Disney film or something is just as unnatural as the "good" or "evil" spheres we have now, where unicorns and trees made of feathers or grass made of eyeballs and zombie hordes are common, or the "savage" biomes that exist to create giant animals and a bunch of furries.



And the rest of this post is going to be long and I have to go, so I'll cut it off here, and respond to the rest a bit later...
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on May 30, 2015, 08:34:14 pm
I wound up with a total of 9 Wilderness major spheres, and 13 Civilization major spheres. 
> The Wilderness major spheres are Caverns, Darkness, Death, Fire, Moon, Nature, Sun, Water, and Weather.
> The Civilization major spheres are Agriculture, Art, Chaos, Crafts, Family, Festivals, Happiness, Misery, Order, Peace, Scholarship, Travelers, and War.

[etc. etc. etc. long post]

Due to the fact that this is basically a direct port of the topic of the Organizing the Spheres thread (http://www.bay12forums.com/smf/index.php?topic=84489.msg2264887#msg2264887) in the first place, (including outright quoting portions of that thread,) and you're intending to continue posting even more on the topic, I'll just answer the rest of this post in that thread, instead (http://www.bay12forums.com/smf/index.php?topic=84489.msg6266820#msg6266820). 
Title: Re: Xenosynthesis and magic fields
Post by: Tristan Alkai on June 02, 2015, 05:10:24 pm
I can't approach the spheres without making the distinction between wilderness and civilization.  There are a lot of spheres I can't apply to a wild animal without turning it into some type or variant of animal person (and therefore no longer really an animal) in the process: Dance, Gambling, Rumors, and Writing, just off the top of my head.

So you think animals can't dance? (https://www.youtube.com/watch?v=W7QZnwKqopo)

But anyway, look at what spheres we have now.  Animal people exist only in sphere-aligned territory. (Savage spheres, to be specific.) Skeletons and zombies and such all exist because of evil-aligned energies. 

So if you have a dance or song or writing sphere controlling a region, that just means that ordinary animals are altered into dancing or singing or literate animals.  (The boar Napoleon has written a masterwork propaganda slogan: "All animals are created equal, but some are more equal than others!") 

That's just what spheres DO.  They are, by nature, arbitrary and magical.

A sphere that causes animals to all sing like it's a Disney film or something is just as unnatural as the "good" or "evil" spheres we have now, where unicorns and trees made of feathers or grass made of eyeballs and zombie hordes are common, or the "savage" biomes that exist to create giant animals and a bunch of furries.

Okay, after watching that video, I will concede Dance, and I suppose Rumors might work too. 

However, the key phrase on my end was "without turning it into some type or variant of animal person (and therefore no longer really an animal) in the process." 

Animal Farm is a good example, as is Charlotte's Web.  All of the various so-called farm animals in both stories (and, in the latter, a few non-farm animals to boot, starting with Charlotte herself) are anthropomorphized well past the point of unrecognizability.  Informed Species (http://tvtropes.org/pmwiki/pmwiki.php/Main/InformedSpecies) is certainly in effect, possibly Informed Attribute (http://tvtropes.org/pmwiki/pmwiki.php/Main/InformedAttribute) as well.  The characters may be officially labeled as animals, but ALL other indicators point to human-equivalent intellect and human-equivalent speech.  What more do you want before you simply call them humans, or at least humanoids like elves? 

Animal people are PEOPLE, not wildlife.  Even if we don't call them civilized, they are at least on the same level as a human barbarian tribe (http://tvtropes.org/pmwiki/pmwiki.php/Main/BarbarianTribe).  In the contrast between Wilderness and Civilization, even a barbarian tribe represents Civilization. 

If an animal starts singing (Song sphere), or learns to read and write (Writing sphere), it has ceased to be an animal and moved into a different category.  I can't approach the topic without that distinction.  I therefore found it extremely jarring to see hamster men and women labeled as "wild animal"s when I embarked in an Untamed Wilds region. 

Unicorns, and even zombies, are magical, but I can see "magical" and "wildlife" as independent categories, referring to orthogonal axes.  "Wildlife" and "Civilized" are different categories along the same axis.  Trying to apply Civilization spheres to wild animals would seem to result in a lot more animal people than we have now, and I am already confused by the inconsistent treatment they get.  Either they're people (in which case they should form entities just like everyone else) or they're not (in which case they shouldn't have protections like dwarves considering them sentient and refusing to butcher them). 
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on June 02, 2015, 07:49:17 pm
Okay, after watching that video, I will concede Dance, and I suppose Rumors might work too. 

However, the key phrase on my end was "without turning it into some type or variant of animal person (and therefore no longer really an animal) in the process." 

Animal Farm is a good example, as is Charlotte's Web.  All of the various so-called farm animals in both stories (and, in the latter, a few non-farm animals to boot, starting with Charlotte herself) are anthropomorphized well past the point of unrecognizability.  Informed Species (http://tvtropes.org/pmwiki/pmwiki.php/Main/InformedSpecies) is certainly in effect, possibly Informed Attribute (http://tvtropes.org/pmwiki/pmwiki.php/Main/InformedAttribute) as well.  The characters may be officially labeled as animals, but ALL other indicators point to human-equivalent intellect and human-equivalent speech.  What more do you want before you simply call them humans, or at least humanoids like elves? 

Animal people are PEOPLE, not wildlife.  Even if we don't call them civilized, they are at least on the same level as a human barbarian tribe (http://tvtropes.org/pmwiki/pmwiki.php/Main/BarbarianTribe).  In the contrast between Wilderness and Civilization, even a barbarian tribe represents Civilization. 

If an animal starts singing (Song sphere), or learns to read and write (Writing sphere), it has ceased to be an animal and moved into a different category.  I can't approach the topic without that distinction.  I therefore found it extremely jarring to see hamster men and women labeled as "wild animal"s when I embarked in an Untamed Wilds region. 

Unicorns, and even zombies, are magical, but I can see "magical" and "wildlife" as independent categories, referring to orthogonal axes.  "Wildlife" and "Civilized" are different categories along the same axis.  Trying to apply Civilization spheres to wild animals would seem to result in a lot more animal people than we have now, and I am already confused by the inconsistent treatment they get.  Either they're people (in which case they should form entities just like everyone else) or they're not (in which case they shouldn't have protections like dwarves considering them sentient and refusing to butcher them).

I'm still not sure exactly where the problem is, here. 

Animal people are supposed to be "uncivilized" humanoids, and it's just that they are using more "animal" behaviors for now because they haven't gotten enough Toady coding time to have fully-fleshed-out AI.  In the next update, you're going to be able to invite random armadillo men into your fort population, supposedly. 

If anything, it just creates a, "Whoops! Can't butcher this pig Urist, he just asked me not to eat him!" situation.

Beyond that, animals are generally capable of song, anyway.  Note that the power of an evil biome that animates the undead is not the undead's will, but the will of the evil bioime.  A song biome might make capybaras start whistling more intelligible tunes, or even having parrots start making out intelligible lyrics to a cry with a backup of songbirds going a cappella, without them being intelligent enough to actually recognize the significance of what they are doing.

I mean, many of Toady's original creatures tend to be either jokes or references to fantasy creatures of other games (I.E. flying heads as vargoyles, floating guts as Dragon Quest slimes) or they tend to be chimeric creatures of the most literal sort.  (I.E. Feather trees turned out to literally have feathers.  Blizzard Man is not a yukionna knockoff, but a literal humanoid-shaped ice thing (http://dwarffortresswiki.org/index.php/DF2014:Blizzard_man).  Molemarian is a mole-rat centaur.  And this is why Gorlaks look like (http://dwarffortresswiki.org/index.php/DF2014:Gorlak).  I'm sure if we ever get a detailed look at a plump helmet, it will look exactly like a helmet.)

(Note, Gorlaks are "good" creatures that appear in random caverns away from good surroundings, as well.  It's just that the current caverns have many more "evil" creatures, so they're more prominent.)

"Animal Farming" some animals would be actually far more subtle than current surroundings. 

Likewise, how is making a creature behave less like an animal necessarily a disqualifier?  Again, a savage biome still spits out mostly normal animals, some giants, and only the occasional animal-person.  Having the rare talking pig that can have a philosophic discussion before agreeing that it would, in fact, like to be eaten (http://www.goodreads.com/book/show/282758.The_Pig_That_Wants_to_Be_Eaten), would be perfectly in keeping with DF standards.  (Then again, so would a talking pig becoming citizen, being elected mayor, then mandating more pearl production...)

Beyond that, surroundings tend to involve a bunch of mythic animals that are appropriate to that specific sphere.  Song spheres might create sirens or mermaids, for example, but the normal animals may well just be normal animals that grunt to the tune and tap their feet unconsciously to the rhythm, just like good regions are filled with utterly mundane yaks that munch on the bubble grass. 
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 07, 2016, 02:19:13 pm
Revving thread!

Thanks for that link in the fotf just thought I'd say generating "sphere energy" based on actions would be pretty cool though hard for toady to implement ( it would take time anyway to write code that distinguishes actions by sphere)

But it is a cool idea, I'll write a more substantial reply when my classes are over.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 07, 2016, 05:40:57 pm
Thanks for that link in the fotf just thought I'd say generating "sphere energy" based on actions would be pretty cool though hard for toady to implement ( it would take time anyway to write code that distinguishes actions by sphere)

For actions, maybe not so much.  I suspect it could be done similarly to how attributes and skills are handled, just applied to a regional integer, rather than an individual one.  A sacrifice to a sphere power might give +100 regional xenoenergeia, while some creatures simply living might be -1 or +1 every some-odd ticks of the game.  That said, setting up the code for handling xenoenergeia and whatever happens when it hits saturation point would possibly be time-consuming, but then, so would any magic system. 

The point of this system is really to provide some way of making magic a "science" that can have a rational set of cause and effect, while also taking it out of the direct hands of dwarves to avoid that "factory" idea. It also avoids a blind randomness "Wild Magic Table" system that would make any interaction with magic unpalatable while simultaneously, by putting magic into "nature" removing any real chance of "hiding" from magic by simply "burning the witch" whenever you find someone who is a practitioner of magic.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 09, 2016, 01:15:44 am
Transplanting this from the FotF thread...

Spoiler: long quote (click to show/hide)

This really doesn't address the fundamental problem I'm trying to point out.

The problem isn't the exact probability of death, it's that it's a really simple, boring cost-benefit analysis to make.

Once again, the thing people want is some magic system totally different from other RPGs and like what occurs in fantasy novels, where it seems mysterious.  When asked how to make it, they say the exact same "wizard spends MP and gets an exactly measured, predictable output" concept as exists in those RPGs it's supposed to be different from.  When told this, the inevitable next step to try to "fix" that problem is to append the exact same Wild Magic Table that just makes the numbers of the effect larger or smaller. 

Let me use an example... I remember Zero Punctuation's take on Assassin's Creed Unity (https://youtu.be/WvpAn6V0hdc?t=2m44s), which said

So, remember how bees were introduced, and they had these really complex mechanics, but everything you could achieve with bees could be achieved with much, much simpler means through things we already had?  Or how ceramics were introduced, but they didn't do anything we couldn't already do with the much more prevalent and generally useful stone or wood?

The problem is that people are talking about magic as solely being a "make your wizard wave their hand and pay MP to do something we could already do, but with a percentage chance to have horrible things happen to you that wouldn't happen if you just did the things you could already do."

There is no reason to cast a spell for turkey eggs, we can already just bring turkeys on embark and be neck-deep in turkey eggs by two years in.  Yes, that's just a silly, arbitrary example, but every other use people come up with tends to be the same: Attack magic that's just a "magic" version of a crossbow or dumping magma on something with "hilarious" drawbacks the existing methods of shooting enemies don't have. 

Even if it were a "better" way of doing something we can already do, then you've just made some other, generally better-developed part of the game obsolete. 

Or to put it far more bluntly, if you try to make magic into a way of doing something we could already do, you've already failed.  You've reduced magic to a gimmick that is either an easy mode way of doing something we could do before with a system that had more depth, or it's not only a giant timewaster, but it's also suicidally stupid to use.  You aren't making meaningful choices, you're making simple cost-benefit calculations.

I started creating the Class Warfare thread because I originally wanted to join the chorus asking for ceramics, (before, you know, they were in the game,) but then realized that they would serve no real purpose unless some problem existed that they could solve.  I realized a lot of dwarven crafts generally already fell into that same trap of worthlessness. Hence, I started writing up a system of dwarves having growing demands for luxury goods and entertainment as a method of providing the problem that crafts could actually solve.  Toady ultimately introduced ceramics without mechanics to make them useful, so they were useless.  He is, however, eventually getting around to the concepts of designing a problem for the new mechanics to solve through making the Stress system more dependent upon having Taverns that entertain dwarves critical to preventing dwarven unhappiness with a boring life.  He also made goblets finally useful, so hopefully, ceramics in general can eventually get in on that.

The basic hurdle the Wild Magic Table system that keeps coming up fails to clear is that you cannot make a magic system that isn't just "industrialized magic" with a system that fundamentally revolves around industrialized fulfillment of a few basic needs, and the rest being fluff.  You need to make a whole new problem for what magic players can control players can use as the solution.

This is exactly why, so far, Toady has only introduced magic that players cannot directly control.  Because then, magic is the problem that players have to solve, and it requires that players try to use the existing systems in more creative ways to solve these new problems.  That is, it enhances the value of existing mechanics, rather than competing with or rendering obsolete those existing mechanics. 

Even in these existing instances, however, the magic we have now is notably not terribly capable of that sort of "mystery" that you can't know and predict everything about how a vampire or necromancer will act.  This is a largely a problem of a system that just isn't capable of generating seriously emergent behaviors.

Emergent behaviors (for which DF is famous) arise because individual systems are capable of interacting within a shared gamespace. Magma is only so useful and iconic in DF because it is something you can indirectly control through fortress layout, and it can interact with most other aspects of the game's mechanics (or occupants).  Magma is its own system, but it also operates on the temperature system, the world-shaping system (digging), the mechanics system on both ends (triggering pressure plates or being moved by pumps or released with floodgates), creatures (dumping magma on creatures), combat (dumping magma on creatures), garbage disposal, resource creation (obsidian), industry (magma forges), and possibly some others I forgot.  As is said in Bay12, magma is the solution to every problem, and that's specifically because its interactivity with every other system is precisely what makes it so capable of emergent gameplay.

Magic needs to be capable of creating that kind of emergent behavior, and that's not done when you make magic a system that simply tries to replace some already-existing system, where you either use the existing farming system or the magic system's "create food" spells.  Inevitably, one will be better than the other, probably the existing farming, because it's doubtful you'd ever be able to have enough wizards to summon eggs for everyone, and even if you could, it seems even more doubtful it wouldn't be far more effective to just keep our current ludicrously scalable tribbles egg-making machines.

This is, ultimately, why I wind up with this Xenosynthesis thread.  It's meant to make "magic" a part of the environment that can interact with all the other systems in DF.  It's meant to make magic a problem that takes understanding and manipulating magic its own solution.  It gives magic to dwarves, but more in the way that magma is available to dwarves: It's a dangerous tiger to try to ride, but it isn't completely arbitrary and unfair.  Magma doesn't just cause blindly random Wild Magma Table rolls that kill random dwarves, it's dangerous when you don't prepare for it, but tame and predictable if you have the foresight to manage the myriad issues related to its use.
Title: Re: Xenosynthesis and magic fields
Post by: PatrikLundell on April 09, 2016, 08:17:42 am
Firstly, I have to apologize for not reading the posts between the first and the last one, jumping in from the FoTF thread, but it's quite a volume to wade through.
I believe there are several potential flavors of magic that are not necessarily mutually exclusive (such as "field" ones as well as "do this-get that effect" one, which might potentially contain both "industrial/war" effect and things like opening and maintaining portals), but let's keep to fields.

When it comes to fields, I would think there are at least two kinds of fields:
- Powered, i.e. some kind of power source maintains the field, and that source will deplete and disappear over time ("magic crystals", both stationary and portable. They may or may not be possible to recharge (blood sacrifice is a classic method, but the method ought to be in line with the fields itself).
- "Permanent", akin to black smokers in that they provide a more or less variable constant power output. "Permanent" sources may be destroyed/shut down, both via natural fluctuations and through intervention, and their sources might not be truly unlimited, but they are over the time scale of fortresses.

As far as I'm concerned, DF already have fields in the form of the various cavern biomes, as well as the good/evil ones, plus well known everyday ones in the form of temperature, precipitations, etc. (Additional) magic fields would, in themselves, basically result in new biomes (with different combinations of new fields and levels of existing ones leading to various new biomes). This, in itself is interesting, but it becomes even more so if you (and other agents) have means and motivations for changing/manipulating fields.
One could e.g. imagine sapient magma creatures who wanted to expand their domain upwards (by melting non magma safe rock, layer by layer). Firstly, they'd want to prevent the main source from being weakened (resulting in lower magma levels) or shut down (resulting in obsizianization or draining of the magma sea), but it ought to be incredibly difficult, or even impossible, to achieve that. To expand the domain, they'd either have to increase the output of power from the source (removing blockage to restore or achieve maximum output, probably), or, usually, through artificial means, such as rituals (short term effect, so they'd have to be repeated again and again), opening conduits to the plane of magma (that would require effort to keep open), deployment of magma field "crystals" (which would have to be "manufactured" at a considerable cost (in various currencies appropriate to the fields) and would deplete over time), etc. When the efforts to depart from the "normal" state cease, the field would ease back.
Underlying this, there may be natural processes that shift the fields around (think tectonic plate movement or erosion), that may or may not operate on DF fortress level time scales. You could also have manipulative gods in the mix...
If you used this kind of logic, it would make sense to be able to affect the local temperature, precipitation, or other "non magical" fields through magical means.
Shifting the good/evil field could give you sun berries/glumprong, and critters appropriate to those biomes (provided they had anywhere to migrate from, which they probably would, or you'd be too weak to modify the field sufficiently). Evil weather could be a side effect of increasing the evil in an area.
If we were to imagine an electricity magic field, electric versions of more or less mundane critters could migrate in (thunder birds, shocker sheep,...) as well as electric weather (risk of being hit by lightning), and ball lightning zooming around. I could even imagine there being liquid lightning (whatever that would do, which could only be created in a sufficiently strong lightning magic field, but might be stable elsewhere, or might decay into e.g. ordinary water or contaminated water), or harvestable lightning hail stones.
However, any harvestable resource supported by particular field strengths would probably have to be either "organic", i.e. grow, or be some kind of condensation/precipitation/... on top of the surface of the area (which may be cavern floors or walls, not limited to the above ground surface), rather than messing with the underlying geology (increasing the magic X field inducing magic X gems to form in rock, and have those gems disappear when the field is reduced gets messy).
Apart from magic field strength manipulation, you might have "conventional" magic that requires the presence of the fields to work, but then you move over towards the "cause-effect" type of magic.
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 09, 2016, 11:24:47 am
did you read the link I gave in the fotf?

I'm more for magic having an effect on the narrative.

And we can't forget the other half of the game, adventure mode.
Title: Re: Xenosynthesis and magic fields
Post by: vjmdhzgr on April 09, 2016, 11:44:49 am
I think the kind of stuff Toady One is planning is already good enough. Did you watch http://www.gdcvault.com/play/1023372/Practices-in-Procedural ? Just skip to the myth generator part and you'll get to see some examples of the magic planned. Stuff like being able to become full of the force permeating the world at the cost of getting a touch nauseated and a drop of blood, but allowing for additional spells. They could then turn into a plant by singing after becoming full of the force, or change their smell, or move water. Or with a different magic system they could shoot lightning at the cost of some flesh and becoming a bit more faded, or start a snowstorm with similar costs, or fall slower at the cost of becoming a bit more faded. All these sound like exactly what I wanted out of a Dwarf Fortress magic system. They all have some form of cost, a sometimes difficult, sometimes complicated procedure to perform them, and it's all mostly interesting effects, that aren't just combat abilities.
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 09, 2016, 12:10:31 pm
First off, I recommend you listen to the df talk on artifacts.

What toady WANTS in artifacts is magic that can be "reliable" and extremely useful but if you screw up with using it (and you will be told what you cannot do, or given warnings that you ave to sleuth out ) it could destroy your fortress.

Chaotic magic doesn't have to be unfair and arbitrary. And perhaps chaotic is as bad word for it.

I'll explain.
remember we will keep the "how common is magic" slider, and the "chaos" slider is seperate.

RIght now we have the mists in evil biomes that do horrible things to anyone who walks in them right?


A low chaos world would have magic that is perfectly reliable, (this is your magic is science type world), you would probably not have to worry about miscasts (or the punishment for a miscast is minimal (a harry potter style world with less miscasts, and less punishment for screwing with magic to do bad things) ) at best , and the cost of magic would be very numbers based, very minimal,  and very industrializable. A mage workshop pushing out flame swords and runestones at regular intervals from various herbs? Why the heck not.  No mystery at all about how magic works, it is perfectly understood fine (toady really doesnt want this as a default by the way. in fact he complained about it in the df talk I mentioned, he really wants it to be mysterious), but some players want this sort of thing.
this is level 0.


Level 1, would probably be more in line with harry potter, we have miscast potential and newbie mages would do it sometimes, luckily the punishments for miscasts is still minimal, but the magic would very occasionally be unpredictable (eg accidentally summoning a venomous snake instead of a rabbit, since you pushed the wrong block of time and space into the wrong position, newbie mistake), in this world since magic is slightly more dangerous (and therefore more powerful) you would probabbly get more dark mages hanging around making books that steal souls and such. (since the cost is still low on the caster they can get away with this)


Level 2,( the default) would be essentially what the magical system generator pushes out right now , magic has a defined cost, and there is the obvious potential for miscast and a few really powerful artifacts (like the loom that controls fate) hanging out. It is essentially sometimes slightly more chaotic with magical dew lakes and such lofting about occassionly. (see the talk he did at GDC), your dwarves would still create artifacts, they wouldn't be as powerful as the loom that controls fate, of course)

Level 3, this is a higher chaos then medium, the cost/potential; for miscast would be greater and magic would sometimes be a bit more unreliable (Potential for the spell to do something slightly different then what you expected, instead of just failing, for example if you animate furniture and usually it is your minion, it would work but the minion would sometimes instead attack you), and you probably less rarely have raw magical power wafting about in clouds in magic biomes(since magic is slightly more "raw" in this universe) (more common then the current evil biomes, and slightly more common/slightlyt more powerful artifacts, and your fort would get these kinds of artifacts from dwarves aswell.

AT the highest level of chaotic magic (like the highest level of magic, which completely randomizes everything or the lowest, where only humans and a fake god exist)  You would probably end up with magic in its "raw" form wafting about the world in mists alot more often, in the specific "magical" biomes with weird creatures (the amount of those that exist would be dependent on the "how magical is your world slider)  there would be people who can utilize it (reliably for the most part) but they would be rare and dangerous(because the spells would be very powerful/dangerous at this level) (and a good asset for defending a fort, despite the danger) , we would have artifacts that are effectively wmds about the world, with people seeking them out to perhaps, hide or even destroy them. (artifact seakers and artifact seaking quests will be in the next version of dwarf fortress regardless , that is part of the plan already, so the potential is there)  (as would all other features of a chaotic magical world, for example at low magic high chaos, you probably wouldn't even have the magical mists, but only a small amount of the aforementioned wmd(if used improperly) artifacts around that people are seeking out, in order to hide or destroy or use them, this is a narrative function (by the way all artifacts at this level are as powerful as the most powerful artifacts at level 3) , an adventurer could start working for one of these organizations, for example, and if your fort somehow acquires one of the artifacts, it could probably be used reliably, to help your fort, and of course you would be punished for misuse, and people would start coming to your fort to try and take the artifact from you, perhaps even using armies.  ) , which again is a narrative function",  the level to which this exists would be dependent on the magical slider obviously.
this is level 4



Watch that GDC talk to see what I am talking about, that slider that's already there has extremes that not many people like either (on the two lowest settings and you dont even get dwarves!) (and on the highest)


Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 09, 2016, 12:12:32 pm
I think the kind of stuff Toady One is planning is already good enough. Did you watch http://www.gdcvault.com/play/1023372/Practices-in-Procedural ? Just skip to the myth generator part and you'll get to see some examples of the magic planned. Stuff like being able to become full of the force permeating the world at the cost of getting a touch nauseated and a drop of blood, but allowing for additional spells. They could then turn into a plant by singing after becoming full of the force, or change their smell, or move water. Or with a different magic system they could shoot lightning at the cost of some flesh and becoming a bit more faded, or start a snowstorm with similar costs, or fall slower at the cost of becoming a bit more faded. All these sound like exactly what I wanted out of a Dwarf Fortress magic system. They all have some form of cost, a sometimes difficult, sometimes complicated procedure to perform them, and it's all mostly interesting effects, that aren't just combat abilities.
(it also says in the gdc talk that   if you miscast you could become ethereal or lose your identity entirely) (or whatever the system comes up with), but it all stays within a theme, like one magic system he showed involved using "memories"  to cast spells (so like, lets say you became a legendary swords dwarf last week, well now you arn't legendary) , and if you miscast you lose your entire identity.  so you get like amnesia.
I agree I like that, but it could be more varied.  too bad he didn't talk much about magical artifacts (which are  a big part of the next version aswell)
Title: Re: Xenosynthesis and magic fields
Post by: JesterHell696 on April 10, 2016, 12:08:08 am
-snip-

First forgive me for not reading the entire thread but I followed the fotf link.


Now on to the topic at hand, I think that part of the problem from what I've read is that you think of magic with only concern of how it can benefit and improve society e.g. fortress mode with question of its use and utility for the overseer where as I think of magic for how it can benefit and improve the individual e.g. adventure mode with question of how much chaos I can sow and rules I can break.

You see a spell to conjure food as a gimmick and in fortress mode it would be but in adventure mode it could save you from starvation or remove the need to carry food supplies all together which is a great boon in my eyes.

As one of the people who would like to see more adventure mode focused development I can only reinforce what Untrustedlife has said, don't forget that adventure mode is half of the game and that magic's use and utility in fortress mode is not the only concern.
Title: Re: Xenosynthesis and magic fields
Post by: PatrikLundell on April 10, 2016, 06:16:21 am
-snip-

First forgive me for not reading the entire thread but I followed the fotf link.


Now on to the topic at hand, I think that part of the problem from what I've read is that you think of magic with only concern of how it can benefit and improve society e.g. fortress mode with question of its use and utility for the overseer where as I think of magic for how it can benefit and improve the individual e.g. adventure mode with question of how much chaos I can sow and rules I can break.

You see a spell to conjure food as a gimmick and in fortress mode it would be but in adventure mode it could save you from starvation or remove the need to carry food supplies all together which is a great boon in my eyes.

As one of the people who would like to see more adventure mode focused development I can only reinforce what Untrustedlife has said, don't forget that adventure mode is half of the game and that magic's use and utility in fortress mode is not the only concern.
As I stated above (but after the FotF redirect), I believe there to be several flavors of magic, with utility magic falling outside of the scope of field magic, which I think is the topic of this thread.
Fields aren't just something to be used and harnessed in fortress mode, but also a potential threat (or source of threats) to adapt to (and they would affect adventurers the same way). I personally don't care about adventure mode, but for DF to be consistent, things have to work in a reasonable way in both modes.
Now, if you can just wave your hand and get food, why would anyone bother to learn to hunt or gather food? If it could be used as an emergency measure at some considerable cost if you run out of food I wouldn't object, but if it's easier and cheaper than going about it the normal way there is no reason for the normal way to be used at all by anyone (essentially the argument against industrialized magic). As far as I understand you can already make yourself food independent through undeath in adventure mode (and I think DFHack provides means to create arbitrary items, such as food, which you can think of as magic conjuration, if you like).
I wouldn't object to the the creation of summoning pebbles (or tokens, or whatever) that, when activated would summon an existing prepared item, provided these pebbles had a higher cost associated with them than just lugging stuff with you (such as having to prepare the food/item at home and then connect and freeze a summoning spell between the food and the pebble, where the magic costs more than just the time to wave your hands about and mutter a bit. On activation of this summoning, you'd again have to pay somehow. The costs would probably have to scale with weight, or there's no reason for caravans to use (costly) draft animals. Just send the caravan master (with optional guards) to the destination, summon the items, trade, and magic the things back again (minor logistic exercise for the reader to figure out how).
Such summoning magic could have some use in fortress mode for rapid correspondence (instead of, or in parallel with telepathic comms). It can obviously be weaponized as well.
Title: Re: Xenosynthesis and magic fields
Post by: MDFification on April 10, 2016, 08:36:59 am
(Snip)

We should remember that magic is not a monolithic construct but a common and diverse idea from numerous cultures. Magic is an extremely varied subject across human mythology, and any system trying to simulate magic in a way more satisfying than D&D should account for that - instead of a single magic system, we need a generator that can make magic systems on the fly if magic is going to fit in with DF.

Supernatural influence in stories can be broken down into several rough categories, which can coexist with one another within a setting and overlap considerably in explaining the same phenomenon;

---

1. Intrinsic Magic: Magic is an inherent and inalienable quality of the caster (who can be a person or object), who themselves may be considered a supernatural phenomenon. No explanation is given for the supernatural qualities of the user, and it is not treated as necessary or possible to explain it. Magic like this is treated as a simple fact and uncritically accepted - you don't ask why the nature spirits exist or why Zeus can throw lighting bolts, they just do. This is actually quite easy to simulate, as it doesn't require explanation to be a satisfying addition to a narrative. Almost every setting with magic in it incorporates this depiction of magic to some extent.

Such magic can either be truly randomly determined or can follow some internal logic that is never communicated or intended to be communicated to the player. Indeed, there might be multiple systems of logic in play that are unrelated to one another but, since they coincide in the same individual, the player can't determine which is which.

2. Derivative Magic: Magic is something that is obtained from another being who is intrinsically magical. This can be a large variety of supernatural occurrences, like magic items, prophecies, curses or changes to the subject's own inherent qualities conditional to another being's decision. Magic in these systems is still inexplicable in of itself, but can be comprehended through understanding the relationship between the giver and receiver (again, which can be people or objects) of the supernatural phenomenon in question.

This kind of magic is difficult but feasible to simulate, as it's very similar to intrinsic magic but determinant on tracking complex relationships between entities (i.e. If Samson cuts his hair (meaning we have to now establish how and why his hair would be cut and work that into the game), the supernatural strength God bestowed upon him (for reasons established in some way) goes away).  It is however a daunting task.

3. Acquired Magic: Magic is something that can be learned and performed. The conditions for performing a certain piece of magic are pre-defined, discovered in some way, and then can be met by any actor who fulfills the necessary conditions. For example, if I build a doll stuffed with materials of inherent magical qualities and attach one of your hairs to it, I can control you.

This magic is easy to simulate but difficult to incorporate into a narrative in a satisfying way. The questions of why specific individuals are learning and using magic need to be resolved in setting-appropriate fashions, or else you run into the problem of 'Well, I'll just open a factory converting swords into +2 swords'. This is resolved in most narratives by the conditions for casting or learning magic being difficult to discover or inherently dangerous.

Uncontrollable Magic: Magic just is, and nothing you do influences it. Magic is a force of reality, like fate, that you cannot entirely understand or triumph over in any meaningful way; it must be worked around, not mastered.

I have no idea how easy or difficult it would be to simulate this.

---

Now, the vast majority of magical phenomenon we encounter in myth and literature is actually some combination of these categories, which makes things difficult as you need to create a system for generating all four and any combination thereof at the same time. It's easy to see how such a system could be shallow, buggy or immersion breaking if unrefined.
Title: Re: Xenosynthesis and magic fields
Post by: Bumber on April 10, 2016, 09:47:07 am
...and if you miscast you lose your entire identity. so you get like amnesia.
I assumed it scrambles your personality.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 10, 2016, 11:13:40 am
OK, I'm probably going to have to take some time to really respond to all of this

did you read the link I gave in the fotf?

I'm more for magic having an effect on the narrative.

And we can't forget the other half of the game, adventure mode.

Sorry, but no, I have yet to really give the essay (which is 37 pages, I'll point out) much more than a glance. I'll certainly try, though, as it's definitely interesting.

The point I have to keep coming back to, however, is that a computer program is a really lousy DM and an even worse author.  The sorts of things that a good DM can do with the really loose magic systems of games like Mage or Changeling are things that will be completely killed by their transition into dry mundanity.

And that's the thing I really want to stress - no matter how "strange" or "exotic" it seems to have any random magic system in this game as a hypothetical, the instant it's in the game, it will lose all novelty.

Basically, we are all munchkins playing with a really unimaginative and hyper-literal DM to whom rules lawyering has infinite effectiveness.  DF runs upon physics abuse through abuse of loopholes.  (No sooner did vampires appear than did players try to make fortresses composed entirely of vampires.) The strictness of the rules, therefore, is paramount.

Beyond that, if you're talking about Adventure Mode with Xenosynthesis, it still can exist, as well.  It just might use something much more abstract since you're dealing with the problem of magic being used while you're not nearby.

Xenosynthesis revolves around both the notion that magic is local, which means that if you have the capacity to cast spells that run on death sphere, for example, then a different area of the world with little death sphere magic may make casting the spell impossible or very taxing or require you take some sort of sacrificial item or creature as a "battery" to store your magic power into the voids in sphere magic you can control. 

It would also mean that the sorts of genocides adventurers are wont to perform would have a much greater impact upon the world in general, spreading or contracting sphere-heavy biomes.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 10, 2016, 11:34:32 am
I think the kind of stuff Toady One is planning is already good enough. Did you watch http://www.gdcvault.com/play/1023372/Practices-in-Procedural ? Just skip to the myth generator part and you'll get to see some examples of the magic planned. Stuff like being able to become full of the force permeating the world at the cost of getting a touch nauseated and a drop of blood, but allowing for additional spells. They could then turn into a plant by singing after becoming full of the force, or change their smell, or move water. Or with a different magic system they could shoot lightning at the cost of some flesh and becoming a bit more faded, or start a snowstorm with similar costs, or fall slower at the cost of becoming a bit more faded. All these sound like exactly what I wanted out of a Dwarf Fortress magic system. They all have some form of cost, a sometimes difficult, sometimes complicated procedure to perform them, and it's all mostly interesting effects, that aren't just combat abilities.

The thing is, those spells tend to seem... well, kind of arbitrary and stupid. (Presumably because they are totally arbitrary things thrown in as dummy text strings rather than real code that Toady has no intent of actually implementing...)

I can't help but think that turning into a plant is some kind of elaborate suicide spell, considering the way that DF tends to work, since there's no indication that a plant will retain a brain with the capacity to turn oneself back.  (Also, why plants? Isn't that an elf thing to turn yourself into?)

Many of these spells sound cheap (as in an in-game cost) for utterly random and arbitrary effects.  Especially in Fortress Mode, I suspect these will either have no AI support, the way that swimming or flying creatures are simply unsupported, or create tremendous problems with dwarves using potentially helpful magic in wildly stupid ways.  (Dwarven Axemaster: "Oh, you think you have me now, rutherer, you plant-munching fiend? Well, you may be confident in your blunt teeth and slow grinding bite against my impervious masterwork steel armor and monstrously powerful axe swing, but wait until I TURN INTO A RUTABEGA! WHAT THEN!" *poof* *rutherer chews on a rutabega that used to be an elite axedwarf and masterwork steel equipment that are now forever lost*)

Even in Adventurer Mode, if you track down the fell demon to his lair, and want to have a climactic showdown, then watching as his first move is to turn into a kumquat is going to be more than slightly anticlimactic. 

The reason why most games stick to combat effects is that those are pretty easy to adjudicate and balance.  A monster with an attack spell knows to only fire those at enemies, while healing spells are saved for friendlies.  Friend and enemy are boolean values with no ambiguity.  Moving water is much harder for an AI to figure out how to use properly.

Also, no, it's not "a different magic system".  You're talking about one magic system with different effects within that magic system. 

Making multiple magic systems would be an even worse idea, because each individual magic system is an additional layer of complexity and chance for game-breaking bugs for even less effort or content in any single one, and hence, less emergent gameplay value for any given system.

Besides that, "the force permeating the world" is meaningless without definition as to what that force actually constitutes or does. If Toady actually does create a system where he makes the forces permeating the world have rules and definitions, then that's basically what Xenosynthesis is supposed to be, anyway.
Title: Re: Xenosynthesis and magic fields
Post by: vjmdhzgr on April 10, 2016, 01:39:01 pm
I think the kind of stuff Toady One is planning is already good enough. Did you watch http://www.gdcvault.com/play/1023372/Practices-in-Procedural ? Just skip to the myth generator part and you'll get to see some examples of the magic planned. Stuff like being able to become full of the force permeating the world at the cost of getting a touch nauseated and a drop of blood, but allowing for additional spells. They could then turn into a plant by singing after becoming full of the force, or change their smell, or move water. Or with a different magic system they could shoot lightning at the cost of some flesh and becoming a bit more faded, or start a snowstorm with similar costs, or fall slower at the cost of becoming a bit more faded. All these sound like exactly what I wanted out of a Dwarf Fortress magic system. They all have some form of cost, a sometimes difficult, sometimes complicated procedure to perform them, and it's all mostly interesting effects, that aren't just combat abilities.
The reason why most games stick to combat effects is that those are pretty easy to adjudicate and balance.  A monster with an attack spell knows to only fire those at enemies, while healing spells are saved for friendlies.  Friend and enemy are boolean values with no ambiguity.  Moving water is much harder for an AI to figure out how to use properly.

Also, no, it's not "a different magic system".  You're talking about one magic system with different effects within that magic system. 

Making multiple magic systems would be an even worse idea, because each individual magic system is an additional layer of complexity and chance for game-breaking bugs for even less effort or content in any single one, and hence, less emergent gameplay value for any given system.

Besides that, "the force permeating the world" is meaningless without definition as to what that force actually constitutes or does. If Toady actually does create a system where he makes the forces permeating the world have rules and definitions, then that's basically what Xenosynthesis is supposed to be, anyway.
By different magic system, I meant a different world that had completely different myths that generated a completely different way that magic works.
I also think xenosynthesis is a pretty good idea, just that I think Toady kind of has the whole possible effects of magic, and downsides of magic, so all the debate going on about all these wild magic tables or whatever isn't really needed.
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 10, 2016, 03:15:12 pm
First off, I recommend you listen to the df talk on artifacts.

What toady WANTS in artifacts is magic that can be "reliable" and extremely useful but if you screw up with using it (and you will be told what you cannot do, or given warnings that you ave to sleuth out ) it could destroy your fortress.

Chaotic magic doesn't have to be unfair and arbitrary. And perhaps chaotic is as bad word for it.

I'll explain.
remember we will keep the "how common is magic" slider, and the "chaos" slider is seperate.

RIght now we have the mists in evil biomes that do horrible things to anyone who walks in them right?


A low chaos world would have magic that is perfectly reliable, (this is your magic is science type world), you would probably not have to worry about miscasts (or the punishment for a miscast is minimal (a harry potter style world with less miscasts, and less punishment for screwing with magic to do bad things) ) at best , and the cost of magic would be very numbers based, very minimal,  and very industrializable. A mage workshop pushing out flame swords and runestones at regular intervals from various herbs? Why the heck not.  No mystery at all about how magic works, it is perfectly understood fine (toady really doesnt want this as a default by the way. in fact he complained about it in the df talk I mentioned, he really wants it to be mysterious), but some players want this sort of thing.
this is level 0.


Level 1, would probably be more in line with harry potter, we have miscast potential and newbie mages would do it sometimes, luckily the punishments for miscasts is still minimal, but the magic would very occasionally be unpredictable (eg accidentally summoning a venomous snake instead of a rabbit, since you pushed the wrong block of time and space into the wrong position, newbie mistake), in this world since magic is slightly more dangerous (and therefore more powerful) you would probabbly get more dark mages hanging around making books that steal souls and such. (since the cost is still low on the caster they can get away with this)


Level 2,( the default) would be essentially what the magical system generator pushes out right now , magic has a defined cost, and there is the obvious potential for miscast and a few really powerful artifacts (like the loom that controls fate) hanging out. It is essentially sometimes slightly more chaotic with magical dew lakes and such lofting about occassionly. (see the talk he did at GDC), your dwarves would still create artifacts, they wouldn't be as powerful as the loom that controls fate, of course)

Level 3, this is a higher chaos then medium, the cost/potential; for miscast would be greater and magic would sometimes be a bit more unreliable (Potential for the spell to do something slightly different then what you expected, instead of just failing, for example if you animate furniture and usually it is your minion, it would work but the minion would sometimes instead attack you), and you probably less rarely have raw magical power wafting about in clouds in magic biomes(since magic is slightly more "raw" in this universe) (more common then the current evil biomes, and slightly more common/slightlyt more powerful artifacts, and your fort would get these kinds of artifacts from dwarves aswell.

AT the highest level of chaotic magic (like the highest level of magic, which completely randomizes everything or the lowest, where only humans and a fake god exist)  You would probably end up with magic in its "raw" form wafting about the world in mists alot more often, in the specific "magical" biomes with weird creatures (the amount of those that exist would be dependent on the "how magical is your world slider)  there would be people who can utilize it (reliably for the most part) but they would be rare and dangerous(because the spells would be very powerful/dangerous at this level) (and a good asset for defending a fort, despite the danger) , we would have artifacts that are effectively wmds about the world, with people seeking them out to perhaps, hide or even destroy them. (artifact seakers and artifact seaking quests will be in the next version of dwarf fortress regardless , that is part of the plan already, so the potential is there)  (as would all other features of a chaotic magical world, for example at low magic high chaos, you probably wouldn't even have the magical mists, but only a small amount of the aforementioned wmd(if used improperly) artifacts around that people are seeking out, in order to hide or destroy or use them, this is a narrative function (by the way all artifacts at this level are as powerful as the most powerful artifacts at level 3) , an adventurer could start working for one of these organizations, for example, and if your fort somehow acquires one of the artifacts, it could probably be used reliably, to help your fort, and of course you would be punished for misuse, and people would start coming to your fort to try and take the artifact from you, perhaps even using armies.  ) , which again is a narrative function",  the level to which this exists would be dependent on the magical slider obviously.
this is level 4



Watch that GDC talk to see what I am talking about, that slider that's already there has extremes that not many people like either (on the two lowest settings and you dont even get dwarves!) (and on the highest)
Quoting post from earlier so nw can see it( if you already did I apologize )
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 10, 2016, 03:17:38 pm
I think the kind of stuff Toady One is planning is already good enough. Did you watch http://www.gdcvault.com/play/1023372/Practices-in-Procedural ? Just skip to the myth generator part and you'll get to see some examples of the magic planned. Stuff like being able to become full of the force permeating the world at the cost of getting a touch nauseated and a drop of blood, but allowing for additional spells. They could then turn into a plant by singing after becoming full of the force, or change their smell, or move water. Or with a different magic system they could shoot lightning at the cost of some flesh and becoming a bit more faded, or start a snowstorm with similar costs, or fall slower at the cost of becoming a bit more faded. All these sound like exactly what I wanted out of a Dwarf Fortress magic system. They all have some form of cost, a sometimes difficult, sometimes complicated procedure to perform them, and it's all mostly interesting effects, that aren't just combat abilities.

The thing is, those spells tend to seem... well, kind of arbitrary and stupid. (Presumably because they are totally arbitrary things thrown in as dummy text strings rather than real code that Toady has no intent of actually implementing...)

I can't help but think that turning into a plant is some kind of elaborate suicide spell, considering the way that DF tends to work, since there's no indication that a plant will retain a brain with the capacity to turn oneself back.  (Also, why plants? Isn't that an elf thing to turn yourself into?)

Many of these spells sound cheap (as in an in-game cost) for utterly random and arbitrary effects.  Especially in Fortress Mode, I suspect these will either have no AI support, the way that swimming or flying creatures are simply unsupported, or create tremendous problems with dwarves using potentially helpful magic in wildly stupid ways.  (Dwarven Axemaster: "Oh, you think you have me now, rutherer, you plant-munching fiend? Well, you may be confident in your blunt teeth and slow grinding bite against my impervious masterwork steel armor and monstrously powerful axe swing, but wait until I TURN INTO A RUTABEGA! WHAT THEN!" *poof* *rutherer chews on a rutabega that used to be an elite axedwarf and masterwork steel equipment that are now forever lost*)

Even in Adventurer Mode, if you track down the fell demon to his lair, and want to have a climactic showdown, then watching as his first move is to turn into a kumquat is going to be more than slightly anticlimactic. 

The reason why most games stick to combat effects is that those are pretty easy to adjudicate and balance.  A monster with an attack spell knows to only fire those at enemies, while healing spells are saved for friendlies.  Friend and enemy are boolean values with no ambiguity.  Moving water is much harder for an AI to figure out how to use properly.

Also, no, it's not "a different magic system".  You're talking about one magic system with different effects within that magic system. 

Making multiple magic systems would be an even worse idea, because each individual magic system is an additional layer of complexity and chance for game-breaking bugs for even less effort or content in any single one, and hence, less emergent gameplay value for any given system.

Besides that, "the force permeating the world" is meaningless without definition as to what that force actually constitutes or does. If Toady actually does create a system where he makes the forces permeating the world have rules and definitions, then that's basically what Xenosynthesis is supposed to be, anyway.
About "creating a new magic system" the magic systems will already be procedurally generated on a per world basis as shows the myth generator. With a slider for how crazy you want it. So it will be there already, so why not give it more potential.

Toady mentioned that they were unbalanced (it's a prototype)  of course he will write ai to use it the procedural magic systems have always been a big part of the plan. Read cado's magical journey.


In one screenshot the magic system was literally based in rolling (hard to create/aquire) magical dice .Which is hilarious.And it sounds like something straight from terry pratchett.  Albeit  Unbalanced but hopefully we have some control over that (chaotic magic slider again) It reminded me of one of the boatmurdered overseers.Only certain magic in the world actually worked that way though. (it creates magic objects (like runestones, or in this case die) and like dwarf specific magic was based on something else)

They were called "dark die"
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 10, 2016, 04:14:45 pm
Quoting post from earlier so nw seed it( if you already did I apologize )

Yes, I "seed it". 

Give me a break, I'm having to write several pages in response to each question while, you know, having to do things outside the house sometimes.  I'm going to respond eventually.

Also, to save everyone the trouble of having this thread consist 99% of quoting the same giant blocks of text back at people, could you make sure you trim down quotes?
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 10, 2016, 04:24:36 pm
Quoting post from earlier so nw seed it( if you already did I apologize )
snip

NW, i'm just enjoying discussing the possibilities of magic. No need to get salty . I am surprised I didnt notice that typo. its fixed now, (even though it doesnt matter hehe)
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 10, 2016, 05:01:40 pm
NW, i'm just enjoying discussing the possibilities of magic. No need to get salty . I am surprised I didnt notice that typo. its fixed now, (even though it doesnt matter hehe)

Perhaps you should take more time considering your posts than posting if you're so insistent that I respond to them all.  You are posting multiple spur-of-the-moment one-sentence responses to every multi-paragraph response I make. 

Already there are people saying they can't be bothered to read through 13 pages of text, so bloating it with this sort of nonsense only aggravates that problem while adding no useful content.
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 10, 2016, 05:17:13 pm
NW, i'm just enjoying discussing the possibilities of magic. No need to get salty . I am surprised I didnt notice that typo. its fixed now, (even though it doesnt matter hehe)

Perhaps you should take more time considering your posts than posting if you're so insistent that I respond to them all.  You are posting multiple spur-of-the-moment one-sentence responses to every multi-paragraph response I make. 

Already there are people saying they can't be bothered to read through 13 pages of text, so bloating it with this sort of nonsense only aggravates that problem while adding no useful content.

Seriously?
I am not getting salty with you am I? why do you have to do that to me?

I wrote a very big response, which you have yet to respond to.

In fact you have yet to respond to many of my points. Instead choosing to respond to the posts I made that were small. (yeah i linked the other quote, but you completely ignored the paragraph long post right before yours, that talked about the procedural magic systems that are already being created by toadys algorithm)

Its not nonsense. In fact its quite well thought out.

Quote
Many of these spells sound cheap (as in an in-game cost) for utterly random and arbitrary effects.  Especially in Fortress Mode, I suspect these will either have no AI support, the way that swimming or flying creatures are simply unsupported, or create tremendous problems with dwarves using potentially helpful magic in wildly stupid ways.  (Dwarven Axemaster: "Oh, you think you have me now, rutherer, you plant-munching fiend? Well, you may be confident in your blunt teeth and slow grinding bite against my impervious masterwork steel armor and monstrously powerful axe swing, but wait until I TURN INTO A RUTABEGA! WHAT THEN!" *poof* *rutherer chews on a rutabega that used to be an elite axedwarf and masterwork steel equipment that are now forever lost*)

Take this for example, you argue that "oh the ai cant support that right now" But that doesn't mean toady can't write AI that does support it. Yes it will take time, yes it might be silly at first (like has happened in the past) , but once you have ai for "turning into a plant" you can use it for other things, like turning into a rodent, or turning into a stone, all of which are planned. (see vampires turning into bats, which is planned but not added yet)  (SO I don't just mean plants here, they are just a example)


Quote
And that's the thing I really want to stress - no matter how "strange" or "exotic" it seems to have any random magic system in this game as a hypothetical, the instant it's in the game, it will lose all novelty.
And how is this an argument for not doing it?

Quote
I can't help but think that turning into a plant is some kind of elaborate suicide spell, considering the way that DF tends to work, since there's no indication that a plant will retain a brain with the capacity to turn oneself back.  (Also, why plants? Isn't that an elf thing to turn yourself into?)

I have a feeling that if it was in its kind of like illusion magic, eg you are still yourself, you just look like  a plant or something. But yeah it is rather elven isn't it.

We have no idea whether  it will kill you though, all we have is a text dump and an incomplete prototype, so maybe it will work that way(if he ever adds it at all) (though i dont see why you would do it that way) , its more likely you would retain your brain (or at least your "soul" object (which is the data structure holds mental attributes in dwarf fortress) and be able to make decisions.) when you transform into a thing Toady did mention that you can put the soul object in an item (though he hasnt used it for that yet) perhaps turning into plants is what that is for. (not just plants obviously)

Quote
Also, no, it's not "a different magic system".  You're talking about one magic system with different effects within that magic system. 

Making multiple magic systems would be an even worse idea, because each individual magic system is an additional layer of complexity and chance for game-breaking bugs for even less effort or content in any single one, and hence, less emergent gameplay value for any given system.

Besides that, "the force permeating the world" is meaningless without definition as to what that force actually constitutes or does. If Toady actually does create a system where he makes the forces permeating the world have rules and definitions, then that's basically what Xenosynthesis is supposed to be, anyway.
(this section has been edited to clarify what I mean, since I originally posted it)
I responded to this for the most part however lets get something straight I never said I didn't like the idea of "xenosynthesis", I came here to discus magic, since you linked it as a potential place to discuss it.

In fact I think the idea is rather interesting, its just that there are other ways of doing things you know.

I don't want "multiple magic systems" either (eg same general idea toadys already running with, (which they all follow, casting a  spell costs something and it makes you more faded or you lose memories " whatever it generates.)
I do however want to be able to choose what it focuses on, for example we will have floating primordial dew (magic biomes) I want to be able to allow for greater amounts of magical biomes , less other magic , and more powerful artifacts, stuff like that. (stuff like we currently have in the advanced world gen parameters)

Sphere based regions have been mentioned as a possibility , toady  says they plan to make the whole "it permeates" "it sponataneusly creates" things much more succinct and less vague though. Perhaps sphere based regions will be specifically for alternate planes (he mentioned that in the df talk on the subject) , but that doesnt mean it cant be expanded to the larger world. And its  a potential magic system, but I don't see why it should be limited to just that. Especially since he is already clearly working on an algorithm for generating (at least) text descriptions of magic systems that are wildly different from it. Algorithms are built so that they can be transferred, since he has the algorithm now, he can port it to dwarf fortress and make it actually work, thereby the work pertaining to generating them is already taken care of.


Quote
Xenosynthesis revolves around both the notion that magic is local, which means that if you have the capacity to cast spells that run on death sphere, for example, then a different area of the world with little death sphere magic may make casting the spell impossible or very taxing or require you take some sort of sacrificial item or creature as a "battery" to store your magic power into the voids in sphere magic you can control. 

FOr example, I personally love this idea, and the idea of the thread,  but that doesn't mean we cant think about other possibilities!


By different magic system, I meant a different world that had completely different myths that generated a completely different way that magic works.
I also think xenosynthesis is a pretty good idea, just that I think Toady kind of has the whole possible effects of magic, and downsides of magic, so all the debate going on about all these wild magic tables or whatever isn't really needed.

I agree that xenosynthesis works, and the whole "different magic system"  thing.

Despite the fact that toady has it planned out (2000 different written out items)  I think discussions promote good design so toady can see what we say and be like "oh i never thought of that" for example the kumquat thing nw mentioned, I also just like discussing possibilities with people, though It is  a shame when someone thinks you are attacking them by questioning their judgement.
Title: Re: Xenosynthesis and magic fields
Post by: crazyabe on April 10, 2016, 05:29:39 pm
PTW
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 10, 2016, 05:38:09 pm
(updated earlier reply)
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 10, 2016, 06:13:52 pm
(Snip)
Snipped, but the general idea is that mdFiction mentions various kinds of magic. And what myths say about them

It would require work, but :

The prototype mentions "blood lines" so that sounds like your Intrinsic Magic


Your Derivative Magic could be pulled off by allowing the caster to grant new interactions to the user (kind of like how necros get their slabs) , and again it seems to be in the proptotype (with magical spirits granting people the ability to do spells)
And the fact that you could (if the prototype was fully implemented in the game)  acquire rune stones and such by carving under magical dew or carving from a magical material, dice and rune-stones and such)

Your  Acquired Magic seems to again. have an analogue in the game right now, people can learn from people by necromancy and other secrets by being their apprentices, I have a feeling this would carry over to "post-magic-generator" df aswell.

Uncontrollable Magic, is something like the evil clouds in evil regions, except the effects would be more random and unpredictable, which again, seems to be doable. (though people will figure out how to exploit it, inavriably), it also again has an analogue in the prototype, floating lakes of primordial dew and such are mentioned.

So yes, it would require work, but toady seems to have taken them all into account



Xenosynthesis, which is what this thread is about, is kind of half "uncontrollable" and half "controllable" you know how it works and you exploit it but in exploiting it you actually effect what is happening in the regions around the world (because everything needs to be "balanced" which is a sweet idea. But I don't think it should be the only possibility. And I kind of love the way the prototype is looking and want that in my life.
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 10, 2016, 09:34:41 pm
-snip-

First forgive me for not reading the entire thread but I followed the fotf link.


Now on to the topic at hand, I think that part of the problem from what I've read is that you think of magic with only concern of how it can benefit and improve society e.g. fortress mode with question of its use and utility for the overseer where as I think of magic for how it can benefit and improve the individual e.g. adventure mode with question of how much chaos I can sow and rules I can break.

You see a spell to conjure food as a gimmick and in fortress mode it would be but in adventure mode it could save you from starvation or remove the need to carry food supplies all together which is a great boon in my eyes.

As one of the people who would like to see more adventure mode focused development I can only reinforce what Untrustedlife has said, don't forget that adventure mode is half of the game and that magic's use and utility in fortress mode is not the only concern.
As I stated above (but after the FotF redirect), I believe there to be several flavors of magic, with utility magic falling outside of the scope of field magic, which I think is the topic of this thread.
Fields aren't just something to be used and harnessed in fortress mode, but also a potential threat (or source of threats) to adapt to (and they would affect adventurers the same way). I personally don't care about adventure mode, but for DF to be consistent, things have to work in a reasonable way in both modes.
Now, if you can just wave your hand and get food, why would anyone bother to learn to hunt or gather food? If it could be used as an emergency measure at some considerable cost if you run out of food I wouldn't object, but if it's easier and cheaper than going about it the normal way there is no reason for the normal way to be used at all by anyone (essentially the argument against industrialized magic). As far as I understand you can already make yourself food independent through undeath in adventure mode (and I think DFHack provides means to create arbitrary items, such as food, which you can think of as magic conjuration, if you like).
I wouldn't object to the the creation of summoning pebbles (or tokens, or whatever) that, when activated would summon an existing prepared item, provided these pebbles had a higher cost associated with them than just lugging stuff with you (such as having to prepare the food/item at home and then connect and freeze a summoning spell between the food and the pebble, where the magic costs more than just the time to wave your hands about and mutter a bit. On activation of this summoning, you'd again have to pay somehow. The costs would probably have to scale with weight, or there's no reason for caravans to use (costly) draft animals. Just send the caravan master (with optional guards) to the destination, summon the items, trade, and magic the things back again (minor logistic exercise for the reader to figure out how).
Such summoning magic could have some use in fortress mode for rapid correspondence (instead of, or in parallel with telepathic comms). It can obviously be weaponized as well.

Since all magical effects are said to have a consequence of some sort right now (unless under very specific situations)in the prototype So I presume it would have a consequence. Which would make it non-viable in fort mode, but viable in adventure mode in extreme situations.
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 10, 2016, 09:39:38 pm
Quote

There are various examples of magical powers in the story. For the most part, these were seen to have been learned rather than innate abilities. The wizard Sudemong had researched the secrets of the universe in ancient books and interpreted and perhaps expanded this knowledge through his work on the chalk boards and laboratory. Sasmar learned his powers from his order of monks, the largest magical organization which is referenced, and Cado learned those powers as well, and this was only possible after he understood the nature of death and evil. The dwarf Shodil learned her powers directly from a supernatural being, and she gained additional powers due to the nature of her altered body. A person with powers might not understand how they work at all, in fact, just how to make them happen (if that). Powers might be versatile enough to be used for several purposes -- at that point it is up to the game to provide reasonable access to the possibilities. There weren't examples in the story of world-wide effects, or effects that affect a large area, but these are fair to explore as well. As in the story, named "spells" (e.g. Finger of Death) are probably the exception rather than the rule, although there'd be nothing wrong with having a world on occasion that had only a few named, definite abilities, or no learnable magic at all. The world can also generate more general magical skills, which might be shared between different types of magic and methods of producing effects.

Methods, costs, limitations and side effects also need to be considered when world generation comes up with the powers that are going to be available. Story examples of this sort of thing are drawing symbols in the air, expending significant concentration, blowing dream-smoke, touching a material to be altered, the billowing pink cloud when Sudemong was banished, the corruption of Cado's hand by hate, the transformation of Shodil into a tree, etc. Some powers might be so powerful that they can only be used a few times in someone's lifetime before the side effects would render a further use of the power impossible. There were times in the story that were stressful enough that Cado struggled to remember exactly how to use his powers -- that might be harsh, but it could come up. The redirection of the touch attack back on Sasmar in the beginning would be an example of a reaction moment from the combat dev stuff coming up during a casting -- there will be a moment between the declaration of an attack and the completion of the attack which can be exploited. There was also an instance where Cado attacked the medium of the illusions (the smoke) to dispel the magic -- if effects are tied to something in the environment, this sort of thing would be automatic, and every additional mechanic like this allows for more creativity on the part of the player. The book hitting Sudemong in the head during his portal creation is more of a traditional casting disruption. In general, miscast or wrongly measured or otherwise mistaken or perturbed conditions could lead to a variety of inconveniences and disasters as well as some good luck. Having something like ingredients or specific gestures or words would also allow conscious modification and experimentation with spells, though this would likely be dangerous.

If somebody unfamiliar with a power is present when the power is being used, for instance a warrior adventurer confronting a cult leader or faerie, then that person will experience any visible/audible/etc. methods being used, and might even gain a reaction moment to do what he or she will, but the game won't spill the beans as to the nature of the effect until it happens, and you might not even know what happened afterward if there's no obvious symptoms. You might turn around a corner and see red smoke there, and having had some experience, know that a particular variety of cultist had just used a power, without knowing anything else. Withholding information should make a Dwarf Fortress player's first experience with magic properly awe-inspiring.

Side effects can be tied to the overall metaphysics/cosmology. The swollen leaky fluid finger and the plants growing from limbs and the glazed-over eyes all generally go with the category/atmosphere of the powers themselves. There was also the idea of a balance being maintained, a rule in the story's world, which is tricky to put into practice in general in a computer game, but using things like corrupting side effects and other proportional costs is straightforward enough, and something like the balanced resurrection/dream-granting effect of the priest's desperate spell is also possible. Cado surmises that Ostra's corruption could be avoided by using the illusion power with elements of truth. Ostra either didn't know because he lacked a broader perspective, or he didn't care (or perhaps even invited the change). There's no reason to assume that somebody with a power truly understands how it works, and deeper insights and interconnections between magic systems, at first unknown to the mortal world, are important for player research, etc.


Someone quoted this earlier, its been awhile since I read this but its stood out to me, it seems like the magic generator that toady is working on is pretty in line with these plans and it seems fine to me, I'm tired of arguing, i'd rather have pleasant conversation and let toady develop the way he wants if he sees what we say and takes it into consideration, then fine.

Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 11, 2016, 10:45:40 pm
Apologies to the others for not responding very promptly to your own comments, I became somewhat distracted.

When it comes to fields, I would think there are at least two kinds of fields:
- Powered, i.e. some kind of power source maintains the field, and that source will deplete and disappear over time ("magic crystals", both stationary and portable. They may or may not be possible to recharge (blood sacrifice is a classic method, but the method ought to be in line with the fields itself).
- "Permanent", akin to black smokers in that they provide a more or less variable constant power output. "Permanent" sources may be destroyed/shut down, both via natural fluctuations and through intervention, and their sources might not be truly unlimited, but they are over the time scale of fortresses.

I don't see the reason to conceptually differentiate these.   (Amusingly, the "black smoker" volcanic vents only last for about ten years or so at a time, the crabs and worms have to move from generation to generation.)

Let's say that every... thing that produces or consumes xenoenergeia does so every 100th tick outside of magical actions like spellcasting.  What's the real difference between a creature with a +1 and an artifact with a +1?  Sure, maybe some of those "run out of energy", but creatures also just plain die, and artifacts might be destroyed.  Aren't those all conceptually equivalent?

As far as I'm concerned, DF already have fields in the form of the various cavern biomes, as well as the good/evil ones, plus well known everyday ones in the form of temperature, precipitations, etc. (Additional) magic fields would, in themselves, basically result in new biomes (with different combinations of new fields and levels of existing ones leading to various new biomes). This, in itself is interesting, but it becomes even more so if you (and other agents) have means and motivations for changing/manipulating fields.

Keep in mind that part of why this idea exists is in response to Toady's desire to phase out Good/Evil/Chaos biomes in favor of sphere ones.  Presumably, the myth generator will do this, replacing these biomes with areas around cosmic egg shells or something.

One could e.g. imagine sapient magma creatures who wanted to expand their domain upwards (by melting non magma safe rock, layer by layer). Firstly, they'd want to prevent the main source from being weakened (resulting in lower magma levels) or shut down (resulting in obsizianization or draining of the magma sea), but it ought to be incredibly difficult, or even impossible, to achieve that. To expand the domain, they'd either have to increase the output of power from the source (removing blockage to restore or achieve maximum output, probably), or, usually, through artificial means, such as rituals (short term effect, so they'd have to be repeated again and again), opening conduits to the plane of magma (that would require effort to keep open), deployment of magma field "crystals" (which would have to be "manufactured" at a considerable cost (in various currencies appropriate to the fields) and would deplete over time), etc. When the efforts to depart from the "normal" state cease, the field would ease back.
Underlying this, there may be natural processes that shift the fields around (think tectonic plate movement or erosion), that may or may not operate on DF fortress level time scales. You could also have manipulative gods in the mix...
If you used this kind of logic, it would make sense to be able to affect the local temperature, precipitation, or other "non magical" fields through magical means.

That depends in some part on whether they are considered "magical" or not.

Magma might be just magma, and magic related to heat might not connect with actual surface temperatures.  It may in fact depend a lot on what "magic setting" you have.  Maybe all "physics" becomes related to a magic sphere at high levels, and spheres definitely don't have any practical effect at the low end.  In the middle, however, there may be some open question about whether mundane fire has anything to do with the FIRE sphere, or a magma forge has any relation to a MAGMA sphere.

Sacrifice to the magma gods might do nothing but power magma magic, but have no practical effect on actual magma.  In fact, magma magic might just be restrained to within touching distance of magma, if it's "field" is instead bounded by its physical representation, rather than its physical representation being bounded by its magical field.

However, any harvestable resource supported by particular field strengths would probably have to be either "organic", i.e. grow, or be some kind of condensation/precipitation/... on top of the surface of the area (which may be cavern floors or walls, not limited to the above ground surface), rather than messing with the underlying geology (increasing the magic X field inducing magic X gems to form in rock, and have those gems disappear when the field is reduced gets messy).
Apart from magic field strength manipulation, you might have "conventional" magic that requires the presence of the fields to work, but then you move over towards the "cause-effect" type of magic.

It seems pretty clear now that sort of "cause-effect magic" is what we're getting, and xenosynthesis allows for a more rational way of handling it without using MP or just infinite magic powers.  Still, I tried to present it in a way that would appease the more dead-set "no magic dwarves" crowd, (I believe the word "midichlorians" was used...) and it can work for that sort of game, as well. 

Considering as Toady's current system involves "sacrifice two plants and become slightly faded" as magic costs, and he talked in the GDC speech about how magic powers might only work in close proximity to certain magic artifacts like egg shells that create "magic biomes", this idea of xenosynthesis seems rather compatible with what Toady is doing. The main difference being the system where changes can occur, whether through player action or mere simulation causing death of biological actors upon this magic ecosystem.

To go all the way back to magic plants, however, the main idea behind xenosynthesis is to make plants and animals in some way a converter between magic energies and standard physics' energies, the way that real plants convert sunlight that would otherwise turn into waste heat energy into complex chemical energy that animals can consume and use, while burning calories and decomposers gradually break everything back down to base chemicals and heat.

In a sense, it's just a way to convert science we all can understand into the magic system, and vice versa, which I believe would be critical for DF thematically.  DF is the game it is because of emergent gameplay.  Even relatively simple systems, if enough of them interact together, produce extremely complex and difficult-to-predict emergent outcomes, and this is the core of DF's appeal.  A magic system that sits off in an isolated corner of the game with no impact upon or relation to the rest of the game's systems drains out this key strength of DF.  Making magic fields interactive with herds of migratory animals and your farms means that there's an on-the-map-interactable component of the magic system even when you're not casting spells from adventurer mode.  Likewise, having your character's spellcasting in Adventure Mode drain some aspect of the surrounding magic field that is maintained by a finite number of local critters you might also be killing is a direct consequential impact of your choices that goes beyond mere "MP bars". 

Besides, I've always liked base-building in games like Terraria, so making a wizard adventurer have to set up a little farming for magic mushrooms/seeded crystal growths/flocks of magic-eating, metallic-magical-egg-laying geese in the basement to serve as "magic ammo" for spells is great fun for me.
Title: Re: Xenosynthesis and magic fields
Post by: PatrikLundell on April 12, 2016, 03:57:29 am
:
When it comes to fields, I would think there are at least two kinds of fields:
- Powered, i.e. some kind of power source maintains the field, and that source will deplete and disappear over time ("magic crystals", both stationary and portable. They may or may not be possible to recharge (blood sacrifice is a classic method, but the method ought to be in line with the fields itself).
- "Permanent", akin to black smokers in that they provide a more or less variable constant power output. "Permanent" sources may be destroyed/shut down, both via natural fluctuations and through intervention, and their sources might not be truly unlimited, but they are over the time scale of fortresses.

I don't see the reason to conceptually differentiate these.   (Amusingly, the "black smoker" volcanic vents only last for about ten years or so at a time, the crabs and worms have to move from generation to generation.)

Let's say that every... thing that produces or consumes xenoenergeia does so every 100th tick outside of magical actions like spellcasting.  What's the real difference between a creature with a +1 and an artifact with a +1?  Sure, maybe some of those "run out of energy", but creatures also just plain die, and artifacts might be destroyed.  Aren't those all conceptually equivalent?
:
I admit the black smokers themselves have a limited life time, but their underlying power source is essentially eternal. The difference between powered and "eternal" is that you can, in principle, predict when a powered source will run out of power, while an eternal source won't run out. On top of this you have destruction of conduits/items/creatures of course, and that may make any calculations obsolete.

I'm not sure I understand what the second paragraph is meant to argue against. "Organic" or manufactured with the same effect aren't fundamentally different. A living magic creature may require a given field or "suffocate" outside of it, or might just have some magic ability disabled but otherwise be the same (Sun berries only grow wild in good biomes, but can be cultivated just fine in neutral ones, and I don't think unicorns have any trouble living in neutral biomes [one might possibly want them to require a good biome to be able to reproduce, but I doubt that's implemented]). A magic item might likewise deconstruct if it requires a magic field to maintain it, or simply deactivate when no longer powered. A D&D +1 sword isn't powered. It's merely a magical tempering of the sword that remains after the tempering action has been performed (and +X swords are boring anyway).

:
One could e.g. imagine sapient magma creatures who wanted to expand their domain upwards (by melting non magma safe rock, layer by layer). Firstly, they'd want to prevent the main source from being weakened (resulting in lower magma levels) or shut down (resulting in obsizianization or draining of the magma sea), but it ought to be incredibly difficult, or even impossible, to achieve that. To expand the domain, they'd either have to increase the output of power from the source (removing blockage to restore or achieve maximum output, probably), or, usually, through artificial means, such as rituals (short term effect, so they'd have to be repeated again and again), opening conduits to the plane of magma (that would require effort to keep open), deployment of magma field "crystals" (which would have to be "manufactured" at a considerable cost (in various currencies appropriate to the fields) and would deplete over time), etc. When the efforts to depart from the "normal" state cease, the field would ease back.
Underlying this, there may be natural processes that shift the fields around (think tectonic plate movement or erosion), that may or may not operate on DF fortress level time scales. You could also have manipulative gods in the mix...
If you used this kind of logic, it would make sense to be able to affect the local temperature, precipitation, or other "non magical" fields through magical means.

That depends in some part on whether they are considered "magical" or not.

Magma might be just magma, and magic related to heat might not connect with actual surface temperatures.  It may in fact depend a lot on what "magic setting" you have.  Maybe all "physics" becomes related to a magic sphere at high levels, and spheres definitely don't have any practical effect at the low end.  In the middle, however, there may be some open question about whether mundane fire has anything to do with the FIRE sphere, or a magma forge has any relation to a MAGMA sphere.

Sacrifice to the magma gods might do nothing but power magma magic, but have no practical effect on actual magma.  In fact, magma magic might just be restrained to within touching distance of magma, if it's "field" is instead bounded by its physical representation, rather than its physical representation being bounded by its magical field.
:
The premise of my example was a world where there was a magma sphere field. If, instead, magma is a substance subject to magic manipulations the situation is different, and if sacrifices aren't doing what you want to do, you're not going to perform them in a vain attempt to do so anyway. A low magic world should obviously not provide for large scale magic weather manipulation, and it might require a high magic setting to allow such manipulation at all.
Title: Re: Xenosynthesis and magic fields
Post by: JesterHell696 on April 12, 2016, 06:28:42 am
As I stated above (but after the FotF redirect), I believe there to be several flavors of magic, with utility magic falling outside of the scope of field magic, which I think is the topic of this thread.
Fields aren't just something to be used and harnessed in fortress mode, but also a potential threat (or source of threats) to adapt to (and they would affect adventurers the same way). I personally don't care about adventure mode, but for DF to be consistent, things have to work in a reasonable way in both modes.

My preferred system of magic is that in the Dominions game, all creatures have magic that comes from within and and they spend physical fatigue to cast spells and they can cast spell until exhaustion take them, in Dominions there are seven schools conjuration, alteration, evocation, construction, enchantment, Thaumaturgy and blood magic and eight DF style "spheres" called paths, fire, water, air, earth, life, death, astral and blood.

Now before you say Toady doesn't want that kind of magic I'll point out that he doesn't want that as the default setting but has said that if you want to play with magical flying dwarves that is also fine.

Much like how you don't care about adventure mode I care little about fortress mode, I only play fortress mode to set up steel gear for my adventurer so once I can mine and craft my own steel equipment in adventure mode I'll probably never play fortress mode again.

Now, if you can just wave your hand and get food, why would anyone bother to learn to hunt or gather food? If it could be used as an emergency measure at some considerable cost if you run out of food I wouldn't object, but if it's easier and cheaper than going about it the normal way there is no reason for the normal way to be used at all by anyone (essentially the argument against industrialized magic). As far as I understand you can already make yourself food independent through undeath in adventure mode (and I think DFHack provides means to create arbitrary items, such as food, which you can think of as magic conjuration, if you like).

Judging by myth gen video DF will have a variable magic systems capable of supporting industrial magic and I like industrial magic so that's what I want to play with, +1 swords here I come.

Also I don't use DF Crack and have no plan to start as I personally consider using to be cheating.


Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 12, 2016, 07:56:37 am
snip

I play mostly adventure mode aswell.

The whole problem of "industrial magic" versus "uncontrollable magic" and how toady has said he is for both was why I really want a slider for how controllable magic is (or at least alot of world param options for customizing it) , (which I explained earlier)  but people have pointed out that that requires alot of extra work aswell (even if it just ,say, increases the number of magic biomes/ makes artifacts more powerful/increase the miscast number at low levels of control) which is what I proposed earlier.

So perhaps he can get to industrialization/control of magic differences (though he did mention runestone factories in the gdc talk :P) after the first big magic release.

Btw, I went ahead and asked on the fotf reply about how toady plans to handle the obvious AI implications so we can all stop arguing over that stuff even though we all know its a "trip" so to speak.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 12, 2016, 01:34:42 pm
My preferred system of magic is that in the Dominions game, all creatures have magic that comes from within and and they spend physical fatigue to cast spells and they can cast spell until exhaustion take them, in Dominions there are seven schools conjuration, alteration, evocation, construction, enchantment, Thaumaturgy and blood magic and eight DF style "spheres" called paths, fire, water, air, earth, life, death, astral and blood.

Now before you say Toady doesn't want that kind of magic I'll point out that he doesn't want that as the default setting but has said that if you want to play with magical flying dwarves that is also fine.

Much like how you don't care about adventure mode I care little about fortress mode, I only play fortress mode to set up steel gear for my adventurer so once I can mine and craft my own steel equipment in adventure mode I'll probably never play fortress mode again.

Judging by myth gen video DF will have a variable magic systems capable of supporting industrial magic and I like industrial magic so that's what I want to play with, +1 swords here I come.

Also I don't use DF Crack and have no plan to start as I personally consider using to be cheating.

Since when do I not care about Adventure Mode? 

I've repeatedly stated how Adventure Mode would be impacted by all this, and even demonstrated how it would be potentially much more useful for an adventurer, who can actually travel and find and collect a much wider variety of magic-influencing items, or kill/destroy magic-generating creatures or items.  An adventurer who needed to keep a magical source with them would cetainly need to either have a base where they grew things, or at least stop by town and buy things, but that's hardly a negative.

Your statements are all raging against strawmen.  I have no idea why "DF Crack" even was brought up.

But regardless, I'm not the one arguing against "industrial magic", Toady was the one who said he didn't want wizards mass-manufacturing +1 swords.  Your problem is with him, not me.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 12, 2016, 01:50:34 pm
I'm not sure I understand what the second paragraph is meant to argue against. "Organic" or manufactured with the same effect aren't fundamentally different. A living magic creature may require a given field or "suffocate" outside of it, or might just have some magic ability disabled but otherwise be the same (Sun berries only grow wild in good biomes, but can be cultivated just fine in neutral ones, and I don't think unicorns have any trouble living in neutral biomes [one might possibly want them to require a good biome to be able to reproduce, but I doubt that's implemented]). A magic item might likewise deconstruct if it requires a magic field to maintain it, or simply deactivate when no longer powered. A D&D +1 sword isn't powered. It's merely a magical tempering of the sword that remains after the tempering action has been performed (and +X swords are boring anyway).

Sorry, I think I misunderstood your argument.  I thought you were talking about fields that were permanent versus fields that depended upon things that could be destroyed or go away.  You're talking about magic items once they leave the field that made them.

In that case, it basically is just a matter of having some sort of minimum required power levels to operate if something consumes energy, while other things generate energy or have no energy requirements at all.  You could imagine a shield that has a windstorm around it being unpowered with no STORM sphere magic, a minor, useless breeze at little ambient STORM sphere magic, a strong wind surrounding the user slightly deflecting
arrows at moderate STORM sphere magic, a powerful gale whipping away arrows and unbalancing attackers in high STORM sphere magic, and possibly even a tornado that blinds the user and might be nearly impossible to turn off if the character is in extreme STORM sphere magic.

The premise of my example was a world where there was a magma sphere field. If, instead, magma is a substance subject to magic manipulations the situation is different, and if sacrifices aren't doing what you want to do, you're not going to perform them in a vain attempt to do so anyway. A low magic world should obviously not provide for large scale magic weather manipulation, and it might require a high magic setting to allow such manipulation at all.

You might, if that's just your religion. 

Anyway, I'm just trying to talk through differences this sort of magic scale can provide.

In a low-magic world, magic is something separate from "normal physics", like how in a D&D game, you can have a totally historical medieval social structure and industry even when there's fire-breathing djinn just on the other side of the next hill.  They're segregated sets of laws, and there might even be something physically segregating those djinn from walking too far away from some power source that sustains them.

In a high-magic world, magic might be the whole of physics, so one might not be able to rely upon a stone arch supporting a roof over your head without ensuring that the STONE sphere is well-charged, as weakening STONE sphere might mean stone has degrading physical properties.
Title: Re: Xenosynthesis and magic fields
Post by: Untrustedlife on April 12, 2016, 02:35:19 pm
snip you don't care about adventure mode snip

Since when do I not care about Adventure Mode? 

I've repeatedly stated how Adventure Mode would be impacted by all this, and even demonstrated how it would be potentially much more useful for an adventurer, who can actually travel and find and collect a much wider variety of magic-influencing items, or kill/destroy magic-generating creatures or items.  An adventurer who needed to keep a magical source with them would cetainly need to either have a base where they grew things, or at least stop by town and buy things, but that's hardly a negative.

Your statements are all raging against strawmen.  I have no idea why "DF Crack" even was brought up.

But regardless, I'm not the one arguing against "industrial magic", Toady was the one who said he didn't want wizards mass-manufacturing +1 swords.  Your problem is with him, not me.


He is likely referring  to a person who earlier said " I care little about adventure mode"

I don't believe that was you though so he was mistaken.

Actually, at first I wasn't sure I liked this system but it's starting to grow on me. I only read the first part of the thread and what you have said since I first posted. And a bit before. In your "ideal" for this system does every world have some magic from every sphere? Or only a couple spheres?

Title: Re: Xenosynthesis and magic fields
Post by: Dozebôm Lolumzalìs on April 12, 2016, 02:39:45 pm
I... I believe he meant DFHack. If he's never used it, he might not know the name. Crack and Hack have similar sounds and meanings in teh Cracker communitee, as well as in popular culture. So he probably didn't mean anything.

But if he did:

Title: Re: Xenosynthesis and magic fields
Post by: PatrikLundell on April 12, 2016, 02:56:34 pm
:
Since when do I not care about Adventure Mode? 

I've repeatedly stated how Adventure Mode would be impacted by all this, and even demonstrated how it would be potentially much more useful for an adventurer, who can actually travel and find and collect a much wider variety of magic-influencing items, or kill/destroy magic-generating creatures or items.  An adventurer who needed to keep a magical source with them would cetainly need to either have a base where they grew things, or at least stop by town and buy things, but that's hardly a negative.

Your statements are all raging against strawmen.  I have no idea why "DF Crack" even was brought up.

But regardless, I'm not the one arguing against "industrial magic", Toady was the one who said he didn't want wizards mass-manufacturing +1 swords.  Your problem is with him, not me.
As I guess you've seen by now, JesterHell696 countered my post, not yours.

@JesterHell696:
The part of the Dominions system you're referring to is the weak portion of the battle system, and yes, it works as a spell system for large scale hands off battles, but outside of battle, "fatigue" would essentially be free in a DF setting (or rather annoying drumming your desk with your fingers while your adventurer regained the breath, but could possibly be simulated by the spell casting taking time [while drumming your finger on your desk]). The strong battle magic and the strategic layer uses material component "gems" that have to be harvested using limited resources (the single action per hero and turn to discover new gem producing sites, although collection once discovered is largely automatic). If we were to bring these "gems" into a DF context, they would probably be something an adventurer collected at spawning sites (or bought in the local store by the dozen, since the local kids long ago found out it was more profitable to collect these and sell to lazy mages than to toil at a farm). Current fortress mode would probably only be able to harvest those resources that happened to be spawned within the embark (later development might allow claiming spawning sites further away as a natural side effect of expanded fortress reach) or be traded for. The "gem" system probably can be considered to match the carving of magic rune stones in magic locales (or collection of hearts of lighting buzzards, or magic dew).

@Dozebôm Lolumzalìs: I assume he meant that in a derisive sense. Personally I use it both for utilities and conveniences ("cleanowned scattered x" removes a lot of tedium chasing items to designate, for instance, but the hauling is all done by dorfs as per normal) and to work around bugs (unkillable head skin, moronic visitors who are determined to path to the bottom of a murky pool rather than into my fortress, etc). People have rather differing opinions about what constitutes "cheating" and what they consider are just smart usages of mechanics.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 12, 2016, 03:08:53 pm
He is likely referring  to a person who earlier said " I care little about adventure mode"

I don't believe that was you though so he was mistaken.

Actually, at first I wasn't sure I liked this system but it's starting to grow on me. I only read the first part of the thread and what you have said since I first posted. And a bit before. In your "ideal" for this system does every world have some magic from every sphere? Or only a couple spheres?

I had a separate thread (http://www.bay12forums.com/smf/index.php?topic=84489.0) on trying to find ways to cut it down to manageable by lumping spheres into categories, generally focusing upon getting everything into about 12 "families" of spheres, with the other 140 or so possible spheres being part of that family.  So that's what I had envisioned before.

Toady's new myth system seems to work where the spheres are all just a set of possibilities, and the generator only uses 8-40 of the possible spheres. 

When I asked him earlier, a FotF reply said something about how most of the effects of different spheres are unlikely to be unique, the way that evil biomes are, now.  I get the sense it will be something like "make a blizzard" is a power in the raws, and has tokens to make it associated with STORMS, WEATHER, and SKY spheres.  If a SKY sphere god is created, then a SKY biome might be created from some fragment of their being or their egg or whatever, and the "make a blizzard" power would be associated with some creatures within that biome.

I would presume the best marriage of Xenosynthesis to the system Toady appears to be building is "there are however many types of energy as major connections to spheres created in the myths", which could very well mean different types of magic plants and animals are randomly not in existence in the world unless the right type of spheres are chosen.  (So, if you have, say, fireflowers, which, when held, allow the user to throw a small ball of fire that bounces along the ground before them, then these would only grow in FIRE, WAR, and PLUMBING spheres, and if those spheres aren't in the world, they don't exist.) Presumably, some sort of effort might be made to make sure the giant animals and animal people code will be at least somewhat common (they could have multiple "possibility" spheres) to preserve the effort put into them.

That said, I presume Toady thinks of Magic Level 2 or 3 (the ones that have dwarves in it) are the "vanilla game", and the high magic settings are just rando-land for people who want to play civilizations of blue lizardpeople with exposed brains that control blizzards (wouldn't their brain get cold?) through "polluting" themselves. (Terms like "polluting" or "fading" not quite being defined, yet presumably being Bad StuffTM.)
Title: Re: Xenosynthesis and magic fields
Post by: JesterHell696 on April 13, 2016, 12:34:11 am
Since when do I not care about Adventure Mode? 

I've repeatedly stated how Adventure Mode would be impacted by all this, and even demonstrated how it would be potentially much more useful for an adventurer, who can actually travel and find and collect a much wider variety of magic-influencing items, or kill/destroy magic-generating creatures or items.  An adventurer who needed to keep a magical source with them would cetainly need to either have a base where they grew things, or at least stop by town and buy things, but that's hardly a negative.

Your statements are all raging against strawmen.  I have no idea why "DF Crack" even was brought up.

But regardless, I'm not the one arguing against "industrial magic", Toady was the one who said he didn't want wizards mass-manufacturing +1 swords.  Your problem is with him, not me.

In the post you quoted was replying to PatrikLundell's post not yours.

As for Toady's stance he has said that he doesn't like industrial magic but also that he has little problem with people who do and in a old DF talk mentioned that a "slider" from mundane world with no magic to world where factory-based magic could be possible.

http://www.bay12games.com/media/df_talk_22_transcript.html#22.38 (http://www.bay12games.com/media/df_talk_22_transcript.html#22.38)

Quote
Threetoe:    Okay, the next question is, "How much magic will be available to dwarves, and what would you like to see it represented in? Will it be limited to alchemy or hedge-wizards, or will there be schools of magic available as different classes of soldiers are today?"

Toady:    Well, we've talked a lot about magic in the previous episodes. With dwarves, our sort of baseline idea is all artifact based, and that beyond that it would kind of be slider based, you could go to the no-magic world, or the very minimal magic world, or you could start getting into this kind of factory-based magic that we'd prefer to stay away from for the default setting. I mean it's like D&D magic often seems kind of factory based.

Threetoe:    Factory like your wizards are creating +5 swords every 2 hours or something like that.
Toady:    Yeah. It's not magical, really, it's just fantasy I guess. We're kind of hoping to thread a needle with the default, but to throw in some options. Of course, you can't just talk about throwing in all kinds of magical options in fortress mode without respecting some kind of "how would the interface work?", or "how would you choose to organize these things?" especially if they're all procedurally generated. It's a difficult problem. We'll just see what happens, but we'll probably start with artifacts.

Also in the GCD video Toady actually jokes about a rune "factory" when the myth generator provided ideal circumstances for it, I have no problem with Toady because I feel that that while the default settings won't have industrial magic the games mechanics will support it.


I... I believe he meant DFHack. If he's never used it, he might not know the name. Crack and Hack have similar sounds and meanings in teh Cracker communitee, as well as in popular culture. So he probably didn't mean anything.

I call it DF crack because it injects scrip into DF and in my mind it is a crack regardless of use, I do use Dwarf therapist and I also consider that a crack.

But if he did:


I'm a relativist and in my mind any external program that enables you do do something the base game does not is a crack even if it can also be used for other less cheaty things, also to me DF is a fantasy world simulator first so "lessening" the simulation is "bad" from my perspective.


@JesterHell696:
The part of the Dominions system you're referring to is the weak portion of the battle system, and yes, it works as a spell system for large scale hands off battles, but outside of battle, "fatigue" would essentially be free in a DF setting (or rather annoying drumming your desk with your fingers while your adventurer regained the breath, but could possibly be simulated by the spell casting taking time [while drumming your finger on your desk]).

I like the use of fatigue because it act as a detriment to spell-sword/battle mage type characters, spend you fatigue on spells or normal combat, its your choice because both draw from the same pool of energy.

The strong battle magic and the strategic layer uses material component "gems" that have to be harvested using limited resources (the single action per hero and turn to discover new gem producing sites, although collection once discovered is largely automatic). If we were to bring these "gems" into a DF context, they would probably be something an adventurer collected at spawning sites (or bought in the local store by the dozen, since the local kids long ago found out it was more profitable to collect these and sell to lazy mages than to toil at a farm). Current fortress mode would probably only be able to harvest those resources that happened to be spawned within the embark (later development might allow claiming spawning sites further away as a natural side effect of expanded fortress reach) or be traded for. The "gem" system probably can be considered to match the carving of magic rune stones in magic locales (or collection of hearts of lighting buzzards, or magic dew).

I already thought that Dominions magic Gems would fit quite well where the egg fragments or primordial dew was in the Myth gen and that made me very happy about the possibility of modding the dominions system into DF or at least something similar.
Title: Re: Xenosynthesis and magic fields
Post by: expwnent on April 13, 2016, 04:51:54 pm
I read the thread many years ago but I didn't comment yet. It would take a great deal of work but DFHack can implement this in its current form.

A thought on the base idea: cycles of spheres that turn into the next when depleted. More generally, well defined circumstances where a region aligned with a particular sphere can change. Maybe it'd work better as an alternate universe. I'll just ramble and see what happens. It has great potential for emergent behavior. Players and civilizations can try and mess with the natural order but even though it's deterministic and hopefully simple it's easy for it to go wrong. I also like the idea of very long migration patterns and how they might affect civs if it's a herd of strong animals, or just valuable ones that can't be domesticated.

I don't like the idea of spontaneous generation of things more advanced than plants. I guess that'd be acceptable. Non sentient life should be more subtlety influenced. Migration is a good simple one. I actually like the idea of more dramatic effects, up to and including lightning breath, explosions, and other silly things but only for extremely aligned / pure / unbalanced fields. Change should be as possible, well-defined, and error prone as working with water pumps, or maybe as hard as magma manipulation at most, but no harder or it will be too hard to be worthwhile. If we combine it with your physical gods idea from way back then gods are just large powerful fields. Not sure if I like that or not. Food for thought.

If you really want to get crazy you can start thinking about interactions between fields. I'm assuming a field is associated with exactly one sphere and they can overlap. The other way to do it would be to make them each have multiple sphere associations and probably not overlap.

Maybe one possible consequence could be splitting a field, thus making the area around your fort more difficult to manage.

Players should have valid options for how to deal with fields. Ignoring them completely should work fine if you start in a stable zone and don't mind the occasional avoidable bad event. Slight reshaping should be standard for large successful forts. Small forts won't have enough impact to need to worry about it unless they go out of their way. Weaponizing and industrializing should be possible but very difficult.

I could maybe ramble more but it looks crazy enough as it is.
Title: Re: Xenosynthesis and magic fields
Post by: Dirst on April 13, 2016, 08:01:38 pm
I think each field should be associated with a single Sphere, and they should definitely be allowed to overlap since a biome of NOTHING BUT RAINBOWS! will get old fast.  I have a couple ideas on implementation, let me know what you think.

1. The game already supports interactions and syndromes to accomplish a lot of Spherical Effects, and allegedly the game now also supports creating a whole new creature type after worldgen.  This means that creature variations can be applied as needed without bloating the raws in a combinatorial explosion of unlikely critters clogging selection menus.

Plants and creatures would require a certain amount of Sphere energy to be born, and release a bit more than that back into their surroundings over the course of their natural lifespan (or every X years for immortal critters and functionally immortal trees).  Mundane creatures have lower costs to maintain game balance, but mismanagement can still lead to all the livestock going barren.  "Thematic" animals would have a low but unusual cost (e.g., Ravens associated with MURDER).  Maybe include more than one "recipe" for some plants/creatures, and let it emit a weighted average of those over its lifetime... naturally occurring transmutation of one Sphere energy into others.  Moving creatures far from their home would also have a small but measurable effect.

Sphere-aligned "monsters" appear through creature variations, each variation with its own birth and emission rates, and probably a maintenance rate as well to stay healthy.  It might be difficult to build a dragon out of semi-random creature variations, so there will always be scope for "monsters" in the raws, so long as their costs are balanced with procedurally generated stuff.

2. Friend Spheres can co-exist peacefully, and might even function as substitutes (3 BIRTH "mana" usable as 1 PREGNANCY "mana", or whatever).  Strong unaligned fields create an effect similar to the current Savagery rating.  Even moderate levels of opposing Spheres can ramp up the oddness in an area.  This can be listed as a birth/maintenance cost, but emitting oddness back into the environment can get complicated... it would come out as something opposed to the local Sphere with the weakest opposing side, potentially completely unrelated to the Spheres that created the thing in the first place, and potentially changing as relative Sphere energies adjust to its presence.
Title: Re: Xenosynthesis and magic fields
Post by: NW_Kohaku on April 15, 2016, 12:32:55 am
I read the thread many years ago but I didn't comment yet. It would take a great deal of work but DFHack can implement this in its current form.

Unfortunately, unless you're volunteering, I lack any real knowledge of DF Hack's inner workings, and I haven't even learned Lua.

I don't like the idea of spontaneous generation of things more advanced than plants.

It's been a year or two since I've gone through all this topic, but if you're talking about what I think you're talking about, then the creatures that are spontaneously generated are the obviously non-organic ones, like magma men and amethyst men, which presumably are inanimate objects zapped with enough sphere energy to make them semi-sentient incarnations of one sphere or another. Basically, "elementals" in games like D&D... Except bound to spheres instead of Greek elements, so you might have a music creature made of a swirling dervish of sound, or a walking cornucopia of a harvest sphere, or an animate amalgamation of discarded weapons, armor, and whatever bones still remain inside as a living embodiment of war.  (Or Fun, whichever.)

That said, as I'd argued with Tristain earlier, it could also show up with something like a cat who knows how to sing or a pig who can recite philosophy and asks you not to eat it.

If you really want to get crazy you can start thinking about interactions between fields. I'm assuming a field is associated with exactly one sphere and they can overlap.

Yes.  I'm envisioning it being like how the good/evil and chaos levels are entirely independent of one another, and you can have good chaos and evil chaos at the same time.  Each set of spheres is independent, can overlap, and creatures can randomly exhibit effects from any or possibly all sphere effects present.  (Like if a giant creature or animal person becomes undead in a terrifying biome.) A war-philosophy sphere pig might come off as Sun Tzu. (Or in Romance of the Three Kingdoms speak, Sow-Sow, ahaha-haha *shot*)

Maybe one possible consequence could be splitting a field, thus making the area around your fort more difficult to manage.

In my further "don't rock the boat" idea of the system, I was assuming it could be tied to biomes, so if your fort straddled biomes, you could have more than one set of fields on the same map.

Players should have valid options for how to deal with fields. Ignoring them completely should work fine if you start in a stable zone and don't mind the occasional avoidable bad event. Slight reshaping should be standard for large successful forts. Small forts won't have enough impact to need to worry about it unless they go out of their way. Weaponizing and industrializing should be possible but very difficult.

I could maybe ramble more but it looks crazy enough as it is.
Yes, that's basically the idea.  It's possible, but takes the kind of megaproject mentality that few would ever achieve.  Rather than being gamebreaking that you could alter the biome to your liking, having any real control should be the goal and achievement all in and of itself. 

It may require, if you do it through religion, a truly massive temple (or set of temples) where you dedicate your fortress to venerating a deity (or subset of a pantheon of deities) while observing careful care over their favored creatures, and it therefore becomes a great holy site filled with the holy magic of <insert deity name here>.