Bay 12 Games Forum

Dwarf Fortress => DF Suggestions => Topic started by: Jolamar on August 27, 2016, 04:03:52 pm

Title: Ageing
Post by: Jolamar on August 27, 2016, 04:03:52 pm
How about we make it to where when a creature is really old, they become weaker and get grayer hair.
Title: Re: Ageing
Post by: Shonai_Dweller on August 27, 2016, 05:24:59 pm
They get grayer hair already.
It's one way to determine your vampire. It's likely to be the one white haired person in the room.
Title: Re: Ageing
Post by: Rubik on August 30, 2016, 01:36:42 pm
How about we make it to where when a creature is really old, they become weaker and get grayer hair.

I think a lot more could be expanded on that. Establishing some proper ageing for all creatures by a raw system would really help adding realism and modders alike
It would affect things general health and aspect, and speed of progression for almost all jobs and atributes
These could be defined easily with a system similar to that of size variation that we already have for growing creatures
It would define different data for every species, such us the rising, peak, and decrising points of vitality and health in each stages of growth, as well as chances of getting oldness-related illnesses
It would definitely make the game harder, even a lot, in some cases, but having 150 year dwarves fight with the same agility and strenght as a 30 year old is, apart from hilarious, really inmersion-breaking
This could also open a lot of possibilities for many aspects of the game, such as creating specific interesting scenarios and motivations, such as an old farmer that, missing his youth's strenght, offers himself as a test subject for an alchemist in search of a magic revitalizer (probably ending horribly), or playing as the family's grandfather in adventure mode, and having to be carried away in the back of your first son because your body isn't as strong as it was before, having an observant role in the party, and letting your family fight off the goblins while you command them
Title: Re: Ageing
Post by: Putnam on August 31, 2016, 01:00:33 am
Or like tissue variations over time that already exist, such as wrinkling and graying hair (which, again, are already in the game).
Title: Re: Ageing
Post by: Deboche on August 31, 2016, 10:27:13 am
It's a nice idea but needs to be approached carefully. Not all creatures age the same way, of course.

(http://cdn.lookanimals.com/pictures/www.yeepet.com/blog_image/201302/BlogImg1_1360210196.jpg)

So a dwarf could, for example, come of age at 12, be at his peak at 100 and die at roughly 150-70. I don't know what would be ideal.

And also, what you see with athletes is that they tend to keep their raw strength into their 30s and 40s even as their agility goes.

Finally, marathon runners have a really low heart rate and usually have higher longevity. So a lot of factors play into this.
Title: Re: Ageing
Post by: GoblinCookie on August 31, 2016, 11:02:43 am
Or like tissue variations over time that already exist, such as wrinkling and graying hair (which, again, are already in the game).

These are cosmetic changes and there is a reason for that I think.  The problem with old age effects in general as already mentioned in an earlier, ill-fated thread (http://www.bay12forums.com/smf/index.php?topic=158723.0), is that it is not enough to simply add in penalties for old age.  There are a few things that can be added in without incident, cosmetic effects, dying of old age, fertility malusus for instance and there are other things that cannot.

The problem is that the dwarf AI has to be advanced enough to know that it is too old to effectively engage in certain activities.  This ties in rather well with starting scenarios release, dwarves would retire once their old age maluses reach a certain level and would enter into a retired dwarf citizen status that would have it's own defined status in your society, whether for better or worse.  Hence their labours would be restricted at the same time, they know that as retired dwarves they cannot join squads and do heavy duty stuff just as everyone else avoids inappropriate labours for their citizen status. 
Title: Re: Ageing
Post by: Rubik on August 31, 2016, 12:43:46 pm
It's a nice idea but needs to be approached carefully. Not all creatures age the same way, of course.

(http://cdn.lookanimals.com/pictures/www.yeepet.com/blog_image/201302/BlogImg1_1360210196.jpg)

So a dwarf could, for example, come of age at 12, be at his peak at 100 and die at roughly 150-70. I don't know what would be ideal.

And also, what you see with athletes is that they tend to keep their raw strength into their 30s and 40s even as their agility goes.

Finally, marathon runners have a really low heart rate and usually have higher longevity. So a lot of factors play into this.

Exactly, when I talked about modders, what I had in mind were the elves of The witcher, The saga of books from Andrzej Sapkowski (read it if you really want to find an awesome magic system).
In this universe, elves are really long-lived, and they start degrading closely before death, but when they become adults, they become sterile, and so, they cannot reproduce.
This particular flaw, was the one I was thinking off when I wrote the suggestion.
You would be able to govern the statistics of health from your creatures in the raws
In the particular case of this elves, if you were to mod them in-game, apart from their different vitality from that of humans, you would add a probability of [STERILE] upon entering certain age, and with some differences in age, they would all become sterile, affecting gameplay and roleplaying
And If AI ever gets this good, a probably result from this particular effect would be that a rival civilizations end up killing all the elven children completely eliminating their ability to produce offspring

But I'm thinking out loud, what I mean Is that the way to add a versatile and satisfactory aging system would be to rawify their vitality as species, with rises, peaks and declines, and add specifical sindromes or medical conditions to happen in certain times of their life.
Thinking out loud again, this wouldn't need to be used only for showing the decadence of a species.
If you were to get creative with this system, you could make it so that a mithical creature, in the course of their lives, suffer great decline of their health, only to ''become young'' again, some years after, rejuvenating cyclically for all eternity.
You could make a race of humans that, because of an hormonal thing, would become really prone to lewdness shortly after entering the 69 year of their life.
The possibilities are endless, and would add a lot more to the game as a whole in all the mechanics, if this was made good
Title: Re: Ageing
Post by: Deboche on August 31, 2016, 07:43:30 pm
The possibilities are endless, and would add a lot more to the game as a whole in all the mechanics, if this was made good
I agree and I imagine something like this will definitely be implemented, given ageing and dying are such key motivations within the game. I'd love to have Gandalfs be possible - old looking wise and knowledgeable person who's physically undiminished.
Title: Re: Ageing
Post by: Wyrdean on September 01, 2016, 08:31:01 pm
I only hope that it's flexible enough so that creatures modded to live 500 years instead of 150 would "age" slower.
Don't want to have to redo my raw modifications to account for decreasing strength with age
Spoiler (click to show/hide)
Title: Re: Ageing
Post by: LordBaal on September 02, 2016, 09:18:50 am
I only hope that it's flexible enough so that creatures modded to live 500 years instead of 150 would "age" slower.
Don't want to have to redo my raw modifications to account for decreasing strength with age
Spoiler (click to show/hide)
If such implementation ever gets done, it will certainly be that way, looking for how things like adulthood and gray hair and wrinkles work in the game right now. Most likely tags would be used to determinate whenever a entity would start to become older.
Title: Re: Ageing
Post by: Wyrdean on September 02, 2016, 03:58:54 pm
Argg so i'm going have to retype everything!!! 6 or so of my custom species have powers that change over time!! ARRGG!!!

Ah cool thanks well, if it every does get implemented (and I hope it does!) it would be very cool that said, I could no longer laugh at the 165 year old legendary Ax wielder sending Goblin limbs flying.
Title: Re: Ageing
Post by: Dirst on September 02, 2016, 06:36:49 pm
Argg so i'm going have to retype everything!!! 6 or so of my custom species have powers that change over time!! ARRGG!!!

Ah cool thanks well, if it every does get implemented (and I hope it does!) it would be very cool that said, I could no longer laugh at the 165 year old legendary Ax wielder sending Goblin limbs flying.
Though said dwarf might be too old to keep up with the daily routines of an active squad, he could still possess a dangerous level of skill to overcome his declining physique.  I'm picturing something like Sean Connery and his deadly left thumb in Presidio.

Edit: found the exact quote.
Quote from: The Presidio
Lt. Col. Alan Caldwell: Now, are you sure you want to have a fight? Because I'm only gonna use my thumb.
Bully in Bar: Thumb?
Lt. Col. Alan Caldwell: My right thumb. Left one's much too powerful for you.
Title: Re: Ageing
Post by: Deboche on September 02, 2016, 06:59:49 pm
Though said dwarf might be too old to keep up with the daily routines of an active squad, he could still possess a dangerous level of skill to overcome his declining physique.  I'm picturing something like Sean Connery and his deadly left thumb in Presidio.
For sure. You can see that in sports to a degree. Olympic sprinters have really short careers because once the physical explosiveness is gone that's it. But in sports that require a lot of skill like boxing, football(soccer) and so on, experience and technical ability can carry a high level career into the athlete's 40s.
Title: Re: Ageing
Post by: LordBaal on September 02, 2016, 07:27:56 pm
Yeah, I guess that dwarves could not even age like humans do. Perhaps they don't become significative weaker up right before dying or something.

What I mean is that aging doesn't necessarily affects all races the same.
Title: Re: Ageing
Post by: Rubik on September 03, 2016, 09:02:58 am
Undoubtely, The fun point on this system would be adding variety to the game, and make it more real
Funny enough, I've been thinking exhaustively on how to implement this , because it's something I had never thought about DF, and it's a core mechanic on the whole realism and inmersion arc.
I'm fairly new to the forums, so please bear with me and tell me: Should I start another thread where I put my own suggestion, or Toady might read it even If I post it in this one?
Sorry if I sound weird, English is not my mother tongue
Title: Re: Ageing
Post by: Deboche on September 03, 2016, 01:37:41 pm
Undoubtely, The fun point on this system would be adding variety to the game, and make it more real
Funny enough, I've been thinking exhaustively on how to implement this , because it's something I had never thought about DF, and it's a core mechanic on the whole realism and inmersion arc.
I'm fairly new to the forums, so please bear with me and tell me: Should I start another thread where I put my own suggestion, or Toady might read it even If I post it in this one?
Sorry if I sound weird, English is not my mother tongue
You should post it here. Suggestion threads are supposed to develop the idea somewhat.
Title: Re: Ageing
Post by: GoblinCookie on September 04, 2016, 07:27:06 am
Exactly, when I talked about modders, what I had in mind were the elves of The witcher, The saga of books from Andrzej Sapkowski (read it if you really want to find an awesome magic system).
In this universe, elves are really long-lived, and they start degrading closely before death, but when they become adults, they become sterile, and so, they cannot reproduce.
This particular flaw, was the one I was thinking off when I wrote the suggestion.
You would be able to govern the statistics of health from your creatures in the raws
In the particular case of this elves, if you were to mod them in-game, apart from their different vitality from that of humans, you would add a probability of [STERILE] upon entering certain age, and with some differences in age, they would all become sterile, affecting gameplay and roleplaying
And If AI ever gets this good, a probably result from this particular effect would be that a rival civilizations end up killing all the elven children completely eliminating their ability to produce offspring

In the case of elves along the lines of witcher all you would do is use the same system as you use for human menopause and simply add that in without also adding in a death from old age.  Granted such a system makes absolutely no biological sense at all since we end up with an ever increasing dead weight of elders eating up the food supply of an area so that over time the population's physical ability to reproduce goes below the total surplus that is needed to support an increased population, we end up with the opposite of the normal arrangement by which the creatures physical ability to reproduce is kept in check by the finite surplus.

In other words, witcher elves would never happen in the first place and would not survive if they did happen.  Elders in a creature with extremely long lives or no limited to lifespan at all will tend to outnumber the young by a vast margin.  As a creature goes into a new area the resources available to the creatures increases in a square but witcher elves reproduce only in a linear fashion (1-2+3+4+5).  The larger the area is, the slower they are to exploit it's resources and the discrepancy increases exponentially.   

But I'm thinking out loud, what I mean Is that the way to add a versatile and satisfactory aging system would be to rawify their vitality as species, with rises, peaks and declines, and add specifical sindromes or medical conditions to happen in certain times of their life.
Thinking out loud again, this wouldn't need to be used only for showing the decadence of a species.
If you were to get creative with this system, you could make it so that a mithical creature, in the course of their lives, suffer great decline of their health, only to ''become young'' again, some years after, rejuvenating cyclically for all eternity.
You could make a race of humans that, because of an hormonal thing, would become really prone to lewdness shortly after entering the 69 year of their life.
The possibilities are endless, and would add a lot more to the game as a whole in all the mechanics, if this was made good

None of your examples make any more sense than witcher elves.   :)

Yeah, I guess that dwarves could not even age like humans do. Perhaps they don't become significative weaker up right before dying or something.

What I mean is that aging doesn't necessarily affects all races the same.

No, aging with affect all creatures in basically the same fashion provided that their internal body structure and metabolism is essentially the same.  Aging is driven by inefficiencies in regeneration within a creature's cells, cells are subject like everything else to entropy so it is not possible to simply keep the same cells forever, even if you can regenerate less often by lowering your metabolic rate.  The more efficiently the regeneration process works the slower the creature will age, if dwarves live longer than humans then it means that their regeneration is more efficient assuming their metabolic rate is the same.  That means that it cannot actually happen that dwarves don't become significantly weaker until right until they die since the slower you age the more time you spend at each 'stage' of old age. 
Title: Re: Ageing
Post by: Dirst on September 04, 2016, 09:12:42 am
Not to put too fine a point on it, but Dwarf Fortress is a fantasy game.  Impossible biology comes with the territory.  It'd be nice if there was some kind of system that modders could use to express their ideas about life cycles.

Personally I would lean toward a caste-like set of life stages.  Make the young adults more impulsive, dial down the healing rate for the elderly, etc.
Title: Re: Ageing
Post by: LordBaal on September 04, 2016, 09:59:15 am

Yeah, I guess that dwarves could not even age like humans do. Perhaps they don't become significative weaker up right before dying or something.

What I mean is that aging doesn't necessarily affects all races the same.

No, aging with affect all creatures in basically the same fashion provided that their internal body structure and metabolism is essentially the same.  Aging is driven by inefficiencies in regeneration within a creature's cells, cells are subject like everything else to entropy so it is not possible to simply keep the same cells forever, even if you can regenerate less often by lowering your metabolic rate.  The more efficiently the regeneration process works the slower the creature will age, if dwarves live longer than humans then it means that their regeneration is more efficient assuming their metabolic rate is the same.  That means that it cannot actually happen that dwarves don't become significantly weaker until right until they die since the slower you age the more time you spend at each 'stage' of old age.
No, dwarf fortress is a fantasy game. Don't confuse the excessive atention to detail to stric adherence to reality because as far as I know df demons, goblins and elves dont make sense biologically speaking either.
Title: Re: Ageing
Post by: Deboche on September 05, 2016, 06:12:43 am
No, dwarf fortress is a fantasy game. Don't confuse the excessive atention to detail to stric adherence to reality because as far as I know df demons, goblins and elves dont make sense biologically speaking either.

Not to put too fine a point on it, but Dwarf Fortress is a fantasy game.  Impossible biology comes with the territory.
I'd even go as far as to say we have no idea what is possible and impossible in biology since we've only seen one specific planet's example. Scientists love to infer way too much from the meager sample they have, like when they assumed there wouldn't be many planets in space until they actually found them. It's too hard for them - and humans in general I guess - to admit they don't know something.

But yeah, most of DF isn't realistic anyway nor should it be.
Title: Re: Ageing
Post by: Rubik on September 05, 2016, 09:09:31 am
Exactly, when I talked about modders, what I had in mind were the elves of The witcher, The saga of books from Andrzej Sapkowski (read it if you really want to find an awesome magic system).
In this universe, elves are really long-lived, and they start degrading closely before death, but when they become adults, they become sterile, and so, they cannot reproduce.
This particular flaw, was the one I was thinking off when I wrote the suggestion.
You would be able to govern the statistics of health from your creatures in the raws
In the particular case of this elves, if you were to mod them in-game, apart from their different vitality from that of humans, you would add a probability of [STERILE] upon entering certain age, and with some differences in age, they would all become sterile, affecting gameplay and roleplaying
And If AI ever gets this good, a probably result from this particular effect would be that a rival civilizations end up killing all the elven children completely eliminating their ability to produce offspring

In the case of elves along the lines of witcher all you would do is use the same system as you use for human menopause and simply add that in without also adding in a death from old age.  Granted such a system makes absolutely no biological sense at all since we end up with an ever increasing dead weight of elders eating up the food supply of an area so that over time the population's physical ability to reproduce goes below the total surplus that is needed to support an increased population, we end up with the opposite of the normal arrangement by which the creatures physical ability to reproduce is kept in check by the finite surplus.

In other words, witcher elves would never happen in the first place and would not survive if they did happen.  Elders in a creature with extremely long lives or no limited to lifespan at all will tend to outnumber the young by a vast margin.  As a creature goes into a new area the resources available to the creatures increases in a square but witcher elves reproduce only in a linear fashion (1-2+3+4+5).  The larger the area is, the slower they are to exploit it's resources and the discrepancy increases exponentially.   

But I'm thinking out loud, what I mean Is that the way to add a versatile and satisfactory aging system would be to rawify their vitality as species, with rises, peaks and declines, and add specifical sindromes or medical conditions to happen in certain times of their life.
Thinking out loud again, this wouldn't need to be used only for showing the decadence of a species.
If you were to get creative with this system, you could make it so that a mithical creature, in the course of their lives, suffer great decline of their health, only to ''become young'' again, some years after, rejuvenating cyclically for all eternity.
You could make a race of humans that, because of an hormonal thing, would become really prone to lewdness shortly after entering the 69 year of their life.
The possibilities are endless, and would add a lot more to the game as a whole in all the mechanics, if this was made good

None of your examples make any more sense than witcher elves.   :)

Yeah, I guess that dwarves could not even age like humans do. Perhaps they don't become significative weaker up right before dying or something.

What I mean is that aging doesn't necessarily affects all races the same.

No, aging with affect all creatures in basically the same fashion provided that their internal body structure and metabolism is essentially the same.  Aging is driven by inefficiencies in regeneration within a creature's cells, cells are subject like everything else to entropy so it is not possible to simply keep the same cells forever, even if you can regenerate less often by lowering your metabolic rate.  The more efficiently the regeneration process works the slower the creature will age, if dwarves live longer than humans then it means that their regeneration is more efficient assuming their metabolic rate is the same.  That means that it cannot actually happen that dwarves don't become significantly weaker until right until they die since the slower you age the more time you spend at each 'stage' of old age.

I thought it was fairly obvious that the idea of defining the 'rises, peaks and declining' points was an abstraction for how the different species' organisms worked, in the sense that, although the raws from similar creatures( humans and dwarves) show that they are physiologically similar, they may have as well have completely different biological systems, subject to different evolutional outcomes
I mean, Dirst and LordBaal say that DF is a fantasy game after all, so some biologycal technicalities could be adressed as magical and not worry about it, and that's perfectly fine, given the game we are playing. But that's not even needed, because in our very home world, most creatures don't even follow our biologycal functions as their rule.
For example, I talked before about the option to hipothetically include the tools to designate a creature that suffers a cycle of aging and 'becoming' young again, right? I was just rambling there, but a couple of days later I remembered the existence of a type of jellyfish called Turritopsis nutricula.
This animal basically does exactly what I said before, he gets old, and instead of dying, it 'retracts' itself to its polypal form, ready to grow and get old again, repeating this eternally, and becoming esentially inmortal
Translating that to DF, If I were to create The Turriptopsis nutricula and another normal jellyfish in the game, they would both be something similar to blobs composed mainly of water, but one of them would have a biological life completely different from the other jellyfish, becoming inmortal, what means that different creatures that resemble the same can have vastly different biology, something that could be defined using this system,

It's pretty absurd to assume that the our world's Human biological aging system should be the rule of thumb for all the world's creatures in all the posible universes, as Deboche says.
There are a lot of things we don't know
Title: Re: Ageing
Post by: GoblinCookie on September 05, 2016, 03:35:29 pm
Not to put too fine a point on it, but Dwarf Fortress is a fantasy game.  Impossible biology comes with the territory.  It'd be nice if there was some kind of system that modders could use to express their ideas about life cycles.

Personally I would lean toward a caste-like set of life stages.  Make the young adults more impulsive, dial down the healing rate for the elderly, etc.

Toady One has been pretty sharp to make sure everything is scientific in many respects, for instance making sure that all the elements values are as their real-life counterparts.  There needs to be in vanilla certain life stages for creatures, aside from the default baby/child stages.  For instance tadpoles need to be a distinct caste that transforms into a frog caste while butterflies need to have the same arrangement with caterpillars.  Old age on the other hand does not work that way, old people are not a clearly distinct group from young people instead they get gradually older and things get worse basically at an irregular rate between individuals. 

I guess however the starting scenarios release will come in handy here since it would allow a social category(s) of elder to be created by an entity in the absence of any clearly establish biological category in the raws, this would allow them to be exempted for certain labours that are coded as being unsuitable for elders to do.  Mechanically the actual abilities of the elderly deteriorate gradually as they get older in a semi-random fashion based upon their actual defined death from old age point but the AI operates according to them being in the social category of elderly. 

I thought it was fairly obvious that the idea of defining the 'rises, peaks and declining' points was an abstraction for how the different species' organisms worked, in the sense that, although the raws from similar creatures( humans and dwarves) show that they are physiologically similar, they may have as well have completely different biological systems, subject to different evolutional outcomes
I mean, Dirst and LordBaal say that DF is a fantasy game after all, so some biologycal technicalities could be adressed as magical and not worry about it, and that's perfectly fine, given the game we are playing. But that's not even needed, because in our very home world, most creatures don't even follow our biologycal functions as their rule.
For example, I talked before about the option to hipothetically include the tools to designate a creature that suffers a cycle of aging and 'becoming' young again, right? I was just rambling there, but a couple of days later I remembered the existence of a type of jellyfish called Turritopsis nutricula.
This animal basically does exactly what I said before, he gets old, and instead of dying, it 'retracts' itself to its polypal form, ready to grow and get old again, repeating this eternally, and becoming esentially inmortal
Translating that to DF, If I were to create The Turriptopsis nutricula and another normal jellyfish in the game, they would both be something similar to blobs composed mainly of water, but one of them would have a biological life completely different from the other jellyfish, becoming inmortal, what means that different creatures that resemble the same can have vastly different biology, something that could be defined using this system,

It's pretty absurd to assume that the our world's Human biological aging system should be the rule of thumb for all the world's creatures in all the posible universes, as Deboche says.
There are a lot of things we don't know

The philosophical question is: is it really the same jellyfish?  Or is it a child of the original jellyfish that happens to have been concieved when the original jellyfish was dying and then devoured it's own parent's corpse, creating an illusion that the original jellyfish was immortal.  Actually the way that actual creatures are conceived is kind of similar when seen from the longer POV, the individual organism grows old and dies but somehow the offspring always start off as young again even though the parent was aged so the species is immortal.  The interesting thing is why DF elves do not actually exist, if the individual organism can produce another organism that is younger than it then why it can it not replace it's own tissue in the same manner?  No magic therefore is actually needed in order to get an immortal creature, all it has to do is replicate the same miracle it manages to pull off in reproducing other individuals on itself. 
Title: Re: Ageing
Post by: Putnam on September 05, 2016, 04:21:49 pm
Not to put too fine a point on it, but Dwarf Fortress is a fantasy game.  Impossible biology comes with the territory.  It'd be nice if there was some kind of system that modders could use to express their ideas about life cycles.

Personally I would lean toward a caste-like set of life stages.  Make the young adults more impulsive, dial down the healing rate for the elderly, etc.

Toady One has been pretty sharp to make sure everything is scientific in many respects, for instance making sure that all the elements values are as their real-life counterparts.

It's 100% possible and not complained about by the game at all to have materials with completely impossible properties. Hell, the game even has a few.

Netherwood is obviously magical, with its temperature always at the freezing point of water at 1 atm pressure.

Adamantine has impossible elastic moduli:
1. They're impossibly huge. Taking the in-game values as-is without sanity checks gets a divide-by-zero error in the equations; assuming the speed of sound is finite in the material, which is reasonable, the values can at most be about 3 exapascals, for a speed of sound of sqrt(1/3)c.
2. They're all identical. This is completely impossible. The bulk modulus, young's modulus and shear modulus are all related by the equation K=(EG)/(3(3G-E)); plug this equation in and you'll find that there is no value where K, E and G are all identical.

These aren't really problems because both of them are fantasy materials.
Title: Re: Ageing
Post by: Rubik on September 07, 2016, 04:12:26 pm
Not to put too fine a point on it, but Dwarf Fortress is a fantasy game.  Impossible biology comes with the territory.  It'd be nice if there was some kind of system that modders could use to express their ideas about life cycles.

Personally I would lean toward a caste-like set of life stages.  Make the young adults more impulsive, dial down the healing rate for the elderly, etc.

Toady One has been pretty sharp to make sure everything is scientific in many respects, for instance making sure that all the elements values are as their real-life counterparts.  There needs to be in vanilla certain life stages for creatures, aside from the default baby/child stages.  For instance tadpoles need to be a distinct caste that transforms into a frog caste while butterflies need to have the same arrangement with caterpillars.  Old age on the other hand does not work that way, old people are not a clearly distinct group from young people instead they get gradually older and things get worse basically at an irregular rate between individuals. 

I guess however the starting scenarios release will come in handy here since it would allow a social category(s) of elder to be created by an entity in the absence of any clearly establish biological category in the raws, this would allow them to be exempted for certain labours that are coded as being unsuitable for elders to do.  Mechanically the actual abilities of the elderly deteriorate gradually as they get older in a semi-random fashion based upon their actual defined death from old age point but the AI operates according to them being in the social category of elderly. 

I thought it was fairly obvious that the idea of defining the 'rises, peaks and declining' points was an abstraction for how the different species' organisms worked, in the sense that, although the raws from similar creatures( humans and dwarves) show that they are physiologically similar, they may have as well have completely different biological systems, subject to different evolutional outcomes
I mean, Dirst and LordBaal say that DF is a fantasy game after all, so some biologycal technicalities could be adressed as magical and not worry about it, and that's perfectly fine, given the game we are playing. But that's not even needed, because in our very home world, most creatures don't even follow our biologycal functions as their rule.
For example, I talked before about the option to hipothetically include the tools to designate a creature that suffers a cycle of aging and 'becoming' young again, right? I was just rambling there, but a couple of days later I remembered the existence of a type of jellyfish called Turritopsis nutricula.
This animal basically does exactly what I said before, he gets old, and instead of dying, it 'retracts' itself to its polypal form, ready to grow and get old again, repeating this eternally, and becoming esentially inmortal
Translating that to DF, If I were to create The Turriptopsis nutricula and another normal jellyfish in the game, they would both be something similar to blobs composed mainly of water, but one of them would have a biological life completely different from the other jellyfish, becoming inmortal, what means that different creatures that resemble the same can have vastly different biology, something that could be defined using this system,

It's pretty absurd to assume that the our world's Human biological aging system should be the rule of thumb for all the world's creatures in all the posible universes, as Deboche says.
There are a lot of things we don't know

The philosophical question is: is it really the same jellyfish?  Or is it a child of the original jellyfish that happens to have been concieved when the original jellyfish was dying and then devoured it's own parent's corpse, creating an illusion that the original jellyfish was immortal.  Actually the way that actual creatures are conceived is kind of similar when seen from the longer POV, the individual organism grows old and dies but somehow the offspring always start off as young again even though the parent was aged so the species is immortal.  The interesting thing is why DF elves do not actually exist, if the individual organism can produce another organism that is younger than it then why it can it not replace it's own tissue in the same manner?  No magic therefore is actually needed in order to get an immortal creature, all it has to do is replicate the same miracle it manages to pull off in reproducing other individuals on itself.

Well, 'philosofically' speaking, what happen is that he gets old, and instead of dying, it 'retracts' itself to its polypal form, ready to grow and get old again, repeating this eternally, and becoming esentially inmortal. There isn't anything apart from that

just look it up on wikipedia if you want, the animal it's being researched at the moment, but we already know what does it exactly do

The idea I was trying to transmit was that two very look-alike creatures, being two types of jellyfish , or dwarves and elves, can be almost identical with the actual more general raw system, if we solely observe their aspects, but they can be expected to have different, abstracted biology.
In an elegant way to avoid overexplaining complex medical details, with the method I propose, you could define that biology affecting their ''vitality'' (overall energy, more propension to learn/change atributes, etc.) , and the fluctuations of it over the lifespan of each creature, which, as I already said, is different in each species

So this idea, in essence, only gives more realism, more tools to the modding community, and adds a possible placeholder for many aspects of the game, probably magic and the health system mostly
Title: Re: Ageing
Post by: Qyubey on September 07, 2016, 06:13:08 pm
Considering the upcoming myth arc involves setting parameters for each race upon creation (curse of death, can die to x things) it might be easier than you think to implement an 'old age' parameter during creature creation. Have it randomise a number of years where age really starts to take a toll and an age where the creature dies. Then each individual creature can just have those values slightly randomised, so people can reach their peak at different ages, and live different lengths of time. Death by old age could only occur if the creature possesses the curse of death, but the curse of decrepitness could occur even to immortal beings! However, decrepitness is immune to certain creatures, like those made of metal and special undead like vampires. So when powerful beings feel their time approaching them, they may seek to extend their lives through magic, potions, replacing their mortal body, possessing another, or becoming a true undead.

It is a bit morbid to create things with their expiry date written into the code, but oh well.

EDIT: As for whether or not magical creatures like demons could be immune to decrepitness, I say leave it random. Having a demon seek a new mortal body is a common trope in fantasy, and if Toady does plan to implement proper souls and ghosts, possession of a youthful creature by an old, dead soul would be fantastic to occur. Maybe a demon's cult kidnaps a young child and performs a ritual to transfer the soul of their master into the child so he may live anew!

Also, soul jars to keep those souls handy until you can give them a new, ageless body.
Title: Re: Ageing
Post by: LMeire on September 09, 2016, 10:09:13 am
Technically speaking, "old age" isn't really a cause of death by itself. Rather, any time someone in that age bracket dies of organ failure it's labeled as "old age". The age itself doesn't kill anybody and theoretically someone could live forever on transplants as long as nothing happens to their brain.

So maybe have old creatures have a chance to get random medical problems until it's too much?
Title: Re: Ageing
Post by: Putnam on September 09, 2016, 07:24:31 pm
Really, the game needs more actual medical problems. The only causes of death right now are various thermal issues (dying of heat, cold, solidifying, melting, evaporating, condensing), brain damage, bleeding to death and suffocation.
Title: Re: Ageing
Post by: Qyubey on September 09, 2016, 08:53:22 pm
Really, the game needs more actual medical problems. The only causes of death right now are various thermal issues (dying of heat, cold, solidifying, melting, evaporating, condensing), brain damage, bleeding to death and suffocation.

What medical problems though? Aside from alcohol poisoning.

I feel like procedural diseases and disabilities are something Toady has planned.
Title: Re: Ageing
Post by: Rubik on September 10, 2016, 07:31:20 am
Really, the game needs more actual medical problems. The only causes of death right now are various thermal issues (dying of heat, cold, solidifying, melting, evaporating, condensing), brain damage, bleeding to death and suffocation.

What medical problems though? Aside from alcohol poisoning.

I feel like procedural diseases and disabilities are something Toady has planned.

A lot of more mental diseases, organic failures for all organs, including muscle and skin
Im very reticent of adding cancer, but that's for personal matters, so that could be included too, althought it would mean your dwarves are gg, based on the technology they had at the moment

check this link out where they talk about medicine and health, something that ties really close to aging and growth

http://www.bay12forums.com/smf/index.php?topic=30097.msg400782#msg400782
Title: Re: Ageing
Post by: Gargomaxthalus on September 10, 2016, 10:14:18 am
     As far as the whole real world mechanics of aging goes, these are the specifics https://en.wikipedia.org/wiki/Telomere (https://en.wikipedia.org/wiki/Telomere). Particularly robust telomeres would result in a longer life with visible "aging" beyond one's prime occurring late in the process. You could also theoretically repair them in order to delay the aging process. But more importantly, have you seen the Titans and Forgotten Beats? Many of them aren't even biological in nature. Toady One has modeled certain aspects of the game, such as minerals, so precisely so that he can anchor the game to reality, which helps make the utterly bizarre creatures and systems seem special even within their own reality . It's a means of giving the player an understandable connection to the game world, a frame of reference by which to judge the bizarre.

     Toady has expressed an interest in creating entire multiverses, https://en.wikipedia.org/wiki/Multiverse (https://en.wikipedia.org/wiki/Multiverse), not just singular worlds. This means that you need to throw away all of you preconceived notions and let your imagination run wild when if comes to DF. Flat worlds, cubic worlds and all sorts of other seemingly impossible things are very much on the table. The HFS isn't going to be replaced with just one thing that will be the same in every generated world, and it would be absurd to expect the creatures of any giving world to follow any one paradigm or set of paradigms. ANYTHING is possible no matter how absurd, that's the beauty of magic. 
Title: Re: Ageing
Post by: Qyubey on September 10, 2016, 09:02:09 pm
     As far as the whole real world mechanics of aging goes, these are the specifics https://en.wikipedia.org/wiki/Telomere (https://en.wikipedia.org/wiki/Telomere). Particularly robust telomeres would result in a longer life with visible "aging" beyond one's prime occurring late in the process. You could also theoretically repair them in order to delay the aging process. But more importantly, have you seen the Titans and Forgotten Beats? Many of them aren't even biological in nature. Toady One has modeled certain aspects of the game, such as minerals, so precisely so that he can anchor the game to reality, which helps make the utterly bizarre creatures and systems seem special even within their own reality . It's a means of giving the player an understandable connection to the game world, a frame of reference by which to judge the bizarre.

     Toady has expressed an interest in creating entire multiverses, https://en.wikipedia.org/wiki/Multiverse (https://en.wikipedia.org/wiki/Multiverse), not just singular worlds. This means that you need to throw away all of you preconceived notions and let your imagination run wild when if comes to DF. Flat worlds, cubic worlds and all sorts of other seemingly impossible things are very much on the table. The HFS isn't going to be replaced with just one thing that will be the same in every generated world, and it would be absurd to expect the creatures of any giving world to follow any one paradigm or set of paradigms. ANYTHING is possible no matter how absurd, that's the beauty of magic.

So each creature has a telomere value that acts as a kind of % probability modifier for developing an age-related disease? Full Telomeres as a baby, lose a small, random amount each year; each season roll to see if you develop a disease (and maybe a Telomerase value that can regenerate telomeres each season/year, but also degrades over time). Certain diseases are only possible when Telomere count drops to a certain threshold. I'm pretty okay with that; inorganic things wouldn't have the value and undead could have full telomeres all the time.

I think by 'multiverse' he meant you could interact with other worlds you generate. Like sending a ship over the sea to visit another land, or creating a magic portal. I could imagine making parallel universes by just generating the same world again, but running history calculations again so things turn out differently.
Title: Re: Ageing
Post by: GoblinCookie on September 12, 2016, 01:52:32 pm
Considering the upcoming myth arc involves setting parameters for each race upon creation (curse of death, can die to x things) it might be easier than you think to implement an 'old age' parameter during creature creation. Have it randomise a number of years where age really starts to take a toll and an age where the creature dies. Then each individual creature can just have those values slightly randomised, so people can reach their peak at different ages, and live different lengths of time. Death by old age could only occur if the creature possesses the curse of death, but the curse of decrepitness could occur even to immortal beings! However, decrepitness is immune to certain creatures, like those made of metal and special undead like vampires. So when powerful beings feel their time approaching them, they may seek to extend their lives through magic, potions, replacing their mortal body, possessing another, or becoming a true undead.

It is a bit morbid to create things with their expiry date written into the code, but oh well.

EDIT: As for whether or not magical creatures like demons could be immune to decrepitness, I say leave it random. Having a demon seek a new mortal body is a common trope in fantasy, and if Toady does plan to implement proper souls and ghosts, possession of a youthful creature by an old, dead soul would be fantastic to occur. Maybe a demon's cult kidnaps a young child and performs a ritual to transfer the soul of their master into the child so he may live anew!

Also, soul jars to keep those souls handy until you can give them a new, ageless body.

The expiry date is in there in order to save memory.  It is lot easier just to have everything drop dead on a predefined date than to have to constantly calculate whether they died this year for 20k+ characters.
Title: Re: Ageing
Post by: Qyubey on September 12, 2016, 07:25:28 pm
Hang on, which IS is easier on memory?

Both of them HAVE to do checks at a certain timeframe and maintain an 'age' value for every single creature. It's just that one is static while the other is constantly changing. So probably the first one? Then age altering effects could push that date forwards and backwards when needed, rather than having it tick down all the time.
Title: Re: Ageing
Post by: Putnam on September 12, 2016, 10:01:38 pm
The first one is faster and is what Dwarf Fortress uses. However, Dwarf Fortress also keeps count of the birth tick, so that age may be calculated as well.

Each day (whats a day in Fortress mode?) it checks every single creature and kills them if they are alive on or after that day.

1200 ticks, but DF has death-by-old-age down to the tick.
Title: Re: Ageing
Post by: Qyubey on September 13, 2016, 06:54:07 pm
The first one is faster and is what Dwarf Fortress uses. However, Dwarf Fortress also keeps count of the birth tick, so that age may be calculated as well.

Each day (whats a day in Fortress mode?) it checks every single creature and kills them if they are alive on or after that day.

1200 ticks, but DF has death-by-old-age down to the tick.

Mkay (what was this thread about again?), age effects. It should be pretty easy to set in some [when] functions that randomly determine if a creature develops an age-related complication on disease, based on the number of ticks 'remaining', in a sense. I suppose the question now is- should old creatures degrade in skill and competency? I mean, there's plenty of old men in fiction who are hyper-competent and powerful.
Title: Re: Ageing
Post by: Dirst on September 13, 2016, 07:42:09 pm
The first one is faster and is what Dwarf Fortress uses. However, Dwarf Fortress also keeps count of the birth tick, so that age may be calculated as well.

Each day (whats a day in Fortress mode?) it checks every single creature and kills them if they are alive on or after that day.

1200 ticks, but DF has death-by-old-age down to the tick.

Mkay (what was this thread about again?), age effects. It should be pretty easy to set in some [when] functions that randomly determine if a creature develops an age-related complication on disease, based on the number of ticks 'remaining', in a sense. I suppose the question now is- should old creatures degrade in skill and competency? I mean, there's plenty of old men in fiction who are hyper-competent and powerful.
Yes, but they're all from the planet Zeist and we don't talk about them.
Title: Re: Ageing
Post by: Rubik on September 15, 2016, 01:34:14 pm
The first one is faster and is what Dwarf Fortress uses. However, Dwarf Fortress also keeps count of the birth tick, so that age may be calculated as well.

Each day (whats a day in Fortress mode?) it checks every single creature and kills them if they are alive on or after that day.

1200 ticks, but DF has death-by-old-age down to the tick.

Mkay (what was this thread about again?), age effects. It should be pretty easy to set in some [when] functions that randomly determine if a creature develops an age-related complication on disease, based on the number of ticks 'remaining', in a sense. I suppose the question now is- should old creatures degrade in skill and competency? I mean, there's plenty of old men in fiction who are hyper-competent and powerful.

Of course, but there's also the trope of the retired adventurer that abandoned his life of trouble, willingly or not, because he felt to old to keep fighting gobbos, built a home and got himself a family

People should degrade in various aspects we know associate with aging, such us bonus/nerfs on learning speed of jobs/leveling atributes etc. and more aspects that will be added in the future
That's something we all can agree on, because it adds realism and content to the game
What should be discussed is the most adequate method to do so, preferably a way that connects with the health system(thing again, age-related illnesses)
Title: Re: Ageing
Post by: Wyrdean on September 15, 2016, 04:25:41 pm
When an intelligent being gets older it should in some way become wiser so how would we represent that?
Title: Re: Ageing
Post by: Bumber on September 15, 2016, 05:31:59 pm
When an intelligent being gets older it should in some way become wiser so how would we represent that?
Training mental skills. Wiseness is not an inherent property of old age.
Title: Re: Ageing
Post by: Qyubey on September 15, 2016, 07:33:49 pm
When an intelligent being gets older it should in some way become wiser so how would we represent that?

Just make mental skills the last to go, unless they develop Alzheimers.
Title: Re: Ageing
Post by: Wyrdean on September 15, 2016, 09:28:31 pm
When an intelligent being gets older it should in some way become wiser so how would we represent that?

Just make mental skills the last to go, unless they develop Alzheimers.
That would work however, I was (almost) thinking that they should be a good teacher (Age would give a bonus to teaching skill) to younger generations especially if they have had children ( teaching children what to do and how to better pass on wisdom to the next generation) Also maybe a new wisdom skill which intelligent beings gain from completing a task (would have to be slowly earned) the skill could be a slight bonus to most skills. (to offset aging and the loss of bodily strength)


When an intelligent being gets older it should in some way become wiser so how would we represent that?
Training mental skills. Wiseness is not an inherent property of old age.
Id like to think wisdom as more than that as you can be dim yet wise

Title: Re: Ageing
Post by: Wyrdean on September 15, 2016, 09:31:20 pm
One of my favorite tales about wisdom:

A Thief's Lesson
Seeing his father, a professional thief, was getting old, the son was worried because he had not learned any trade to make a living for himself.


“Father, I want to learn your trade.”


“All right, I’ll show you.”


One night, the thief took his son to a rich man’s mansion. They dug a hole in the wall and sneaked into the house. Having managed to pry open a closet, the thief bade his son to get into it and take as much valuables as he could. As soon as his son slipped inside, the thief shut the door of the closet and locked it. Then he walked to the lobby and made a fearful noise.


The entire household was awakened. The owner of the house and his servants lit up candles and searched for the burglar in every corner. But the old thief escaped through the hole in the wall, leaving his son behind.


“Why did my father do that?” the son wondered in anger. “How can he run away himself and leave me in the lurch?”


The young man tried desperately to open the closet, but to no avail. Suddenly he had an idea. He started to mimic rats squeaking. Upon hearing the noise, a maid opened the closet. Barely had she unlocked the door when the young man dashed out, knocking down the candle in her hand, and ran away as fast as his legs could carry him.


Raising a hue and cry, the entire family ran after him through the garden. The young man spotted a well. Quickly he picked up a rock and threw it into the well with a loud splash. Unable to see clearly in the darkness, those who were chasing him heard the noise and thought the thief had fallen into the well. They surrounded the well and lit a torch to look down into it. In the chaos the young man escaped through the hole in the wall.


When he returned home, he was mad at his father.


“Tell me how you managed to get away.” his father asked calmly.


Still fuming, the son gave a detailed account of how he managed to escape.


The elder thief beamed with satisfaction. “My boy, you have learned the tricks of the trade!”
Title: Re: Ageing
Post by: Qyubey on September 16, 2016, 03:02:56 am
When an intelligent being gets older it should in some way become wiser so how would we represent that?

Just make mental skills the last to go, unless they develop Alzheimers.
That would work however, I was (almost) thinking that they should be a good teacher (Age would give a bonus to teaching skill) to younger generations especially if they have had children ( teaching children what to do and how to better pass on wisdom to the next generation) Also maybe a new wisdom skill which intelligent beings gain from completing a task (would have to be slowly earned) the skill could be a slight bonus to most skills. (to offset aging and the loss of bodily strength)

You might be over-estimating what effects the wisdom stat has.
Title: Re: Ageing
Post by: Rubik on September 16, 2016, 09:11:52 am
Personally, wisdom shouldn't necessarilly increase with age because a game mechanic
We have real life as a direct example of people being dumb even if they are old.
Wisdom is the result of taking useful information from your experience. Old people have more experience, but they must still extract useful messages from them. Something that doesn't necessarily need to happen
There are more mechanic we need to implement before we have realistic old people giving advice to young adventurers, so don't force it now addying a game mechanic that isn't based on anything in particular
Title: Re: Ageing
Post by: Deboche on September 16, 2016, 10:35:09 am
I can't even imagine how wisdom would work. Would there be a set of life lessons that the character would learn throughout life if they survived them? Would you be able to learn it from books? Try to pass it on to young people who don't listen? And is wisdom something you can define or is it subjective? Would two very wise people agree on every choice to make?

And more importantly, how would it actually show up in the game? Would a very wise person not run towards the megabeast or what?
Title: Re: Ageing
Post by: Dirst on September 16, 2016, 12:08:40 pm
I can't even imagine how wisdom would work. Would there be a set of life lessons that the character would learn throughout life if they survived them? Would you be able to learn it from books? Try to pass it on to young people who don't listen? And is wisdom something you can define or is it subjective? Would two very wise people agree on every choice to make?

And more importantly, how would it actually show up in the game? Would a very wise person not run towards the megabeast or what?
What passes for sage wisdom in DF: "There are plenty of socks over here in the stockpile, why run onto a battlefield to get one more?"
Title: Re: Ageing
Post by: Rubik on September 16, 2016, 01:48:07 pm
I can't even imagine how wisdom would work. Would there be a set of life lessons that the character would learn throughout life if they survived them? Would you be able to learn it from books? Try to pass it on to young people who don't listen? And is wisdom something you can define or is it subjective? Would two very wise people agree on every choice to make?

And more importantly, how would it actually show up in the game? Would a very wise person not run towards the megabeast or what?

Well, I believely that eventually, 'wisdom' will be abstracted/reduced to certain levels of ability concerning different things, or explicit knowledge(secrets about people and things)
Some of those abilities(Imagine social abilities concerning, for example love) will have really low learning levels, effectively taking real in-game years to advance only slightly if being trained, and thus, accurately simulating those 'learning experiences' in life I talked in the previous post
I believe that a system like this would be quite precise, because, like in real life, we slowly train 'secondary' abilities , that take a lot of time for us to be fully understood, and we can try to teach them to the young people, like a lot of stories work.
Unfortunately, in real life, a lot of people have the student ability capped at dabbling
Title: Re: Ageing
Post by: Wyrdean on September 16, 2016, 04:48:35 pm
Sorry for this being so long and the wasted space but I prefer to be organised....
When an intelligent being gets older it should in some way become wiser so how would we represent that?

Just make mental skills the last to go, unless they develop Alzheimers.
That would work however, I was (almost) thinking that they should be a good teacher (Age would give a bonus to teaching skill) to younger generations especially if they have had children ( teaching children what to do and how to better pass on wisdom to the next generation) Also maybe a new wisdom skill which intelligent beings gain from completing a task (would have to be slowly earned) the skill could be a slight bonus to most skills. (to offset aging and the loss of bodily strength)

You might be over-estimating what effects the wisdom stat has.
Am I?
I'm trying to remain unbiased however I personally would love to to proper aging in the game as well as some form of wisdom.

I can't even imagine how wisdom would work. Would there be a set of life lessons that the character would learn throughout life if they survived them? Would you be able to learn it from books? Try to pass it on to young people who don't listen? And is wisdom something you can define or is it subjective? Would two very wise people agree on every choice to make?

And more importantly, how would it actually show up in the game? Would a very wise person not run towards the megabeast or what?
Hopefully wisdom will be a character remembering past experiences, if a bad scary experience they would do what ever they could to prevent being hurt that way again, like a phobia. If a glad happy experience they will learn to make the best of them.
Something I would also like to see is babies once born will not have already decided that they don't like mole rats but lets say if they have a scary tragic experience with a molerat then they will learn to hate molerats.
Example: Urist Mckid hates Carp and has developed a phobia of fish because both his mother and father were killed by a carp before Ursit McToady, Master Hammer, could use the almighty Nerf Hammer to smite the carp.
Because wisdom would be influenced via past experiences it would vary on what the person had been through. 
I can't even imagine how wisdom would work. Would there be a set of life lessons that the character would learn throughout life if they survived them? Would you be able to learn it from books? Try to pass it on to young people who don't listen? And is wisdom something you can define or is it subjective? Would two very wise people agree on every choice to make?

And more importantly, how would it actually show up in the game? Would a very wise person not run towards the megabeast or what?

Well, I believely that eventually, 'wisdom' will be abstracted/reduced to certain levels of ability concerning different things, or explicit knowledge(secrets about people and things)
Some of those abilities(Imagine social abilities concerning, for example love) will have really low learning levels, effectively taking real in-game years to advance only slightly if being trained, and thus, accurately simulating those 'learning experiences' in life I talked in the previous post
I believe that a system like this would be quite precise, because, like in real life, we slowly train 'secondary' abilities , that take a lot of time for us to be fully understood, and we can try to teach them to the young people, like a lot of stories work.
Unfortunately, in real life, a lot of people have the student ability capped at dabbling
As for a "love" skill are you talking about a charisma skill? or something else entirely?
Wisdom as I explained above, should be something an intelligent being learns. What to do if something happens, how to respond appropriately, whether to run and hide or to face it head on.
In my opinion it would simulate real life learning as best as a game can.

Exact definition of wisdom as defined by Google:
wis·dom
noun
noun: wisdom
the quality of having experience, knowledge, and good judgment; the quality of being wise.
synonyms:   sagacity, intelligence, sense, common sense, shrewdness, astuteness, smartness, judiciousness, judgment, prudence, circumspection;
antonyms:   folly, stupidity
the soundness of an action or decision with regard to the application of experience, knowledge, and good judgment.
"some questioned the wisdom of building the dam so close to an active volcano"
synonyms:   sagacity, intelligence, sense, common sense, shrewdness, astuteness, smartness, judiciousness, judgment, prudence, circumspection;
antonyms:   folly, stupidity
the body of knowledge and principles that develops within a specified society or period.
plural noun: wisdoms
"the traditional farming wisdom of India"
synonyms:   knowledge, learning, erudition, sophistication, scholarship, philosophy; lore
"the wisdom of tradition"


Now wisdom related image dump!
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Spoiler (click to show/hide)
Title: Re: Ageing
Post by: Qyubey on September 17, 2016, 01:10:10 am
Hence why I say mental skills should just be the last to start degrading. It wouldn't require the introduction of an arbitrary 'Wisdom' stat, just use the ones we already have. Right now, all but one attribute does something, and most skills have at least some application.

Right now, the Attributes are:
Spoiler (click to show/hide)

'Wisdom' as a concept is already covered by several existing stats like Analytical Ability, Intuition, Patience, and Memory - which affect tangible Fortress professions.


Regarding phobias and memories, that's a tricky concept because you need to build some kind of function that can take control of AI behaviour at virtually any time, so long as the pre-requisite conditions are met. Afraid of Creature, Fond of Building, Enraged by Item Type, etc.

What you're describing is an entirely new, overwriting behavioral system that would need creation and testing. Now, I'm not saying its a bad idea; learning your target is Afraid of Bees could be a vital method in helping your fight - similar to studying Uruk Captains in Shadow of Mordor. It'd give you a reason to talk to people and train social skills so you can learn the various traits of people you're interested in, giving more value to the conversation system. Traits kind of work like that now, but all they pretty much do is modify thoughts and certain skills when they are used - no assuming control of AI behaviour. Potentially Toady could re-use some of the code involving when dangerous creatures cause AI to interrupt tasks though, but relate it to Phobias/Fetishes.

My problem with that system is that, during Adventure Mode, the more of these memories you have, the less control you'd be given. If you accrued enough memories of common creatures, you could potentially get thrown into a loop of the memories taking control and running out their behaviour over and over. Would make characters useless after a certain period of time. And before you say "Oh, they wouldn't all be that severe" -what exactly would govern severity of a memory? Health loss? Time spent interacting or fighting? These would need defining.

Right now, I can see is "If [OtherCreature] reduces [MainCreature] to [<10% Life] or [Removes a Body Part], randomly decide if it gets trauma relating to it" working. The trigger would elicit fear around that thing in the future, and maybe trauma could fade over time or with some kind of relaxing/counselling - turning it into a regular memory that gives bad thoughts. I suppose a memory system could be useful in the opposite sense: encountering a new creature might make you fearful and sloppy in your combat checks, but if you knew about it beforehand or were told about it you'd be fine (unless you then get trauma from fighting it). Perhaps even the Memory Attribute could govern how many experiences you can recall in total? A double-edged sword.

This doesn't really apply to the thread topic of 'Aging' though. Old People would probably know more topics, rumours, secrets, and whatnot.
Title: Re: Ageing
Post by: Deboche on September 17, 2016, 05:55:04 am
Well, I believely that eventually, 'wisdom' will be abstracted/reduced to certain levels of ability concerning different things, or explicit knowledge(secrets about people and things)
Some of those abilities(Imagine social abilities concerning, for example love) will have really low learning levels, effectively taking real in-game years to advance only slightly if being trained, and thus, accurately simulating those 'learning experiences' in life I talked in the previous post
...
Unfortunately, in real life, a lot of people have the student ability capped at dabbling
The first thing I thought when I read this was that this would be a great way to have personalities be much more important in the game. Essentially you would become wiser the more attention you paid to whatever interests you. So for example, you could have an egghead librarian dwarf who makes terrible decisions when it comes to love and a family oriented dwarf lady who gets into trouble financially because she buys impulsivelly and so on. So wisdom wouldn't be a sliding scale.

Wisdom as I explained above, should be something an intelligent being learns. What to do if something happens, how to respond appropriately, whether to run and hide or to face it head on.
In my opinion it would simulate real life learning as best as a game can.
But there lies the rub. Intelligent beings tend to learn different lessons from the same events happening, sometimes even opposite truths. A schoolyard bully hits someone. Different people will learn the following lesson from that event:

- Make friends with the bully;
- Hide from the bully;
- Defend yourself if the bully ever attacks you;
- Tell on the bully;
- Defend whomever the bully attacks;
- Candy.

That last one is for the guy who just doesn't pay attention. And there are people like that.
Title: Re: Ageing
Post by: Rubik on September 17, 2016, 06:24:41 am
I agree that the system we'll have should be realistic, but there should be a rehaul on the whole relationship system to properly implement how and when should a dwarf get a phobia about something, which, as everything for this game, is gonna take time
Well, for 'love', I was possibly reffering to the ability to mantain a sane relationship, and all the little things you need for that to happen, comprension, communication, respect, etc. although most of them would be atributes or values to be trained, not specific social jobs
As deboche and qyubey say, We should need a whole new 'pain' and relationship system(not even between people, but ideas  too) to make all of this work, specially phobias and things like that

Weirdly enough, I've been asking myself about this, and I've written a quite long text about how relationships should work, but yeah, I'll probably post as another suggestion, so this thread doesn't get any more derailed
Title: Re: Ageing
Post by: Wyrdean on September 17, 2016, 08:17:30 pm
I love how a short tiny inconsequential sentence sparked a page and half long discussion truly amazing....Back on topic. (barely)

Hence why I say mental skills should just be the last to start degrading. It wouldn't require the introduction of an arbitrary 'Wisdom' stat, just use the ones we already have. Right now, all but one attribute does something, and most skills have at least some application.

Right now, the Attributes are:
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'Wisdom' as a concept is already covered by several existing stats like Analytical Ability, Intuition, Patience, and Memory - which affect tangible Fortress professions.


Regarding phobias and memories, that's a tricky concept because you need to build some kind of function that can take control of AI behaviour at virtually any time, so long as the pre-requisite conditions are met. Afraid of Creature, Fond of Building, Enraged by Item Type, etc.

What you're describing is an entirely new, overwriting behavioral system that would need creation and testing. Now, I'm not saying its a bad idea; learning your target is Afraid of Bees could be a vital method in helping your fight - similar to studying Uruk Captains in Shadow of Mordor. It'd give you a reason to talk to people and train social skills so you can learn the various traits of people you're interested in, giving more value to the conversation system. Traits kind of work like that now, but all they pretty much do is modify thoughts and certain skills when they are used - no assuming control of AI behavior. Potentially Toady could re-use some of the code involving when dangerous creatures cause AI to interrupt tasks though, but relate it to Phobias/Fetishes.

My problem with that system is that, during Adventure Mode, the more of these memories you have, the less control you'd be given. If you accrued enough memories of common creatures, you could potentially get thrown into a loop of the memories taking control and running out their behavior over and over. Yes that would be a worse case scenario however who has a traumatic experience with squirrels? Would make characters useless after a certain period of time. And before you say "Oh, they wouldn't all be that severe" -what exactly would govern severity of a memory? Health loss? Time spent interacting or fighting? These would need defining.

Right now, I can see is "If [OtherCreature] reduces [MainCreature] to [<10% Life] or [Removes a Body Part], randomly decide if it gets trauma relating to it" working. The trigger would elicit fear around that thing in the future, and maybe trauma could fade over time or with some kind of relaxing/counselling - turning it into a regular memory that gives bad thoughts. I suppose a memory system could be useful in the opposite sense: encountering a new creature might make you fearful and sloppy in your combat checks, but if you knew about it beforehand or were told about it you'd be fine (unless you then get trauma from fighting it). Perhaps even the Memory Attribute could govern how many experiences you can recall in total? A double-edged sword.

This doesn't really apply to the thread topic of 'Aging' though. Old People would probably know more topics, rumours, secrets, and whatnot.
As for the phobias I truthfully had no idea how they would work however thanks to you we have a skeleton to work with.

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Title: Re: Ageing
Post by: Qyubey on September 17, 2016, 08:41:24 pm
I have a habit of trying to shoot down ideas, only to suggest legitimate ways they would work.

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Title: Re: Ageing
Post by: GoblinCookie on September 21, 2016, 02:36:01 pm
Mkay (what was this thread about again?), age effects. It should be pretty easy to set in some [when] functions that randomly determine if a creature develops an age-related complication on disease, based on the number of ticks 'remaining', in a sense. I suppose the question now is- should old creatures degrade in skill and competency? I mean, there's plenty of old men in fiction who are hyper-competent and powerful.

What we should do is set a malus to all physical attributes based upon how close the creature is towards the dying of old age point.  The rate of degeneration has a default but can be adjusted in the creature raws for a given attribute.  The attributes however degenerate at a constant rate, not in % proportion to the starting point; so the weaker you were to start off with the worse you are when you get old.  Most of the effects should be dealt with at the entity level, the key thing is that there would be an elder status defined in the raws that for instance would exempt persons defined as old from working at certain heavy tasks and certainly military service.  That age would have to be defined at a creature level however to confuse everything, it could default to the starting point of possible death from old age. 

The other more benevolent things are best dealt with by general character development over time, which already exists in regard to skills.  We can add in more skills for various things and over a lifetime a creature gets more skilled at those things in addition to all the things that already exists.  Hence elders are weaker in every physical sense but also have a great deal of skills accumulated over a lifetime, including possibly more abstract skills. 
Title: Re: Ageing
Post by: Dirst on September 21, 2016, 02:53:52 pm
A number of milestones can be set in the creature raws, and then stats adjusted when those are reached.  For example,

[PHYS_ATT_AGING:STRENGTH:10:70:100:98:95:90:85:75:50]
[PHYS_ATT_AGING:AGILITY:50:100:100:98:95:90:85:75:50]
[PHYS_ATT_AGING:TOUGHNESS:100:100:100:99:98:95:90:85:80]
[MENT_ATT_AGING:FOCUS:5:60:100:100:100:98:95:92:90]
[MENT_ATT_AGING:PATIENCE:1:10:100:105:110:120:130:150:200]
[MENT_ATT_AGING:MEMORY:100:100:100:95:90:80:70:60:50]


Here I'm envisioning the milestones as birth, achieve CHILD status, achieve ADULT status, and then several spaced out at or near the MAX_AGE range.  Linear interpolation between milestones (like body size) should be sufficient.  Each milestone might have its own age range to keep overseers on their toes.

Occupying a particular age category can be used as a qualifier for entity-level stuff.