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Dwarf Fortress => DF Bug Reports => Topic started by: commondragon on April 04, 2010, 01:59:15 am

Title: DF2010, Channels make ramps instead
Post by: commondragon on April 04, 2010, 01:59:15 am
Digging a channel will make a ramp instead
Title: Re: DF2010, Channels make ramps instead
Post by: Chronas on April 04, 2010, 03:19:41 am
Thats actually logical if you think about it, digging a traversable incline compared to totally removing a storey of earth from above -it does render 'dig ramp' redunt though
Title: Re: DF2010, Channels make ramps instead
Post by: Myroc on April 04, 2010, 03:49:05 am
Yes, I believe this is a new feature, not a bug.
Title: Re: DF2010, Channels make ramps instead
Post by: Burneddi on April 04, 2010, 05:00:20 am
I believe it might be somewhat a new feature, but still not working like intended.

For example, if you dig a 1-tile wide channel, it will be filled with ramps. To my understanding it'd look like this:
Code: [Select]
(+ is floor, # is wall and ▲ is ramp) Topdown:
+++++++
+▲▲▲▲▲+
+++++++

Side:
\|
If my poor ascii-presentation isn't clear enough, here's how I think it would look like from side in a drawn form:
(http://imgur.com/Vephh.png)
This is because 1 ramp can logically only face 1 direction, not 2 directions as a "real ditch simulation" would require (because as everyone knows, ditches are U-shaped, or V-shaped, and a ditch is the only thing I can think of this new system tries to simulate). But this is a minor fault.

Here's what makes it stupid.
Code: [Select]
As it would have been in 40d, . is open space:
+++++
+...+
+...+
+...+
+++++

As it is now:
+++++
+▲▲▲+
+▲▲▲+
+▲▲▲+
+++++
That shouldn't even be possible! The central ramp should collapse because it is not supported by walls from any direction.

I can't even imagine what that would look like in real life.

Here's my best guess:
(http://imgur.com/H1MVe.png)
But that makes absolutely no sense. How's that a pit? Who the heck would dig like that if they were asked to dig a pit?

Just bring back the old system, this is useless.
Title: Re: DF2010, Channels make ramps instead
Post by: Deathworks on April 04, 2010, 05:07:11 am
Hi!

I recall hearing that the ramps are indeed a new feature to get added realism.

Note that a "ramp tile" could theoretically have more than one slope if the need be there. I don't see any problem with that per se.

But I agree that free standing ramps are a little bit odd - but then again, this is just the feeling from previous versions. If you think about it, why should a ramp of solid stone/earth collapse to nothingness only because you remove material from next to it? It is not resting on the neighboring tile but actually supporting itself - so their immediate collapse is actually illogical.

Deathworks
Title: Re: DF2010, Channels make ramps instead
Post by: Grumman on April 04, 2010, 05:13:17 am
Burneddi, as much as I dislike this new system, your visualisation of the result is wrong. It would be better to think of the ramps up as pyramids, and ramps down as inverted pyramids, with the points of adjacent ramps joined by ridges or valleys as required.
Title: Re: DF2010, Channels make ramps instead
Post by: Burneddi on April 04, 2010, 05:31:04 am
Burneddi, as much as I dislike this new system, your visualisation of the result is wrong. It would be better to think of the ramps up as pyramids, and ramps down as inverted pyramids, with the points of adjacent ramps joined by ridges or valleys as required.
But a ramp is only passable to one direction, is it not?

Therefore you will get "knackered ramps" if you build ramps that require a 180° turn to pass, as has been demonstrated in this picture (http://df.magmawiki.com/images/7/72/Invalidramp.png).
Title: Re: DF2010, Channels make ramps instead
Post by: Jehdin on April 04, 2010, 05:49:19 am
Burneddi is right, the new system makes no sense.

Channel: (http://z.about.com/f/wiki/e/en/thumb/2/25/Nanzenji_aqueduct_channel.jpg/250px-Nanzenji_aqueduct_channel.jpg)

Ramp:(http://pittsfieldhistory.org/images/barn_front_ramp_reinstalled_lg.jpg)

Thats actually logical if you think about it, digging a traversable incline compared to totally removing a storey of earth from above -it does render 'dig ramp' redunt though

I fail to see how it's logical to dig a ramp down into a hole that you're just going to dump water into...and if you did want a ramp, well, we already had that option.
Title: Re: DF2010, Channels make ramps instead
Post by: King Doom on April 04, 2010, 05:56:33 am
It's got to be a bug, it's just terrible. the three tile wide example given is the main problem, you just get a ditch filled with gentle inclines, and it makes channeling pretty much worthless now.

"Invaders, Behold my moat of... uh... shallow... ramps... and ... I... welp, you guys want us to just line up for the random murdering, or want to chase us around first?"
Title: Re: DF2010, Channels make ramps instead
Post by: Jehdin on April 04, 2010, 06:00:01 am
It's got to be a bug, it's just terrible. the three tile wide example given is the main problem, you just get a ditch filled with gentle inclines, and it makes channeling pretty much worthless now.

"Invaders, Behold my moat of... uh... shallow... ramps... and ... I... welp, you guys want us to just line up for the random murdering, or want to chase us around first?"

You could still make a magma moat, that should still stop them, bit more complicated than a water moat, though.

You could also just wall off your fortress instead of digging a moat.. It's just as effective.
Title: Re: DF2010, Channels make ramps instead
Post by: SmileyMan on April 04, 2010, 06:07:19 am
It's got to be a bug, it's just terrible. the three tile wide example given is the main problem, you just get a ditch filled with gentle inclines, and it makes channeling pretty much worthless now.

"Invaders, Behold my moat of... uh... shallow... ramps... and ... I... welp, you guys want us to just line up for the random murdering, or want to chase us around first?"
I think that was the point of the change, so that digging a 1-tile wide ditch wasn't such an effective instant defence.

If you mine underneath first, you don't get the ramps.  So you can make a decent defensive ditch by digging the far edge first (which will be ramped), then mining underneath to the near edge, then channeling over the mines.  Ascii art examples:

Code: [Select]
... outside ...
...............
^^^^^^^^^^^^^^^
XXXXXXXXXXXXXXX
XXXXXXXXXXXXXXX
...............
.... inside ...
Step 1: Dig channels at "^" markers
Step 2: Using ramps to go down, mine tunnels underneath "X" markers
Step 3: Dig channels at "X" markers to complete the ditch.
(optional) Step 4: Fill with water/magma.

One upside is that if your dwarves accidentally fall in the moat, they have a chance to escape, and can get back in if the drawbridge is down.
Title: Re: DF2010, Channels make ramps instead
Post by: Jehdin on April 04, 2010, 06:24:14 am
I think that was the point of the change, so that digging a 1-tile wide ditch wasn't such an effective instant defence.

If true, that's a horrible reason for the change, considering the same can be done by walling off the entrance to your fort or forbidding a door.

One upside is that if your dwarves accidentally fall in the moat, they have a chance to escape, and can get back in if the drawbridge is down.

But you could have done that with the old system, without the extra step of mining out where you wanted to channel first.

I suppose it makes some sense that you'd have to build a ramp down to dig out a channel, considering that'd be a pretty deep hole, but having it dig a ramp by default is confusing and makes the channeling option redundant.
Title: Re: DF2010, Channels make ramps instead
Post by: Walliard on April 04, 2010, 06:31:52 am
Here's what makes it stupid.
Code: [Select]
As it would have been in 40d, . is open space:
+++++
+...+
+...+
+...+
+++++

As it is now:
+++++
+▲▲▲+
+▲▲▲+
+▲▲▲+
+++++
That shouldn't even be possible! The central ramp should collapse because it is not supported by walls from any direction.

The central ramp does collapse (disappear, rather), just as it would have if you mass-designated a bunch of ramps in the old version.
Title: Re: DF2010, Channels make ramps instead
Post by: Grumman on April 04, 2010, 06:49:02 am
But a ramp is only passable to one direction, is it not?
No, it is only passable to the upper level on sides with walls, and on the lower level on sides without walls. The number of each is irrelevant.

Spoiler (click to show/hide)
Title: Re: DF2010, Channels make ramps instead
Post by: Sutremaine on April 04, 2010, 07:26:00 am
You can still have an instant defence by removing ramps as quickly as they appear and then either digging a tunnel out of the channel or creating a ramp on the defensive side.
Title: Re: DF2010, Channels make ramps instead
Post by: Lord_Phoenix on April 04, 2010, 07:46:33 am
The main problem I have with it is that it makes the openings from a river into a channel system rather ugly since you can't get down there to remove the ramps created from the last necessary channel diggings after the water is rushing in. 

Also, my pumps don't seem to want to pump from water that's over a ramp.
Title: Re: DF2010, Channels make ramps instead
Post by: Porpoisepower on April 04, 2010, 09:42:11 am
If the area below the channel is allready dug out the channeling does leave an open space.
Title: Re: DF2010, Channels make ramps instead
Post by: Asewl on April 04, 2010, 10:47:19 am
or you could remove the up ramps on the bottom of the channel and then the channle turns into a normal channel.  And if you think about it if you had to dig a channel that deep by hand (I roughly put it at 14 feet or meters.)  You would have to build a ramp down first and then latter on take away the ramps so it become a true ramp.  We silly humans are just spoiled because we have big bad machines that can easily dig a channle with out having to go in it.  I personally like the change it makes the game more realistic and challanging plus as I remeber invaders could still if given time could cross the channel the only really instant defence use i used the channel for before was to block forset fires.  This should still be possible since fires as far as i know in this version can't pass ramps.
Title: Re: DF2010, Channels make ramps instead
Post by: Randomone on April 04, 2010, 11:32:18 am
I really don't see a problem with this. It prevents the whole miner channeling himself on an island problem, and for moats you can just use the (z)remove up stairs/ramps tool, and keep the ramps on your side of the moat for cleaning out the moat. The only problem I see is that 1-tile wide channels for drainage or whatnot are messed up, but it shouldn't be much of a problem concerning you probably have mined out the lower z-level for your plumbing/access system. Don't forget that you can build floors over ramps; I have a ton of plumbing systems in my old 40d fort capped off by block floors.
Title: Re: DF2010, Channels make ramps instead
Post by: Wolfius on April 04, 2010, 11:39:34 am
It does, however, make an aesthetic mess when landscaping/breaching existing ponds and rivers.

Otherwise I don't mind it at all.
Title: Re: DF2010, Channels make ramps instead
Post by: Corona688 on April 04, 2010, 01:03:54 pm
If you can't dig channels anymore, why does the option exist at all?  Ditch it and just force us to make ramps everywhere, it's the Real Dwarven Way(tm)(r)(c).  In fact, Real Dwarves(tm) don't make stairs either, do they?  Another way to simplify the game!  :D

Personally I like ramps for water things, aesthetics be damned, so what if it's "less pretty" it's no longer an inescapable deathtrap.  (unless you want it to be.)  But that's neither here nor there.  If the channel designation can't make channels that's a bug, no ifs nor buts.
Title: Re: DF2010, Channels make ramps instead
Post by: Asewl on April 04, 2010, 04:10:56 pm
to fix this problem for most toady could make the dig channel command also take away the ramps after words though your dwarf may than be stuck in the channel good way to kill unwanted dwarfs though.
Title: Re: DF2010, Channels make ramps instead
Post by: sethwick on April 04, 2010, 04:20:11 pm
If you can't dig channels anymore, why does the option exist at all?  Ditch it and just force us to make ramps everywhere, it's the Real Dwarven Way(tm)(r)(c).  In fact, Real Dwarves(tm) don't make stairs either, do they?  Another way to simplify the game!  :D

Personally I like ramps for water things, aesthetics be damned, so what if it's "less pretty" it's no longer an inescapable deathtrap.  (unless you want it to be.)  But that's neither here nor there.  If the channel designation can't make channels that's a bug, no ifs nor buts.

I don't think you can dig ramps from the z-level above like you can dig channels.
Title: Re: DF2010, Channels make ramps instead
Post by: Keishin on April 04, 2010, 04:46:11 pm
Here's what makes it stupid.
Code: [Select]
As it would have been in 40d, . is open space:
+++++
+...+
+...+
+...+
+++++

As it is now:
+++++
+▲▲▲+
+▲▲▲+
+▲▲▲+
+++++
That shouldn't even be possible! The central ramp should collapse because it is not supported by walls from any direction.
The central ramp does collapse (disappear, rather), just as it would have if you mass-designated a bunch of ramps in the old version.
^^^Quoted for emphasis.

Code: [Select]
Furthermore, to illustrate what the current version would ACTUALLY look like:
+++++
+▼▼▼+
+▼.▼+
+▼▼▼+
+++++

or if that's not clear enough, in the case of a larger pit:
++++++++
+▼▼▼▼▼▼+
+▼....▼+
+▼....▼+
+▼....▼+
+▼▼▼▼▼▼+
++++++++

Or from the side:
¯\______/¯

Which, really, does sorta make sense.
Title: Re: DF2010, Channels make ramps instead
Post by: Interus on April 04, 2010, 06:03:15 pm
I actually have had an issue when channeling out large areas(I was making a 2-story room underground as a sort of front gate) where every once in awhile some of the ramps wouldn't disappear.  So in the 10X10 square, there were ramps all along the edge(as would be expected) and about 4 ramps scattered around the middle with no adjacent walls for the rocks to ramp up to.

Also, can somebody confirm whether or not ramps go up all adjacent walls?  That might explain why my miners stopped being able to reach the booze.  I had a 1-wide ramp ditch in front of the entrance, that might have only allowed one sided entry exit.  There might be another explanation though.
Title: Re: DF2010, Channels make ramps instead
Post by: Corona688 on April 04, 2010, 06:38:39 pm
I don't think you can dig ramps from the z-level above like you can dig channels.
Yes, you can.
Title: Re: DF2010, Channels make ramps instead
Post by: jryan on April 04, 2010, 07:04:07 pm
ramp/channel tiles are accessible from any side.  The graphic is just to represent up and down. in the new channel system the channels can be traversed while water is in them.

If you want it to work mostly the old way then dig a tunnel under the area you want to channel... then you will get a two story, non-traversable channel.
Title: Re: DF2010, Channels make ramps instead
Post by: Wolfius on April 04, 2010, 07:07:08 pm
I actually have had an issue when channeling out large areas(I was making a 2-story room underground as a sort of front gate) where every once in awhile some of the ramps wouldn't disappear.  So in the 10X10 square, there were ramps all along the edge(as would be expected) and about 4 ramps scattered around the middle with no adjacent walls for the rocks to ramp up to.

That's nothing new. Natural/carved ramps only collapse when you remove adjacent walls, so if you channel away that last tile, and it's been isolated, you get a free-standing tile.

Bane of my landscaping efforts for a while now - atleast we can designate Remove Ramps now(please tell me that's new - if it's not and I simply somehow managed to overlook it until now, I'm going to tantrum).


Also, can somebody confirm whether or not ramps go up all adjacent walls?  That might explain why my miners stopped being able to reach the booze.  I had a 1-wide ramp ditch in front of the entrance, that might have only allowed one sided entry exit.  There might be another explanation though.

Likewise, I've occasionally had issue with ramps not working right. Nothing new. I just used stairs instead.
Title: Re: DF2010, Channels make ramps instead
Post by: Zakastra on April 04, 2010, 07:40:14 pm
I actually have had an issue when channeling out large areas(I was making a 2-story room underground as a sort of front gate) where every once in awhile some of the ramps wouldn't disappear.  So in the 10X10 square, there were ramps all along the edge(as would be expected) and about 4 ramps scattered around the middle with no adjacent walls for the rocks to ramp up to.

That's nothing new. Natural/carved ramps only collapse when you remove adjacent walls, so if you channel away that last tile, and it's been isolated, you get a free-standing tile.

Bane of my landscaping efforts for a while now - atleast we can designate Remove Ramps now(please tell me that's new - if it's not and I simply somehow managed to overlook it until now, I'm going to tantrum).


Also, can somebody confirm whether or not ramps go up all adjacent walls?  That might explain why my miners stopped being able to reach the booze.  I had a 1-wide ramp ditch in front of the entrance, that might have only allowed one sided entry exit.  There might be another explanation though.

Likewise, I've occasionally had issue with ramps not working right. Nothing new. I just used stairs instead.

Wolfus Cancles : Post Topic, Tantruming
Title: Re: DF2010, Channels make ramps instead
Post by: Caretaker Eric on April 04, 2010, 08:04:45 pm
I don't know if this is still relevant, but I made a well earlier by channeling down ten or so levels to an open space that descended a few levels before actually getting to the top of 7/7 water underground. What I told my miner to dig basically looked like this, where # is a wall tile to be mined out, _ is a channel to be dug, O is open space, and W is water, from the side:
Code: [Select]
############_
            _
            _
            _
            _
            _
            _
            _
            O
            O
            O
            W
So my miner goes and happily mines out the walls as normal, gets to the channel, and yes, digs a ramp. He digs a ramp down the next level too, and down the next, and so on. I thought, "Curious," and left to go do something else. When I came back, Urist had smashed into the water below, blood splashing everywhere, and eventually drowned. On the plus side, all of the ramps had disappeared and in their place was the traditional open space expected from a channel. So instead of V I had _, if you know what I mean, *nudgenudgewinkwink.*

So the whole process does indeed make channels, and it just looks like the ramps are there for an extremely temporary conven- Or on second thought once Urist broke through the bottom layer to the open space eight levels of ramps may very well have fallen and smashed into his broken body and pinning him under seven levels of water until he drowned.

I'm not sure, all I know is I have nice channels for my well instead of silly ramps, and that I didn't need to dig access tunnels for the channels. All for the price of my only other pick and a novice miner.

Carry on.
Title: Re: DF2010, Channels make ramps instead
Post by: immibis on April 04, 2010, 09:21:41 pm
I think channels should be reverted, because this is completely redundant.
Why is it completely redundant?
Because it does exactly the same thing as designating ramps on the next level down.
If I wanted a ramp I would've designated a ramp, so when I designate a channel I expect a channel.
Title: Re: DF2010, Channels make ramps instead
Post by: Quietust on April 04, 2010, 09:27:50 pm
I think channels should be reverted, because this is completely redundant.
Why is it completely redundant?
Because it does exactly the same thing as designating ramps on the next level down.
If I wanted a ramp I would've designated a ramp, so when I designate a channel I expect a channel.

Technically, a "dig ramp" designation is not capable of removing a floor tile when the stone underneath has already been mined out - additionally, if you try to designate a tile on Z+1 for channeling, a dwarf isn't smart enough to do it from Z+0, while designating a Ramp to be dug on Z+0 will have the same net effect.
Title: Re: DF2010, Channels make ramps instead
Post by: Max White on April 04, 2010, 09:40:10 pm
If its a new feature that IT MAKES NO SENSE AT ALL on the basis that its exactly the same as going down a level and telling them to dig ramps. They might as well not have channel at all if both things work the same.

I want channeling back.
Title: Re: DF2010, Channels make ramps instead
Post by: GoogleFrog on April 04, 2010, 09:43:29 pm
I think channels should be reverted, because this is completely redundant.
Why is it completely redundant?
Because it does exactly the same thing as designating ramps on the next level down.
If I wanted a ramp I would've designated a ramp, so when I designate a channel I expect a channel.

Technically, a "dig ramp" designation is not capable of removing a floor tile when the stone underneath has already been mined out - additionally, if you try to designate a tile on Z+1 for channeling, a dwarf isn't smart enough to do it from Z+0, while designating a Ramp to be dug on Z+0 will have the same net effect.
I think it is redundant. If there is no stone underneath old channel and new channel do the same thing.

I lost many miners to the new channel system. I was channelling an aquifer for defence against the underground and my miners occasionally walked down the ramp just as they had channelled it out. They where then taken by the flow and drowned in my reservoir a few levels down.
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 04, 2010, 10:14:01 pm
This needs to be reverted if a feature, fixed if a bug. Channelling had a specific, useful purpose before. As some have mentioned, it is now a largely redundant alternate method of digging ramps.

The "you can't dig a perfect pit from above argument" I find ridiculous. Of course you can't, the use of a rope, portable ladder, or helping hand to exit the hole is simply abstracted from the process for the sack of keeping the game fun. People have been digging perfectly good, and rather deep holes since we invented shovels. Considering the demand for Toady to implement rope ladders or some other form of ascent method that is buildable and removable from above, it makes no sense to remove the one method we already had of limited descent free digging.
Title: Re: DF2010, Channels make ramps instead
Post by: immibis on April 04, 2010, 10:22:27 pm
And of course, if DF was perfectly realistic it'd be no fun at all.
I lost two miners once by channeling an aquifer from above on a cold map. They dug the ramps, immediately fell into the aquifer and then it froze over.
Title: Re: DF2010, Channels make ramps instead
Post by: OneRaven on April 05, 2010, 12:03:40 am
I think that was the point of the change, so that digging a 1-tile wide ditch wasn't such an effective instant defence.

I don't think messing up the functionality of channeling to adjust its usefulness as a barrier makes any sense. First, the ramp change makes channeling for normal tasks leave a load of ugly ramps that have to be cleaned up, if you even can - tapping a river from above leaves a submerged ramp that will plague your beautiful aquiduct for the rest of time. Secondly, it barely changes the effectiveness of ditches anyway. Just dig a two wide channel, remove the ramps on one side, and you have a perfectly functional ha-ha (http://en.wikipedia.org/wiki/Ha-ha). Since invaders won't jump down cliffs, it's equally effective in either direction!
Title: Re: DF2010, Channels make ramps instead
Post by: Deathworks on April 05, 2010, 12:16:55 am
Hi!

I don't have any problems with the new way this works. You simply have to think a little bit about some of the things you do. And it is not even much (except maybe for the aquifers).

Personally, I have a lot of use for the channelling even as it is now since I do remove excessive pieces of landscape or even some entire hills: Dig out the level below and cut it of, and presto! one overhang less.

In addition, I was always reluctant about moat defenses because they do not give you protection against ranged weapons which were very deadly until now - built walls did a much better job at directing people to your traps.

Wolfius: As Zakastra hinted, removing ramps has been in 3D for a long time. It has been a standard part of my defenses to remove all natural ramps so as to force enemies to path through a few trap-ridden pathways (although you never were and still are not allowed to remove ramps at the border of the map (T_T)

Deathworks
Title: Re: DF2010, Channels make ramps instead
Post by: Wolfius on April 05, 2010, 08:17:31 am
Personally, I have a lot of use for the channelling even as it is now since I do remove excessive pieces of landscape or even some entire hills: Dig out the level below and cut it of, and presto! one overhang less.

In addition, I was always reluctant about moat defenses because they do not give you protection against ranged weapons which were very deadly until now - built walls did a much better job at directing people to your traps.

Likewise, I do alot of heavy landscaping, although I've been wary about the collapse method after a minor accident breached a chunk of my fort(oddly, I only ever seem to have small accidents) - the new channeling is handy for mass designating large areas without worrying that you'll overlook a tree or a sapling will grow into a tree while the mining is under way, and hazard my legendary miners with collapse-induced injury.

Still, I'd support restoring the old channeling and keeping the new as 'dig downward ramp' or the ilk.

And while built walls are ideal, they take a while, especially if you want to enclose a large area, or have dangerous critters on your map(tho at times I've brought wood and threw up a temporary palisade - wood walls seem to go up alot faster than stone). The ditch is then subsequently handy for assorted traps, a nice aesthetic moat, or just keeping enemies from hiding from archers atop the wall in that little blind spot.

In my latest fort, while landscaping, I actually left a one-tile wall of dirt/stone a few tiles back from the edge, and used that for most of my perimeter - took a fraction of the time.


Wolfius: As Zakastra hinted, removing ramps has been in 3D for a long time. It has been a standard part of my defenses to remove all natural ramps so as to force enemies to path through a few trap-ridden pathways (although you never were and still are not allowed to remove ramps at the border of the map (T_T)

Deathworks

...I've always resorted to channeling to make cliffs or building over free-standing ramps...


Wolfus Cancels : Post Topic, Tantruming
Title: Re: DF2010, Channels make ramps instead
Post by: Fox the Undead on April 05, 2010, 08:33:02 am
I prefer dwarf-powered defense or walls, so channels in my forts have one purpose - aqueducts for water and magma. And magmatic aqueducts look UGLY with ramps, because either you have ramps or melting (=dead) miner. Due to pathfinding bugs you almost guaranteed to have melting dwarves.

Please, remove this "feature" or make it toggleable on and off in init.txt.
Title: Re: DF2010, Channels make ramps instead
Post by: Squirrelloid on April 05, 2010, 11:53:00 am
I'm seriously considering trading a dwarf to prevent having an unsightly ramp where i breach the magma sea.  That the game is making me even think about that is stupid.

I was already designating ramps in the last version for mass 'channelling' applications to prevent miner stupidity.  The channel command has other useful features, I want it back!
Title: Re: DF2010, Channels make ramps instead
Post by: Foehamster on April 05, 2010, 12:05:13 pm
It does, however, make an aesthetic mess when landscaping/breaching existing ponds and rivers.

Otherwise I don't mind it at all.
Personally I've always thought it strange that rivers and ponds have cliff-like straight sides.  How many natural bodies of water have a swimming-pool edge?  I don't see why dwarves shouldn't be able to wade a few feet into a river where they might battle carp without guaranteed drowning.  (oh and being prone/standing in water still needs to be rationalized into something.)

But that's just me.
Title: Re: DF2010, Channels make ramps instead
Post by: Mike Mayday on April 05, 2010, 01:12:51 pm
I am a strong supporter of removing the game mechanic of "omnidirectional" ramps and replacing them with ramps that each have a specific direction. It just irks me.
Title: Re: DF2010, Channels make ramps instead
Post by: ManaUser on April 05, 2010, 01:44:10 pm
Whether this is a bug or not, it was much better before.
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 05, 2010, 01:49:24 pm
It does, however, make an aesthetic mess when landscaping/breaching existing ponds and rivers.

Otherwise I don't mind it at all.
Personally I've always thought it strange that rivers and ponds have cliff-like straight sides.  How many natural bodies of water have a swimming-pool edge?  I don't see why dwarves shouldn't be able to wade a few feet into a river where they might battle carp without guaranteed drowning.  (oh and being prone/standing in water still needs to be rationalized into something.)

But that's just me.
Fair enough, but that's an issue about pond generation, not channeling.
Title: Re: DF2010, Channels make ramps instead
Post by: nomad_delta on April 05, 2010, 04:19:54 pm
Whether this is a bug or not, it was much better before.

I agree completely -- whether it was intentional or not, the previous behavior was preferable for me as well.

For example, what if I wanted to make a drawbridge with a hole underneath it so trolls can't stomp across and smash it to bits?  Before I would make a channel and then build the bridge over that.  How could I get the same effect now without leaving a dwarf in the channel after removing the ramps, which as far as I know can only be done from *inside* the channel?

I hope this is fixed soon, this actually bugs me more than any of the other issues I've encountered so far.

--nomad_delta
Title: Re: DF2010, Channels make ramps instead
Post by: Jiri Petru on April 05, 2010, 07:19:29 pm
Basically, "dig channel" became "dig a hole" in the new version. People who tend to dig channels hate it. People who tend to dig holes love it. I dig holes.  :P

EDITed to be more useful:

In other words, the ability to designate huge areas to be channeled without the fear that the miners will kill themselves is great! I never used "dig upwards ramp" on the level below, because I didn't know about it - it soooo unintuitive. The new way is much more intuitive.

I can understand if people want to divide it into two separate designation. BUT! You can't have designation for everything - think about the clutter in the menu. "Dig a hole, dig a channel, dig an upwards ramp, dig a downwards ramp"... all of these might have sligthly different functions, but having them all would make the game (even more) clumsy, user unfriendly and hard to learn (think about me not knowing that I could use downward ramps to channel areas). I think Toady should strive for as few different designations as possible, by integrating several into one... not the other way around. More complex or very specific actions would need to use say two different designations.

Title: Re: DF2010, Channels make ramps instead
Post by: Squirrelloid on April 05, 2010, 07:24:24 pm
Basically, "dig channel" became "dig a hole" in the new version. People who tend to dig channels hate it. People who tend to dig holes love it. I dig holes.  :P

You know, you could just designate ramps in the old version...  This adds no new functionality and takes away some.

There is no way to do something like breach a magma pipe without leaving an unsightly ramp in the current version, so this change resulted in a net loss of functionality.
Title: Re: DF2010, Channels make ramps instead
Post by: Jiri Petru on April 05, 2010, 07:31:16 pm

You know, you could just designate ramps in the old version...  This adds no new functionality and takes away some.

There is no way to do something like breach a magma pipe without leaving an unsightly ramp in the current version, so this change resulted in a net loss of functionality.

Edited my post while you were typing, sorry.

But no, I didn't know that. The interface is already so full of different functions that I can't remember what every single one of them does and what the absurdly small differences are.

EDIT: And I'd say an unsightly ramp while breaching a river is necessary. You wouldn't expect a dwarf to be able to remove all the dirt before the water flows in, would you?  ::)
Title: Re: DF2010, Channels make ramps instead
Post by: Squirrelloid on April 05, 2010, 07:41:04 pm

You know, you could just designate ramps in the old version...  This adds no new functionality and takes away some.

There is no way to do something like breach a magma pipe without leaving an unsightly ramp in the current version, so this change resulted in a net loss of functionality.

Edited my post while you were typing, sorry.

But no, I didn't know that. The interface is already so full of different functions that I can't remember what every single one of them does and what the absurdly small differences are.

EDIT: And I'd say an unsightly ramp while breaching a river is necessary. You wouldn't expect a dwarf to be able to remove all the dirt before the water flows in, would you?  ::)

I believe dwarves are good enough engineers they could find a way to temporarily block flow while they cleared enough rock or dirt that the subsequent water flow would wash out whatever remained.
Title: Re: DF2010, Channels make ramps instead
Post by: Nikov on April 05, 2010, 07:59:19 pm
I believe in fundamental human goodness but you don't see me throwing out my Clausewitz.

I'd just like 'dig pit' or 'Dig Down Ramp' or some other way of including both the new and old functionality in two different commands.
Title: Re: DF2010, Channels make ramps instead
Post by: KFD on April 05, 2010, 08:39:50 pm
The main problem I have with this, is that in some circumstances, a ramp will comehow count as support against cave ins, and the old way of channeling allowed easy "controlled demolition" through cave ins.
Title: Re: DF2010, Channels make ramps instead
Post by: JohnLukeG on April 06, 2010, 05:53:08 pm
I don't really care if this was intended or not.  I strongly prefer having "Dig Channel" and "Dig Up Ramp" over "Dig Up Ramp" and "Dig Down Ramp".

The latter can be achieved by simply looking down one Z-level first, while you need to build a stairway down to remove the ramp if you want to dig a channel now.
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 06, 2010, 07:47:56 pm
Was playing with this a bit more last night. My desire to have true channelling reimplemented is still there, but I can see why some are so fond of the downward ramping. Almost to the point where I'd prefer to have "dig channel" and "dig downward ramp." Much of the ramping I do does start from above anyhow.

Funny quirk, despite otherwise working much like ramping, you cannot dig out a room of ramps starting from the side on a lower level.
Title: Re: DF2010, Channels make ramps instead
Post by: Wolfius on April 06, 2010, 09:36:12 pm
Personally I've always thought it strange that rivers and ponds have cliff-like straight sides.  How many natural bodies of water have a swimming-pool edge?  I don't see why dwarves shouldn't be able to wade a few feet into a river where they might battle carp without guaranteed drowning.  (oh and being prone/standing in water still needs to be rationalized into something.)

But that's just me.

Oh, I agree it's kinda silly. But as things stand now, ramping bodies of water tends to look bad, atleast if done haphazardly. I also like being able to see the flows, and really hate flashing tiles(seriously, anyone who suggests flashing tiles will find a carp in their toilet).

You know, you could just designate ramps in the old version...  This adds no new functionality and takes away some.

Trees. Designating ramps on soil risked collapse if there was a tree above, often because that tree grew from a sapling while the mining was underway, after you had your lumberjacks clear the area to prevent just that. Normally not much chance of that, and easily prevented, unless you frequently landscape large areas.

*ponders*

You know, I think making 'remove ramps' work from above, when designated from above, would solve most problems, without adding another designation. Tho that might be too obscure.
Title: Re: DF2010, Channels make ramps instead
Post by: Aniaas on April 06, 2010, 09:36:43 pm
Perhaps if you want to dig a traversable ditch then that sould be a seperate option but if you dig a ditch it isn't all that hard to square up the sides.
My vertical plumbing used to be a few z-levels of up/down stairs with channels next to them - it worked well because the open space prevented the dwarf from digging the ground out from under his feet - now i have had eight miners bleed to death after channeling a hole and then falling into it - sustaining minor injuries each time. Maybe "Pit" should be a designation for a function that removes a floor/wall tile and any wall tiles beneath it.
Title: Re: DF2010, Channels make ramps instead
Post by: Gauphastus on April 06, 2010, 10:07:50 pm
Forgive me if I'm misunderstanding, but am I right in thinking that some of you wouldn't mind this change so much if it weren't quite so visually unappealing?
This is just out of curiosity.

I did get a bit of use out of the old channeling function. I'll admit, I haven't played much of the latest release due mostly to the pathfinding problems. Just gonna hold off a little longer until fixes come out.
Title: Re: DF2010, Channels make ramps instead
Post by: Grocer on April 06, 2010, 10:13:56 pm
This probably seems like an obvious question but I'm on a Mac and can't check it for myself yet.  Can anyone confirm that the only difference between channeling and digging a ramp now is which level the activity is designated on?  If channeling, does the miner stand on top of the tile to be channeled as they would if digging out a ramp below them?
Title: Re: DF2010, Channels make ramps instead
Post by: E-l337 on April 06, 2010, 10:15:44 pm
You know, I did notice this when I started channeling for my indoor Depot access, and thought to myself, "My god, this is a fucking idiotic feature!". Until I realized that, actually, it's not quite as bad as I had originally thought.

This new method of channeling makes it a lot harder for your stupid dorfs to wind up trapping themselves, because they automatically dig themselves out by leaving a ramp. When you no longer require a ramp (such as if you make it two lanes wide), it automatically removes them.

It is, however, still possible to trap your dwarves (because I did it), depending on *how* you build your channels.

As someone else mentioned earlier in the thread: ramps are built to face a single direction (at least, in regards to the channeling, it seems). So if you're channeling, dig from the OUTSIDE, work your way in. True, it becomes slightly more difficult to trap enemies (though far from impossible), but on the other hand, it can also give you a slightly better line of defense used properly.

Also, if you dig out the wall where the ramp is facing, you eliminate its support, so you are now stuck with a 'ramp' that no one (including your miners) can use, unfortunately, which is one thing I wish that could be fixed.

Yes, it is an odd function, but on the other hand, it makes strip mining a hell of a lot safer, and I think that was the main intention here, so to me it is a welcome change.
Title: Re: DF2010, Channels make ramps instead
Post by: Garrie on April 07, 2010, 08:13:15 am
Just in case this thread is linked to a bug and somebody is counting votes.

This implementation of digging a channel is too close to being redundant to be worth having as a seperate feature.

Put it back the way it was, or take it out.
Title: Re: DF2010, Channels make ramps instead
Post by: DoctorZuber on April 07, 2010, 10:26:01 am
I do agree that changing channels to ramps was probably intended as a feature. However if so, it's a feature that's pissed a lot of people off (including me).

With this feature/bug? it is now no longer possible to complete a true channel system for handling magma or water, you always have to have at least that one pesky ramp stashed somewhere with a floor tile built over it for safety and or your own personal sanity. I HATE THIS!!!

If this is truly intended as a feature, it should have gotten a new command all it's own instead of just redesigning/breaking an existing command.
Title: Re: DF2010, Channels make ramps instead
Post by: Grocer on April 07, 2010, 07:40:38 pm
This change simply makes channeling duplicate the behavior of digging ramps.  Either remove channeling completely or revert channeling to what it was (we don't need two options that do exactly same thing and carving out a ramp previously could both a) be done from above and b) removed the tile above the ramp).

The biggest problem with the change is that there's no clean (and safe) way to breach a magma pipe or a body of water now, although with the new magma pipes having smooth vertical walls (i.e., the width doesn't change) then the previous method (channel out the edge from a safe location above) only works at the top level of the pipe anyway.  Perhaps there could be a method whereby a mechanic could build a breaching mechanism that cleanly removes a stone wall?  It's not like it would be beyond the tech level - narrow a wall putting in supports as you go, use a lever to remove the supports and presto!  A breach without sacrificing a dwarf.  That doesn't seem more complex than current traps, though perhaps it's a two step process requiring a mechanic and a miner.  That's assuming the behavior isn't simply reverted to what it used to be.

As for getting your dwarves trapped while channeling it's not that hard to rescue them and paying attention while you're designating means you never have the problem.

EDIT:  Though I suppose you could still breach 'safely' with a carefully set-up cavein.
Title: Re: DF2010, Channels make ramps instead
Post by: Deathworks on April 07, 2010, 09:44:19 pm
Hi!

The aesthetic maniac will hate me for this, but at least water can be breached completely safely by digging a downstairs-upstairs set. The upstairs will be dug from above and the dwarf will NOT go to the lower floor.

I haven't checked magma since I am far from reaching that, but I would assume it is also safe in that way.

Deathworks
Title: Re: DF2010, Channels make ramps instead
Post by: SmileyMan on April 08, 2010, 06:19:05 am
People saying that channelling is the same as ramp-digging are failing to notice that this is only the case when underneath the channel is solid.

Digging a hole in a floor over an excavated area is still channeling.
Title: Re: DF2010, Channels make ramps instead
Post by: random51 on April 08, 2010, 07:45:47 am
People saying that channelling is the same as ramp-digging are failing to notice that this is only the case when underneath the channel is solid.

Digging a hole in a floor over an excavated area is still channeling.

I tried a similar argument in the DF irc channel, the complainers wouldn't admit that there exist any conditions where the new channel doesn't do exactly the same thing as the dig ramp command.  There are none so blind as those who will not see. :)

...and hey, I prefer the old channel too, but I think the new style is intended, not a bug.
Title: Re: DF2010, Channels make ramps instead
Post by: Caesar on April 08, 2010, 08:12:24 am
Personally I think the worst thing it (for now) did to me was to have a miner 'channel' a ramp and then happily stepping into the now filled-with-magma tile.

He was cremated.
Title: Re: DF2010, Channels make ramps instead
Post by: SmileyMan on April 08, 2010, 09:49:08 am
Personally I think the worst thing it (for now) did to me was to have a miner 'channel' a ramp and then happily stepping into the now filled-with-magma tile.

He was cremated.
When the genetics gets implemented, at least you'll have the satisfaction of seeing stupidity getting evolved out of your dwarves!
Title: Re: DF2010, Channels make ramps instead
Post by: Grumman on April 08, 2010, 09:55:39 am
People saying that channelling is the same as ramp-digging are failing to notice that this is only the case when underneath the channel is solid.

Digging a hole in a floor over an excavated area is still channeling.
What you fail to notice is that this doesn't actually provide any new functionality. You can do the exact same thing in a different order by just sending someone down into the pit to remove the ramps, and it has the exact same drawback: that you cannot do this without either leaving one ramp, or leaving a dwarf down there.
Title: Re: DF2010, Channels make ramps instead
Post by: Another on April 08, 2010, 10:04:26 am
For now dwarves seem to have evolved towards increasing stupidity relative to the previous version where they at least had brains to not incinerate or drown themselves upon finishing their irrigation systems or magma forge complexes.
Title: Re: DF2010, Channels make ramps instead
Post by: Squirrelloid on April 08, 2010, 12:09:47 pm
People saying that channelling is the same as ramp-digging are failing to notice that this is only the case when underneath the channel is solid.

Digging a hole in a floor over an excavated area is still channeling.

Yes, if the area underneath is empty, it works like old channeling.  The point is it should work like old channeling *all the time*, because when it doesn't work like old channeling its just a duplicate 'dig ramp'.  You couldn't even dig an up ramp if the area underneath is empty, so its not like it was possible for it to mimic the identical function in that case.

The advantage of dig up ramp and channeling having different end effects if designated on the 'same' tile (channel from above, up ramp from below) is that the one which is best suited to the job can be chosen.  When they both have the same effect, one of them becomes superfluous.
Title: Re: DF2010, Channels make ramps instead
Post by: colinmarc on April 08, 2010, 12:31:22 pm
The new implementation makes perfect sense to me. There's no way for dwarves to dig out a complete channel from above without going down into the hole - thus the ramp. If you want a "clean" channel, it makes sense you would have to dig a ramp down, mine it out, then clear the roof. Without ladders, a helping hand, etc, that's the only way I can imagine to physically dig out a channel with sheer, unclimbable walls.

That said, I think a good compromise would be to revert, but require some of the digging to be done from inside the channel (below the designation), forcing you do dig down stairs or a ramp so that your dwarf can get in there to dig.

Or, since as I understand it each tile has a "roof" part (which is why down stairs break through but not up stairs, right? I'm at work so I can't verify this), you could have the "channel" command dig the roof from the tile below, just like down stairs do now, and reveal what is in the square below without digging it out. That would also force you to dig some stairs if you're making an aqueduct, and would work the same regardless of whether or not there is open space below.
Title: Re: DF2010, Channels make ramps instead
Post by: Grumman on April 08, 2010, 01:07:36 pm
That said, I think a good compromise would be to revert, but require some of the digging to be done from inside the channel (below the designation), forcing you do dig down stairs or a ramp so that your dwarf can get in there to dig.
That's even worse. At least the current version means your dwarf will only get incinerated/swept away if they start being stupid. Your idea would leave the unwanted ramps and require that the dwarf stands directly in harms way as they excavate the last square.
Title: Re: DF2010, Channels make ramps instead
Post by: Wyrframe on April 08, 2010, 04:46:39 pm
I have just lost my two miners to this ridiculous change in behaviour. I'm aquifer-busting in a freezing climate; I designate a 2x2 zone of the aquifer layer to be channelled. They dig a ramp, then merrily jump into the pit to dig the next one over... and get frozen in.

Worse, while there is now a solid ice wall on the level below (containing two miners, and more importantly their picks), directly above the ice walls is apparently "open space", not an ice floor. I thought that bug was fixed back in ~28.40c?
Title: Re: DF2010, Channels make ramps instead
Post by: Locus on April 08, 2010, 08:47:14 pm
I'm not sure why anyone would bring realism into this, as an argument against pure channels without ramps. People can dig holes straight into the ground without huge ramps or staircases. Are you familiar with pit traps? Graves? The game is just abstracting a pre-planned way the minor climbs out of the hole. A rope, some pegs in the wall, normal climbing, whatever.


*edit* For the record, this new behavior is good in some situations. But I think we need both "channeling" (old version) and maybe... "ditch digging" (new version).
Title: Re: DF2010, Channels make ramps instead
Post by: VPellen on April 08, 2010, 08:54:27 pm
I've been doing some investigating with this myself.

I think the new channelling system is less like digging a channel and more like digging a trench.

The only differences between building a ramp and digging a trench are:
A: The former is done from below, the latter is done from above.
B: You can use it to remove floor tiles that have no earth below them.
C: When digging a trench, the miner seems to avoid the trench, but when digging a ramp the miner is more than happy to stand in the trench and dig. Other dwarfs will have no issues stepping in the trench however, and once the miner is done digging, neither will he.

I actually lost a miner to C. And not in the typical "frozen in an aquifer" way.

I'd decided to build my fort into the side of a cliff you see. I'd started building from above, but I'd managed to dig out a room a little too close to the aquifer, and suddenly a every room below it was flooded. It was an inconvenience, but I worked out that what I'd do is I'd go to the room above, and mine out to the cliff face:

Spoiler (click to show/hide)

Then I figured what I'd do is I'd dig out a channel so that the water in the room below would be funnelled out, giving me time to get a wall up and block off the aquifer, so that I could then drain the lower levels:

Spoiler (click to show/hide)

It was then that I discovered that I was not digging channels, but ramps. I was initially pretty confused, but it wasn't too big a deal. After all, the water was still draining, and everything was working as intended, more or less:

Spoiler (click to show/hide)

That was, until my miner decided that the fastest way to get back to the stockpiles was through the channel.

Spoiler (click to show/hide)
Title: Re: DF2010, Channels make ramps instead
Post by: Tarran on April 08, 2010, 09:00:29 pm
I, personally, don't really like it all that much, but it simulates channels more realistically, have any of you ever tried to mine a straight hole with a pickaxe? Nether have I, but a pickaxe is round, so unless your dwarf can bend down and yet not fall in, it makes more sense to have ramps.

Here is an example:
Code: [Select]
###########
###########
###########
###########
###########
###########
###########
###########
###########

This is the tile undug.

#.........#
#.........#
#.........#
#.........#
#.........#
#.........#
#.........#
#.........#
###########

This is what it was like in 40d.

#.........#
#.........#
#.........#
#.........#
##.......##
###.....###
#####.#####
###########
###########

This is what it is like now.

See my point? There is only so much you can do from above, without having someone hold you, of course ;).
Title: Re: DF2010, Channels make ramps instead
Post by: Grocer on April 08, 2010, 09:20:43 pm
What Locus said.  The old channeling stood in for two things currently not in the game.  A method for climbing out of pits and a safe method for breaching dangerous flows.  As I understand it, climbing is waiting for the pathfinding rewrite and (if we're lucky) breaching will arrive when mechanics evolves.  The new channeling stops abstracting out those two things* to become more realistic.  I just don't understand how it's more realistic when the other options don't exist yet but would be perfectly in line with a 'realistic' situation.  By all means change the behavior, but at least wait until other options are available.

*Yes, you can still breach but as has been detailed it is much more susceptible to fatal dwarven stupidity (especially if you want a breach more than one tile wide).
Title: Re: DF2010, Channels make ramps instead
Post by: Ultimuh on April 08, 2010, 09:28:33 pm
I've been doing some investigating with this myself.

I think the new channelling system is less like digging a channel and more like digging a trench.

The only differences between building a ramp and digging a trench are:
A: The former is done from below, the latter is done from above.
B: You can use it to remove floor tiles that have no earth below them.
C: When digging a trench, the miner seems to avoid the trench, but when digging a ramp the miner is more than happy to stand in the trench and dig. Other dwarfs will have no issues stepping in the trench however, and once the miner is done digging, neither will he.

I actually lost a miner to C. And not in the typical "frozen in an aquifer" way.

I'd decided to build my fort into the side of a cliff you see. I'd started building from above, but I'd managed to dig out a room a little too close to the aquifer, and suddenly a every room below it was flooded. It was an inconvenience, but I worked out that what I'd do is I'd go to the room above, and mine out to the cliff face:

Spoiler (click to show/hide)

Then I figured what I'd do is I'd dig out a channel so that the water in the room below would be funnelled out, giving me time to get a wall up and block off the aquifer, so that I could then drain the lower levels:

Spoiler (click to show/hide)

It was then that I discovered that I was not digging channels, but ramps. I was initially pretty confused, but it wasn't too big a deal. After all, the water was still draining, and everything was working as intended, more or less:

Spoiler (click to show/hide)

That was, until my miner decided that the fastest way to get back to the stockpiles was through the channel.

Spoiler (click to show/hide)

Ok, that last immage made me laugh.  :D
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 08, 2010, 10:41:37 pm
What Locus said.  The old channeling stood in for two things currently not in the game.  A method for climbing out of pits and a safe method for breaching dangerous flows.  As I understand it, climbing is waiting for the pathfinding rewrite and (if we're lucky) breaching will arrive when mechanics evolves.  The new channeling stops abstracting out those two things* to become more realistic.  I just don't understand how it's more realistic when the other options don't exist yet but would be perfectly in line with a 'realistic' situation.  By all means change the behavior, but at least wait until other options are available.

*Yes, you can still breach but as has been detailed it is much more susceptible to fatal dwarven stupidity (especially if you want a breach more than one tile wide).

Thank you, I was worried I'd have to quote my own post about abstraction.

I like comparisons, so:
Your engravers don't need a chisel to carve solid granite, your miners don't need a step ladder to hop out of their channel, or shoring deconstruction mechanisms to breach a pool wall. You're still able to engrave, you should still be able to channel and breach—two activities which are as old as sedentary civilization.
Title: Re: DF2010, Channels make ramps instead
Post by: Vastin on April 08, 2010, 11:12:51 pm
I'll add my vote to revert channeling to its previous functionality plz.

Having that unavoidable ramp when breaching a flow tube is annoying, especially as Pickaxe Mcgraw will then classically take the opportunity to immediately run down it and drown himself for fun. Furthermore it now requires more steps to create a simple, clean channel than before, which is never a plus in my book.

If I want access ramps in my flow structures, I build them myself before breaching and provide hatches to avoid drowning/melting idiocy.

Oh - and don't try to think too hard about the actual geometry of ramps in DF. You will injure important mental faculties if you push it too far.  ;D
Title: Re: DF2010, Channels make ramps instead
Post by: Ultimuh on April 08, 2010, 11:25:32 pm
Maybe if you get two choices for channeling, one with ramps and one without.
Title: Re: DF2010, Channels make ramps instead
Post by: KFK on April 09, 2010, 12:45:53 am
What Locus said.  The old channeling stood in for two things currently not in the game.  A method for climbing out of pits and a safe method for breaching dangerous flows.  As I understand it, climbing is waiting for the pathfinding rewrite and (if we're lucky) breaching will arrive when mechanics evolves.  The new channeling stops abstracting out those two things* to become more realistic.  I just don't understand how it's more realistic when the other options don't exist yet but would be perfectly in line with a 'realistic' situation.  By all means change the behavior, but at least wait until other options are available.

*Yes, you can still breach but as has been detailed it is much more susceptible to fatal dwarven stupidity (especially if you want a breach more than one tile wide).

Thank you, I was worried I'd have to quote my own post about abstraction.

I like comparisons, so:
Your engravers don't need a chisel to carve solid granite, your miners don't need a step ladder to hop out of their channel, or shoring deconstruction mechanisms to breach a pool wall. You're still able to engrave, you should still be able to channel and breach—two activities which are as old as sedentary civilization.

This. For its detail, DF still has many abstractions. Digging sheer channels without ramps and without getting stuck isn't that hard to imagine.

I wouldn't have a problem with the new mechanics if
1) The AI handled it better
2) I could hide those ramps for aesthetic reasons.

As it is, I at least want the option to use the old style of digging, if not a total revert.
Title: Re: DF2010, Channels make ramps instead
Post by: Deathworks on April 09, 2010, 12:57:02 am
Hi!

Personally, I am in favor of the new way of handling things. However, I do have a suggestion for an improvement that would actually also help the aesthetically challenged who do not wish to use the stair exploit to save dwarven life:

How about allowing dwarves to build floodgates from one z-level above? This way, the floodgates could be placed within the target substance, the channel then completed and smoothed at the entry point as you like before things are getting flooded.

Anyhow, this is a decision Toady One has made, and there is really not much you can do about it.

Deathworks
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 09, 2010, 01:17:04 am
Anyhow, this is a decision Toady One has made, and there is really not much you can do about it.
Considering this wasn't a hyped feature, if it was ever even discussed at all, I'm sure he won't mind reverting or altering it if it is clear it causes significant gameplay concerns.

Concerns like the fact that you can no longer alter flowing channels without killing your dwarves. Oh yeah, I just had some fun with aquifer draining just now. I have six dead dwarves at the bottom of a canyon river, and one melancholy "survivor" being stalked by harpies. The stair method you refer to does not work when digging into flows, and neither does channelling one row at a time from a "safe" direction. I tried both those methods and a few others, and in all circumstances my dwarves would find their way down into the running water and launched into the canyon.

My objections go well beyond having a "clean looking fort," which, by the way, is a concept that doesn't stop at what the pixels look like.
Title: Re: DF2010, Channels make ramps instead
Post by: thelordberg on April 09, 2010, 01:20:52 am
Alright, 3 things to say here:

1. I liked the old channeling and I think a lot of other players have gotten used to it too.

2. Is this a bug or a feature? Oh great Toady or Threetoe, would thou give thy lost souls thy true word?

3. For those of you arguing realism, these are dwarfs we are talking about here ;) Our simple human methods of digging are nothing compared to the majestic, elf hating, forest clear cutting, magma utilizing and breaking the laws of physics your regular dwarf goes through!
Title: Re: DF2010, Channels make ramps instead
Post by: Grumman on April 09, 2010, 04:37:51 am
Maybe if you get two choices for channeling, one with ramps and one without.
We already had these two choices: Channel and Carve Ramp. There's nothing stopping you carving a ramp from above.
Title: Re: DF2010, Channels make ramps instead
Post by: Name Lips on April 09, 2010, 06:32:10 pm
We have a game where engravers smooth and carve rock with their bare hands (or perhaps teeth).

We have crossbows with a rate of fire that would make modern gatling guns jealous.

We have viscous carp that will leap out of rivers, snatch dwarves, and drag them down to a watery doom.

We have dwarves who happily live for ages on loaves made of minced eyeballs and minced wine.

We have the ability to make magma forges which are hot enough to function for smelting/smithing steel, but cool enough for dwarves to use without protective equipment.

We can pump lava through magmaducts made of wood.

We can depend on goblin sieges for a steady and reliable source of iron.

We can drop burning coal bars to the bottom of the ocean at a high enough speed to evaporate the sea, build a fortress of clear glass on the sea bed, lock our dwarves inside it, and allow the ocean to return.



.......
...
..
.
.
.


and to balance all of this insanity, we get deliberately-inconvenient ramp-channel tunneling and beds that can only be made of wood.


You know, at some point "because that's the way it is, just learn to deal with it" turns into a better and more logical reason than "because it's realistic and balanced."
Title: Re: DF2010, Channels make ramps instead
Post by: CaptApollo12 on April 10, 2010, 01:49:02 pm
I think we can do more with the game if channeling is back the way it used to be.
I never get my miner caught (okay I did once BUT I LEARNED)
Title: Re: DF2010, Channels make ramps instead
Post by: zilpin on April 10, 2010, 03:18:51 pm
I like how Jiri Petru said it, way above, channels vs holes.
I like the way Name Lips explained it better.


Digging Channels should dig channels, digging Ramps should dig a ramp, and if you want to make a command for digging a vertical hole or Shaft, then make a new command for it.
Notably, vertical holes and shafts were previously easy to accomplish using other commands, but a convenience "shaft" command would be nice for new players.

As stated many times above, this change makes it impossible to effectively make channels of water or magma, even with good planning, without killing miners.
That's a Big Problem.

If Toady or anyone else wants a "shaft" or "hole" command, then make it.  But don't shaft the rest of us in our holes by breaking the channel command!

Until this "feature" is fixed, Toady lost this tester.
If it is not fixed, he lost a donor.
Plain and simple.
Title: Re: DF2010, Channels make ramps instead
Post by: Duane on April 10, 2010, 03:26:48 pm
I like the idea of an option for channels and one for holes, the holes being channels without ramps, but couldn't you guys just make your channels, uh..
Wider?
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 10, 2010, 04:30:54 pm
I like the idea of an option for channels and one for holes, the holes being channels without ramps, but couldn't you guys just make your channels, uh..
Wider?
Turning:
Code: [Select]
^
^
^
^
into:
Code: [Select]
^^^^
^..^
^..^
^^^^
What exactly does that accomplish?
Title: Re: DF2010, Channels make ramps instead
Post by: Felblood on April 10, 2010, 04:50:25 pm
I, personally, don't really like it all that much, but it simulates channels more realistically, have any of you ever tried to mine a straight hole with a pickaxe? Nether have I, but a pickaxe is round, so unless your dwarf can bend down and yet not fall in, it makes more sense to have ramps.

As a matter of fact, I have.

The old way was far more intuitive to anyone who has ever dug a square channel.

You swing parallel to the wall when digging the bottom edges. I prefer an adze, pulaski or a hoe-dad and a post hole digger(it's much easier to cut the earth away and lift it out in a single stroke with a wider blade), if you want really square corners in your channel, but the job can be done with a pick, or if you are really creative, and the channel is wide enough a shovel.

The sides will be a little rough, if you don't get in there and smooth them, but we already have something for that, don't we?

Granted, it's much faster to dig a channel if you can stand in it, but that means channeling should take a little longer than tunneling, or maybe even slower than digging a ditch and then cutting the ramps out of it, not be completely replaced with this ditch system.

Realism aside, the biggest problem we have here is that the dwarven AI is not up to dealing with ditches that contain hazardous fluids. If the ditches themselves aren't a bug, the way dwarves run through them is.

The ditch thing has got to be a bug--Unless this is all Toady's April Fools joke, and we're all fools.  :-\
Title: Re: DF2010, Channels make ramps instead
Post by: Baron Of Hell on April 10, 2010, 05:23:25 pm
Put me in with liking the old way better. I just hope we get word if this is a bug or feature.

Oddly enough I wasn't able to get channels dug until I assigned ramps under the spots I wanted channeled.  I also couldn't get ramps dug until I had assigned channels above them. This was outside my fort above ground. Inside my fort ramps worked like normal and I didn't try channels inside.
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 10, 2010, 09:27:22 pm
Realism aside, the biggest problem we have here is that the dwarven AI is not up to dealing with ditches that contain hazardous fluids. If the ditches themselves aren't a bug, the way dwarves run through them is.

The ditch thing has got to be a bug--Unless this is all Toady's April Fools joke, and we're all fools.  :-\
Yeah, that aquifer situation I mentioned? I reclaimed and lost all seven almost immediately. Only two were assigned to my attempt to salvage the dig area with pumps, the rest were just running around picking up reclaim objects. Definitely a hazardous terrain bug regardless of the channelling issue.
Title: Re: DF2010, Channels make ramps instead
Post by: cdawg on April 11, 2010, 02:30:48 am
i think if we keep this new method, it should be it's own option; otherwise, we should go back to the old method.  of course what really would make the most sense is this
Here's what makes it stupid.
Code: [Select]
As it would have been in 40d, . is open space:
+++++
+...+
+...+
+...+
+++++

As it is now:
+++++
+▲▲▲+
+▲▲▲+
+▲▲▲+
+++++
That shouldn't even be possible! The central ramp should collapse because it is not supported by walls from any direction.
The central ramp does collapse (disappear, rather), just as it would have if you mass-designated a bunch of ramps in the old version.
^^^Quoted for emphasis.

Code: [Select]
Furthermore, to illustrate what the current version would ACTUALLY look like:
+++++
+▼▼▼+
+▼.▼+
+▼▼▼+
+++++

or if that's not clear enough, in the case of a larger pit:
++++++++
+▼▼▼▼▼▼+
+▼....▼+
+▼....▼+
+▼....▼+
+▼▼▼▼▼▼+
++++++++

Or from the side:
¯\______/¯

Which, really, does sorta make sense.
Title: Re: DF2010, Channels make ramps instead
Post by: Treason on April 11, 2010, 09:53:10 am
Going along with the general..oddness of the change, has anyone else found odd pathing errors with their miners and other dwarfs when using the ramps created by the channels as, well..ramps for accessing different levels?

My miners constantly get stuck if I am doing that.  They'll quit their jobs with designations right in front of them, won't go near them despite completely open space and accessibility to the area they need to go to.
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 11, 2010, 11:10:33 am
Going along with the general..oddness of the change, has anyone else found odd pathing errors with their miners and other dwarfs when using the ramps created by the channels as, well..ramps for accessing different levels?

My miners constantly get stuck if I am doing that.  They'll quit their jobs with designations right in front of them, won't go near them despite completely open space and accessibility to the area they need to go to.
I'm not sure that's strictly related to the channelling, as I've had similar issues when using stair combinations to dig shafts. It may (or may not  :P ) be part of the larger pathing issues with this early release.

Just in case Toady's watching this thread, I'd like to say that despite my significant dislike of the way channelling is working, I love this release as a whole, and am fully aware that it will be buggy for some time yet. I can live with that, but I'll still campaign for a channelling fix. ;)
Title: Re: DF2010, Channels make ramps instead
Post by: Lehawk on April 11, 2010, 11:41:46 am
I really like this method the best. The old way should really have been considered a bug anyways. Having to remove the ramps afterword makes sense from a construction point of view. I also find that the miners are making much fewer mistakes that before (yeah I know now about upwards ramps ::) ).

Just two bugs to fix. Make sure miners don't cause a floor with no wall underneath to collapse by channeling in a safer order (one floor tile can break through 6 floors? ???), and auto cleanup the ramps that get left behind in the middle of large pits.

Once ropes for climbing is in, then creating inescapable pits are possible (isn't there a hack in there now to work around this with construction of stairs?). A backhoe would work too. Or leaving in a peasant to finish removing ramps and then flood it with magma. ;D
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 11, 2010, 03:53:04 pm
I really like this method the best. The old way should really have been considered a bug anyways. Having to remove the ramps afterword makes sense from a construction point of view. I also find that the miners are making much fewer mistakes that before (yeah I know now about upwards ramps ::) ).
You know, I've dealt with dozens of excavators on the homes I've built, and maybe dwarves are exceptionally stupid, but I've never met a guy who couldn't dig a straight-walled pit too tall to jump out of with the help of some basic equipment. Exit ramps are only there for granting machinery access, something our Dwarfs don't generally have to worry about.

Forcing the player to think ahead for digging massive chasms is one thing, but removing the abstraction that allows us to dig shallow pits without first making a rope ladder from pigtail fibre rope and wood, then constructing it over a 1z pit so that last miner can get out? That's not fun, that's tedious. While I agree that a top-based ascent method like rope ladders would at least solve the problem, tedious or not, the fact is that they aren't in the game yet and unless you have a massive soapmaker population, you're pretty limited in how many pits you can clean out with magma.

Njero cancels moat burning, Urist McSacrifice wielding iron pick.
Title: Re: DF2010, Channels make ramps instead
Post by: Lord Darkstar on April 12, 2010, 04:34:05 pm
I've for the old system of channelling as well.

I've dug several pits before, and it is trivial (in intelligence required) for one man to dig a pit without a ramp. If you don't mind leaving some minor indentations, you can even make hand and footholds for you to get out, and not need a rope or ladder or a helping hand getting out of something much deeper than you are tall.

Aesthetically, I'd prefer not to have ramps where I breach magma or water to fill a new moat, irrigation, or other system. Unless we are going to be able to build coffer dams, pump out the interface, breach the flow path, then remove the coffer dams (mostly safely), I don't see the point of changing the channel system.

Until we start having our bookkeepers need paper or engraver skills and stones to record on, I think arguing "it's more realistic" is barking up the wrong elf loved tree.
Title: Re: DF2010, Channels make ramps instead
Post by: CaptApollo12 on April 13, 2010, 12:42:50 am
Lol really as said before the gameplay is not any better. What has happend was toady basically duplicated a feature and got rid of a different one. And a good percentage of people shake their heads because they have been playing the game for forever and they have a bunch of little tricks to make their fort the way they want it to. So what im saying is I would be happy if it were back. :)
Title: Re: DF2010, Channels make ramps instead
Post by: ItchyBeard on April 13, 2010, 06:35:16 am
Lol really as said before the gameplay is not any better. What has happend was toady basically duplicated a feature and got rid of a different one.

You're basically saying you want my dwarves killed by falling ninja trees. What are you, an elf loving traitor? :P

I like the new system. It requires a lot less micromanagement for channelling out large areas. No more dwarves dying to falling objects. No more dwarves getting stuck on islands and staving to death. No more having to dig out one edge at a time. No more digging stairs everywhere before channelling.

That said, I would support a "Dig Pit" (old functionality) vs. "Dig Channel" (new functionality). I think the aquifer and magma issues are the real unintended side effects here.
Title: Re: DF2010, Channels make ramps instead
Post by: zilpin on April 13, 2010, 10:46:17 am
Quote
That said, I would support a "Dig Pit" (old functionality) vs. "Dig Channel" (new functionality).

That's completely backwards.
The old channel makes sense more sense as "dig channel".
The new channel is "dig pit".

If I want to make a 2x20 long channel, the old functionality is perfect, and the new nonfunctionality is worthless.

If I want to excavate a 10x10 large pit the old channel sucks (wrong tool to use), and the new functionality is a convenience (but you could already do it before, unintuitively using ramps).


The old behaviour makes more sense with the name "channel", unless I'm confusing my English.
But so long as I can dig real channels like before, I don't care if its called "worship Toady's furry feet"

Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 13, 2010, 01:19:36 pm
No more having to dig out one edge at a time. No more digging stairs everywhere before channelling.
The only time I ever had to dig out one edge at a time was if I was channeling over an already mined-out area. You still have to do that if you don't want your dwarves surfing floor down to the next level.

I agree that the new channel method is more intuitive that than the ramb system is for digging large pits from above, but I dug upwards with ramps nearly as often as downwards. It's still redundant, and removes overall functionality.
Title: Re: DF2010, Channels make ramps instead
Post by: Beerscholar on April 13, 2010, 02:27:57 pm
I have to agree that the old channels are better than the new system. To make sure both sides in this are happy just have two designations. What's the harm?  Menus a little more cluttered? Toady has already cleaned up the labour menus, he can do the same for this.

As for digging 'square' channels, you have have to be very skilled to get a perfectly square corner on a channel, or spend more time on it. Why does it have to be a perfectly square bottomed trench? Getting it perfect is almost an impossibility, dwarves aren't perfect, neither are we. Surely the bottom can be sligthly sloped or have rounded corners that can't be depicted in an ASCII game?

Realism is the worst argument to have about the 'ramping' of channels. Take a general look at Dwarf Fortress; does it seem very realistic? Dwarves for a start, they are part of fantasy (just kidding, they're real ;)) and I have never heard of people channeling lava to create moats, power 'magma forges' and the like.

It is only human nature that makes us comfortable with what we know works well, and to shun away things that are new, but I support Toady's decision to change the mechanics of the game; it is his after all. If he sees fit to revert the changes, have both or just keep the new system, the piece of advice that I give him is; Listen to the audience of your game and don't alienate long time followers with a single decision, try and make both sides happy.
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 13, 2010, 03:08:59 pm
I think the new channels are good. There isn't a reason I can think of that'd make the old channel system better than the current one, that wasn't related to aesthetics or (rather ephemeric in itself) dwarf safety in regards to straying into lava and sieges. Practically, the new channels are better. I find it very useful that I can no longer accidentally get a part of the fort stranded by channelling in the wrong place. I can vote for an "h"/"H" designation, with the capital being the old channelling way, but I'll much rather vote for a "double channel" feature - channelling over solid ground will make downward ramps, channelling over downward ramps will remove them. Speaking of which, the "dig" designation should also be able to remove upward ramps.
Title: Re: DF2010, Channels make ramps instead
Post by: ItchyBeard on April 13, 2010, 06:55:42 pm
No more having to dig out one edge at a time. No more digging stairs everywhere before channelling.
The only time I ever had to dig out one edge at a time was if I was channeling over an already mined-out area. You still have to do that if you don't want your dwarves surfing floor down to the next level.

That comment was w.r.t. channelling out a large area and getting a dwarf stuck on an 'island'.


Title: Re: DF2010, Channels make ramps instead
Post by: Grocer on April 13, 2010, 09:28:29 pm
Realism is the worst argument to have about the 'ramping' of channels.

I disagree.  The worst argument in favor of the replacement of channeling with ramps is that it's easier, despite the fact that you could already dig with ramps in the same exact way* in the previous version.  At best, it boils down to 'this way is better because the game has poor documentation'. 

I have little sympathy for people whose dwarves get stuck - this is avoidable, usually easily, and it is typically trivial to rescue them (by, for instance, having them dig a ramp beneath their feet).  Digging large pits - ramping has been the best way to do this since the game went 3D AFAIK.  'Ninja' trees falling on your dwarves' heads.  What did you think was going to happen when you undermined that tree?  Measure twice, cut once.  Needing to think about what you're doing and pay attention are features, not bugs.

But those in favor of the change are likely to prevail.  We should probably have just a single 'dig' command that knows what you're thinking and does that.  People could queue up a couple thousand digs in the job manager and let the game just dig out the fortress for them.  It'll free up some time for playing Progress Quest.  :P

*Yes, channeling works as previously if all there is to remove is a floor tile or you're channeling next to a stair.  Which indicates to me at least that Toady is on the side of 'The Realists'.  Which means that from now on I'll refer to my side as 'The Pits'. 

EDIT:  In the spirit of bi-partisanship I've already devised a slogan for the opposition.  "Ramps.  Nature's deodorant."
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 13, 2010, 10:45:20 pm
I have little sympathy for people whose dwarves get stuck - this is avoidable, usually easily, and it is typically trivial to rescue them (by, for instance, having them dig a ramp beneath their feet).  Digging large pits - ramping has been the best way to do this since the game went 3D AFAIK.  'Ninja' trees falling on your dwarves' heads.  What did you think was going to happen when you undermined that tree?  Measure twice, cut once.  Needing to think about what you're doing and pay attention are features, not bugs.
This. If your miners are getting stuck, they're either clearing ceilings and would have been stuck anyway (and are lucky to be alive), or they're standing on a lone wall they can quickly deal with. Far less frustrating than having to free a mason who's walled himself in.

But because we now have a digging designation that "takes less thought," digging what used to be simple two-sided channel moats has become a frustration. Best case scenario you get away with a single sided moat, and just have to go in and remove ramps from the restricted side. If you want a two sided moat, you either have to ad an access shaft (which itself must be protected from building destroyers... [yay, recursive moating]), or extend the sides of your moat and construct over the exit ramps you leave on the end (which only works for non-continuous channels). Sounds like an awful lot of work to keep in a goblin? Try pitting something that can break down doors.

I should add a little perspective for my frustration, I'm one of the people what was (and continues to be) annoyed to no end that you couldn't dig a multilevel room without access from below. I detest having to leave stairwells, doors, floodgates, or some other access to an underworks behind if I have no actual use for them. I was thrilled when Toady first mentioned incorporating ascent methods that could be built and removed from above. This whole channelling thing is a step in the exact opposite direction, as it makes removing the traces of construction more, not less difficult.
Title: Re: DF2010, Channels make ramps instead
Post by: gtmattz on April 14, 2010, 05:52:23 pm
I want the old channels back, the main reason I used them was for digging moats and now that we have to go down and remove the ramps it makes that useless.  The way I perceive the new way, it is almost exactly the same as digging ramps on the level below, so now we have 2 ways to dig ramps and no way to make inaccessible holes.  BOO  :-\
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 14, 2010, 06:06:08 pm
I think removing the ability to easily make inaccessible holes was the whole point. And I like the two ways of making ramps.

Also, shouldn't the main deterrent in a moat be impassable water rather than just the steep walls? You expect to have an easily constructed defence at little expense (rhyme not intended), which is wrong for any gameplay reason I can think of. It's like the Dragon Teeth in Total Annihilation - very useful, because they're very broken. The AI doesn't know how to bypass a row of unattackable buildings, so it cannot ever attack a base surrounded by them, except with flying units. Ramped channels are good for balance purposes, and I hope they remain that way, for the good of the game. You can still do other things to stop sieges and stuff, like locking doors, but this is one of the lower-hanging fruit Toady could pick, and I completely agree with him on that decision.
Title: Re: DF2010, Channels make ramps instead
Post by: Grocer on April 14, 2010, 09:46:22 pm
You expect to have an easily constructed defence at little expense (rhyme not intended), which is wrong for any gameplay reason I can think of.

I hate to break this to you, I know that you were enjoying distancing yourself from your previous 'I like the new channeling because sometimes I don't pay attention to what I'm doing' argument but it is trivial to knock out a ditch that restricts access to whatever you like as currently implemented.  You can even fill it with water (though I recommend that you fill it via pumps as channeling into a flow can be dangerous now).  It's pretty clear that this change wasn't about removing an easy early defensive strategy.

It is annoying from an aesthetic stand point though.  Some people don't care about aesthetics.  They are in luck!  It isn't necessary to care about what things look like.  Some do (myself included), and I find it annoying that a useful terrain shaping option had been removed.  By itself that would be a minor quibble.

Some people don't care about dwarven safety, though my guess from what you've written is that you find it a pointless exercise fraught with lots of random difficulty as opposed to not actually caring.  Happily, no one is forced to care about what happens to their dwarves and many amusing stories will doubtless come to pass as a result.  We will all have a good chuckle.  Some of us however, prefer to carry out dwarvenly activities with as little loss of dwarven resources as possible (boring though this might be to the outside observer).  Removing the one straight forward way to breach hazardous flows without sacrificing a dwarf negatively impacts this pursuit.*  Glacier forts (already a (more) difficult (than usual) business) now have the extra requirement of sacrificial miners (and picks).  Keeping your dwarves from being swept off to carpy death is a much bigger pain in the ass that relies as much on luck as anything else.  Laying down a magma project means volunteering a dwarf for the melty-melty (I am probably stupidly assuming that the pipes will not have smooth walls forever).  At least with other pathfinding issues like a mason walling himself up it's pretty trivial to avoid if you pay attention to what you are doing - relatively dwarf-proof workarounds exist (though it is stupid).  Keeping your dwarves from wandering onto the ramp means advancing the action frame-by-frame until the ramp appears then making it a restricted traffic zone and hoping for the best.  Hoping for the best is not a reasonable strategy and it certainly isn't dwarf-proof.  Going frame-by-frame for every ramp that might be dangerous is not a enjoyable process.  This is not a minor quibble and as has been noted isn't a particularly realistic change either, at least until a climbing method is introduced and mechanics gets it's overhaul. 

But I understand that you want to be able to designate ramps from above so that you don't undermine any trees by accident.  Doing it the other way is clearly an inconvience for you.  If it makes you happy, I would support an announcement that warns you when a dwarf is about to carve out a ramp underneath a tree, that seems like a good idea, a dwarf would probably notice the roots and be all "what is this strange thing?  Better go tell the chief!"  I'm not sure there's a lot that can be done to prevent accidental holes in your fort, a dwarf would probably just chalk that up to poor management.  That's what I've always felt when it happened to me.


*I'm looking forward to using 'controlled' cave-ins to achieve this now.  Anybody know what impact the new material data has on cave-ins?  Do denser materials have more 'punch'?
Title: Re: DF2010, Channels make ramps instead
Post by: njero on April 14, 2010, 10:00:04 pm
You expect to have an easily constructed defence at little expense (rhyme not intended), which is wrong for any gameplay reason I can think of.

I hate to break this to you, I know that you were enjoying distancing yourself from your previous 'I like the new channeling because sometimes I don't pay attention to what I'm doing' argument but it is trivial to knock out a ditch that restricts access to whatever you like as currently implemented.  You can even fill it with water (though I recommend that you fill it via pumps as channeling into a flow can be dangerous now).  It's pretty clear that this change wasn't about removing an easy early defensive strategy.
To elaborate, channels as an easy early game defence were only made more difficult by this change on an order of digging an extra row, and then removing the outside ramps. Creatures still can't hop down, which is the essential element of your complaint. The poor "gameplay" element pointed out by Mirrsen is every bit as extant as it was before the change.
Title: Re: DF2010, Channels make ramps instead
Post by: Deathworks on April 15, 2010, 01:13:07 am
Hi!

As I said before, I am in favor of the new method, and seeing all the drama, I got the feeling that it is actually a good thing - good policy changes usually cause a lot of noise from the old elite :) :) :) :)

But seriously, I think it is rather pointless to have this discussion hog up the bug forums.

I propose, if you care so much about the channelling (to be honest, I don't mind too much, I can live quite happily with the old system as well), make a discussion thread in the Suggestion Forum.

And given that there seem to be people who dislike the new channelling, people who like the new channelling, and people who actually don't really care, I would recommend to have a poll attached to that discussion so you can really see whether there are really so many people who consider it a problem.

Deathworks
Title: Re: DF2010, Channels make ramps instead
Post by: Grumman on April 15, 2010, 05:46:22 am
As I said before, I am in favor of the new method, and seeing all the drama, I got the feeling that it is actually a good thing - good policy changes usually cause a lot of noise from the old elite :) :) :) :)
...

Has it occurred to you that bad policy changes would also cause complaints?

Quote
And given that there seem to be people who dislike the new channelling, people who like the new channelling, and people who actually don't really care, I would recommend to have a poll attached to that discussion so you can really see whether there are really so many people who consider it a problem.
The only new functionality the new method provides is allowing you to avoid undercutting trees. Everything else is just a function of people using the wrong tool for the job. In exchange, we lost the capacity to create aesthetically pleasing and safe waterworks, and turned unusual pathfinding into a significant bug.
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 06:06:38 am
The new channeling system was not just implemented in order to provide new functionality. That is all.
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 15, 2010, 06:13:28 am
It also allows making wagon-pathable underground entrances without flipping through Z-levels. And generally makes a little more sense. The new method's primary advantages are accessibility and ease of use for anyone not familiar with dwarven shenanigans. The old method's advantages are cleaner looks and better long-term safety of the dwarves. I'm not saying the latter two are not important, but you have to agree that as far as the game goes, they are still less important than being able to strip-mine a surface layer without worrying about random dwarves getting stuck in the pit (or on the other side of wherever you're digging) until you remember to make a ramp or a stair. I restate my earlier suggestion: Make the Channel designation a double-task designation. Channeling a flat surface will make a sloped canal, channelling a downward slope will remove the slope. If possible, do the same with the Dig designation, adding the "remove slope" functionality to it, and removing the dedicated designation. If you value aesthetics and/or safety, designating a second channel job to remove ramps won't be too much work.

And for the record, a proper channel looks like this (http://www.czbrats.com/Construction/Culebra_Gold_Hill.JPG).
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 06:14:41 am
Make the Channel designation a double-task designation. Channeling a flat surface will make a sloped canal, channelling a downward slope will remove the slope. If possible, do the same with the Dig designation, adding the "remove slope" functionality to it, and removing the dedicated designation. If you value aesthetics and/or safety, designating a second channel job to remove ramps won't be too much work.

This would defeat the purpose of the change. I'll just find the IRC log, so people actually know why Toady did this instead of bickering constantly.


Okay, here we go:
Quote
[01/04/10 06:46:47] <ToadyOne> we added ramps because it was too easy to block off invaders and so on, wanted to make it more of a project
[01/04/10 06:47:42] <ToadyOne> I mean, the improved sieges stuff is the true fix
[01/04/10 06:47:56] <ToadyOne> it was just something we noticed when testing started, and it was an okay change
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 15, 2010, 06:16:32 am
The new channeling system was not just implemented in order to provide new functionality. That is all.

It's good it wasn't done for that reason. Because it hasn't provided any :)
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 15, 2010, 06:20:59 am
Is it about the preventing of the use of channels as an easy defence mechanism? Ah, so it is. We already mentioned that, and seemed to reach the consensus that it's not the most important result of the change, as it can both be circumvented and omitted entirely, relying on other impenetrable defences to keep enemies out.
Title: Re: DF2010, Channels make ramps instead
Post by: Grumman on April 15, 2010, 06:25:33 am
I'm not saying the latter two are not important, but you have to agree that as far as the game goes, they are still less important than being able to strip-mine a surface layer without worrying about random dwarves getting stuck in the pit (or on the other side of wherever you're digging) until you remember to make a ramp or a stair.
Like I said, this is only a problem because you were using the wrong tool for the job. There was nothing stopping you using nothing but ramps or staircases for this sort of work.
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 06:26:00 am
Of course it can be circumvented. The point is that it takes a fairly marginal amount of greater time/effort to do so.
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 15, 2010, 06:32:37 am
I'm not saying the latter two are not important, but you have to agree that as far as the game goes, they are still less important than being able to strip-mine a surface layer without worrying about random dwarves getting stuck in the pit (or on the other side of wherever you're digging) until you remember to make a ramp or a stair.
Like I said, this is only a problem because you were using the wrong tool for the job. There was nothing stopping you using nothing but ramps or staircases for this sort of work.
Well, of course I could designate a field of underground upward ramps, or maybe even downward, then upward staircases, which I did resort to periodically in the previous versions, but guess which is more straightforward and logical to dig out a patch of land - going to the layer below and designating ramps, or just designating a channel? This is also not taking into account that you have to remember where and how to dig stuff this way, because you don't see where you're digging while underground.

Even though I know that it can be done otherwise, I much prefer the new way of things, and so will nearly any player new to DF. Because it makes sense, and is easier to use.
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 15, 2010, 06:38:48 am
Of course it can be circumvented. The point is that it takes a fairly marginal amount of greater time/effort to do so.

Marginal is the key word here and removing ramps isn't slow so it will never be more than marginal. Making a change that is so aesthetically annoying for such a minor reason is silly, and now I can do one less thing in digging than I could in the previous version and nothing new.
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 06:44:14 am
removing ramps isn't slow

It is if they're under water/lava (or perhaps some other, rarer circumstances), and removing all of the ramps and still getting out of the resulting pit is slightly more complicated.
Title: Re: DF2010, Channels make ramps instead
Post by: Lord_Phoenix on April 15, 2010, 07:06:40 am
removing ramps isn't slow

It is if they're under water/lava (or perhaps some other, rarer circumstances), and removing all of the ramps and still getting out of the resulting pit is slightly more complicated.

Actually, it's not at all complicated to get out, actually more complicated the old way if you managed to get yourself stuck, you just dig an exit on the far side of the channel from what you're protecting after removing all the ramps.

I've had to take to cheating to get my fort to look the way it should, and not drive me crazy with channel entrance ramps, by channeling one tile wider than the main channel width at the entrance/exit, thus removing the support for the entrance edge ramps, and then filling in the resulting extra ramps with magma or water, depending on what's in the channel, giving it that nice look that it should have had to begin with.

Alternatively, I could just build wall over it, since I'm almost always building one on the spot anyway, but I don't like building stuff like that just hanging over water.

If this is gonna stay in then water/magma should hide anything on the tile, including ramps.
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 07:38:21 am
Do you really care that much about seeing ramps along with the water? Does that actually matter?
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 15, 2010, 07:46:52 am
Do you really care that much about seeing ramps along with the water? Does that actually matter?

Yes.

Why else would we go to such lengths to stop it happening?
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 15, 2010, 07:51:48 am
Well, I can understand why some people would. For one, a single-wide ramp-channel with water would be indistinguishable from any such channel that goes into a hypothetical blue stone. But having them invisible always is also not advisable - because then you wouldn't be able to see when there's a way down underwater. This would make navigating the flooded cave complexes more difficult. And you won't be able to see when there's a way down into the water. In general, I think having ramps displayed in water is a lesser evil at the moment. Maybe later we'll have a different display for ramps, when/if the game moves away from its purely ASCII graphics, but until then I'd rather have them the current way.

Maybe there could be an alternative solution, like an ingame toggle of ramp drawing priority for this purpose, but I suspect this is needlessly complicating. There can be an easier and more elegant solution. Like background gradients, for example.
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 07:53:35 am
Do you really care that much about seeing ramps along with the water? Does that actually matter?

Yes.

Why else would we go to such lengths to stop it happening?

Then the solution is to stop caring so much. If you care that much about minor aesthetic problems in a game like Dwarf Fortress, there is seriously something wrong. That is not something that is significant enough to bother a reasonable person to the point of actually complaining. It simply isn't an overriding concern.
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 15, 2010, 07:55:24 am
If you care that much about minor aesthetic problems in a game like Dwarf Fortress, there is seriously something wrong.

More than likely..

That is not something that is significant enough to bother a reasonable person to the point of actually complaining.

Clearly it is as I'm complaining about it. And the aesthetics is the main reason I'm complaining.
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 08:17:53 am
I said "reasonable". You're not being reasonable if the aesthetics matter that much. The aesthetics of DF are purely functional at this point, intended to display information rather than look pretty. And even if you do want to complain about how it looks, there are much, much more important things to complain about than seeing ramps below your water.
Title: Re: DF2010, Channels make ramps instead
Post by: Osmosis Jones on April 15, 2010, 08:27:30 am
IMO, I prefer the old channel designation. I hate the little flashing ramps when they're submerged, and there are a couple of situations I've encountered where it is impossible to avoid leaving a ramp without digging out a whole heap of extra rock.

That being said, it is only a miner grief, and really doesn't bother me that much. Maybe just make submerged ramps not flash?
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 15, 2010, 08:29:33 am
... a miner grief...
At first I thought it was a typo. Looking again, I don't know what to think.
Title: Re: DF2010, Channels make ramps instead
Post by: Osmosis Jones on April 15, 2010, 08:36:13 am
 ;)
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 15, 2010, 08:44:09 am
I said "reasonable". You're not being reasonable if the aesthetics matter that much. The aesthetics of DF are purely functional at this point, intended to display information rather than look pretty. And even if you do want to complain about how it looks, there are much, much more important things to complain about than seeing ramps below your water.

I have enough nervous ticks screwing up my eyes without random flashing tiles that used to be avoided.

And you've completely ignored the fact the new system just gives less construction option than the old for no (good) reason.
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 09:09:00 am
Huh? I was "avoiding" the fact because it's not what I was talking about, at all. Stop thinking that I'm trying to argue for or against the new system, because I haven't been. I've just stated what Toady's reason for it is, in case people didn't know, and if I see and argument for/against it that I think is frivolous, well, that's another thing entirely.
Title: Re: DF2010, Channels make ramps instead
Post by: Deathworks on April 15, 2010, 09:23:46 am
Hi!

I hope you don't mind if I make this my last post in this thread. I explained my stance and I have no more to contribute to the discussion here. There are just some minor things I wanted to clarify as there seem to be misunderstandings there:

As I said before, I am in favor of the new method, and seeing all the drama, I got the feeling that it is actually a good thing - good policy changes usually cause a lot of noise from the old elite :) :) :) :)
...

Has it occurred to you that bad policy changes would also cause complaints?

That is why I put the smileys at the end of that passage and then started the next passage with "But seriously,..." . I was just joking there about the laws of complaints about policy change, even though I still stand with what I have said about my position before.

Quote
Quote
And given that there seem to be people who dislike the new channelling, people who like the new channelling, and people who actually don't really care, I would recommend to have a poll attached to that discussion so you can really see whether there are really so many people who consider it a problem.
The only new functionality the new method provides is allowing you to avoid undercutting trees. Everything else is just a function of people using the wrong tool for the job. In exchange, we lost the capacity to create aesthetically pleasing and safe waterworks, and turned unusual pathfinding into a significant bug.

Just to clarify this, I don't think I was referring to functionality there. I was merely pointing out that people on this thread have shown various opinions ranging from extremely annoyed by the change over neutral right to great idea. Why individual people have such stances was not my concern in that post - I was only mentioning things you might wish to include in a suggestion thread for the reinstitution of the old channeling.

Anyhow, I simply wish everyone to have fun playing DF, regardless of the minor and major problems probably all of us are encountering.

Deathworks
Title: Re: DF2010, Channels make ramps instead
Post by: cakeonslaught on April 15, 2010, 10:04:19 am
You know, you can remove the ramps, so complaining is just a waste of time...
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 15, 2010, 10:05:42 am
You know, you can remove the ramps, so complaining is just a waste of time...

Cept for the last ramp.

Unless you flood the ditch after and let the dwarf swim out. Which is fine if it's not a magma channel :)
Title: Re: DF2010, Channels make ramps instead
Post by: cakeonslaught on April 15, 2010, 10:07:52 am
hahaha, you may have to sacrifice a dwarf for aesthetic's sake.
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 15, 2010, 10:19:12 am
hahaha, you may have to sacrifice a dwarf for aesthetic's sake.

Which nicely brings us back to the point we can't do as much in this version (with regards to mining) as the last.
Title: Re: DF2010, Channels make ramps instead
Post by: TKTom on April 15, 2010, 11:18:59 am
 Discussion should take place here. (http://www.bay12games.com/forum/index.php?topic=52257.0)

 This behaviour is blatantly not a bug, maybe the threads will be merged or something.
Title: Re: DF2010, Channels make ramps instead
Post by: Duane on April 15, 2010, 02:19:14 pm
Let water wash away ramps in soil (Irrigation?) and let magma melt them away if the material isn't magma-safe. A bit of a cheap fix, but I don't see why not. This way, you could remove ramps of stone and let the water wash away the dirt ramps that are left, same with Magma.
Title: Re: DF2010, Channels make ramps instead
Post by: Squirrelloid on April 15, 2010, 03:18:47 pm
I said "reasonable". You're not being reasonable if the aesthetics matter that much. The aesthetics of DF are purely functional at this point, intended to display information rather than look pretty. And even if you do want to complain about how it looks, there are much, much more important things to complain about than seeing ramps below your water.

You're very wrong here G-Flex.  People spend hundreds of hours making elaborate fortresses.  Aesthetics are a huge issue, and stray unremovable ramps are an eyesore even for those of us who love ASCII graphics.
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 15, 2010, 03:35:12 pm
They aren't any more unremovable than they were though. And after all, it is practical. Next time your elite hammerdwarf dodges a troglodyte into your moat, you will wish it had ramps on its sides.
Title: Re: DF2010, Channels make ramps instead
Post by: Squirrelloid on April 15, 2010, 04:19:07 pm
They aren't any more unremovable than they were though. And after all, it is practical. Next time your elite hammerdwarf dodges a troglodyte into your moat, you will wish it had ramps on its sides.

I know you've been following this thread, so you can't be that ignorant.  I'm referring to liquid breach tiles, which really are unremovable.

No, I don't consider modding dwarves to be magma-immune an acceptable work around.
Title: Re: DF2010, Channels make ramps instead
Post by: G-Flex on April 15, 2010, 05:19:52 pm
I said "reasonable". You're not being reasonable if the aesthetics matter that much. The aesthetics of DF are purely functional at this point, intended to display information rather than look pretty. And even if you do want to complain about how it looks, there are much, much more important things to complain about than seeing ramps below your water.

You're very wrong here G-Flex.  People spend hundreds of hours making elaborate fortresses.  Aesthetics are a huge issue, and stray unremovable ramps are an eyesore even for those of us who love ASCII graphics.

Maybe some people should realize that those things in the game are meant to be functional, and that things being slightly aesthetically weird is not an overarching concern in any way.

Some people might treat DF like it's essentially a lego set, but there's an actual game involved too, and its concerns take precedence over allowing you to construct any shape you feel like at any given time for any reason.
Title: Re: DF2010, Channels make ramps instead
Post by: Squirrelloid on April 15, 2010, 06:39:53 pm
I said "reasonable". You're not being reasonable if the aesthetics matter that much. The aesthetics of DF are purely functional at this point, intended to display information rather than look pretty. And even if you do want to complain about how it looks, there are much, much more important things to complain about than seeing ramps below your water.

You're very wrong here G-Flex.  People spend hundreds of hours making elaborate fortresses.  Aesthetics are a huge issue, and stray unremovable ramps are an eyesore even for those of us who love ASCII graphics.

Maybe some people should realize that those things in the game are meant to be functional, and that things being slightly aesthetically weird is not an overarching concern in any way.

Some people might treat DF like it's essentially a lego set, but there's an actual game involved too, and its concerns take precedence over allowing you to construct any shape you feel like at any given time for any reason.

Uh... there's no victory condition.  It is a LEGO set - that's the very definition of sandbox, which is what this is.  Games require a victory condition - so where's the game?

Which isn't to say I mind having stuff come along and try to trash my LEGO people occasionally, but taking away from my building tools to accomplish absolutely nothing (oh noes, i have to designate remove ramps for a moat) doesn't make it any harder to survive.

Finally, disparaging the way some people prefer to use the game is not a healthy way to develope a game, especially since the mega-project builders are some of the more visible players to the outside world.
Title: Re: DF2010, Channels make ramps instead
Post by: Grocer on April 15, 2010, 06:59:17 pm
Some people might treat DF like it's essentially a lego set, but there's an actual game involved too, and its concerns take precedence over allowing you to construct any shape you feel like at any given time for any reason.

I'ma go over to the other thread, as it's clear this is a design decision, not a bug.  It's nice to know what the motivation behind the change was.  It's unfortunate that the change doesn't have any serious effects in terms of making defense harder yet does introduce other issues.

...taking away from my building tools to accomplish absolutely nothing (oh noes, i have to designate remove ramps for a moat) doesn't make it any harder to survive.

This isn't entirely true, as it is clear that several people find the new methods make strip mining a much simpler process, as well as more intuitive.  I had no idea so many people went in for strip mining in such a big way.  Live and learn.  I suppose it isn't a trivial point - ease of use may not be a big game focus but should be encouraged when it crops up - but neither are aesthetics and dwarf conservation.  I submit that the two can co-exist peacefully.  We can revert channeling (until such time as other improvements eliminate the need to abstract out climbing and breaching) and have a dig downward ramp command in the same menu!

To the Suggestions Forum!  And Victory!
Title: Re: DF2010, Channels make ramps instead
Post by: Lord Darkstar on April 15, 2010, 08:31:12 pm
Make the Channel designation a double-task designation. Channeling a flat surface will make a sloped canal, channelling a downward slope will remove the slope. If possible, do the same with the Dig designation, adding the "remove slope" functionality to it, and removing the dedicated designation. If you value aesthetics and/or safety, designating a second channel job to remove ramps won't be too much work.

This would defeat the purpose of the change. I'll just find the IRC log, so people actually know why Toady did this instead of bickering constantly.


Okay, here we go:
Quote
[01/04/10 06:46:47] <ToadyOne> we added ramps because it was too easy to block off invaders and so on, wanted to make it more of a project
[01/04/10 06:47:42] <ToadyOne> I mean, the improved sieges stuff is the true fix
[01/04/10 06:47:56] <ToadyOne> it was just something we noticed when testing started, and it was an okay change

Then Toady One failed. It is still trivial to protect yourself. Until the sieges fix are in the game, it will be trivial to protect your early fortress as long as you want to set up a wall and doors/floodgates or a moat. So what we get from this is ugly breaches, dwarves dieing when breaches, and lost equipment.

Old style channelling was very intuitive before. You did it, you saw your results. Now, it is less intuitive if people want to make a pit. So this was a bad change.

Frankly, figuring out that you have to designate an "Up" stairs or an "Up/Down" stairs directly below your Down stairs was more difficult to a new player than CHANNELLING. Channelling's most difficult part was getting dwarves unstuck, but being careful in construct and digging is called for anyways.

I applaud most of the changes to Dwarf Fortress. But this change does not meet Toady One's objective, and just irritates his user base--- the very user base that provides him with the money to continue developing Dwarf Fortress itself.

A feature to let users make ramps from above is good, but taking away their ability to breach water and magma safely is bad, and having ramps appear in channels while all on map water is old style pitting, rather than sloped, is just going to further irritate the player base.

As has been stated many times, it is quite easy, compared to smoothing sheer rock without any tools, to dig a square pit.
Title: Re: DF2010, Channels make ramps instead
Post by: Grocer on April 15, 2010, 09:46:11 pm
Poll is here (http://www.bay12games.com/forum/index.php?topic=54520.0).  Let's see some numbers.
Title: Re: DF2010, Channels make ramps instead
Post by: Dwarftosser on April 21, 2010, 06:38:07 pm
This thread makes me look forward to when Toady finally implements "more realistic cave ins."
Title: Re: DF2010, Channels make ramps instead
Post by: Crossroads Inc. on April 28, 2010, 12:45:02 pm
Maybe if you get two choices for channeling, one with ramps and one without.
Personally this would be perfectly fine by me...

Everyone in this debate has had good points.. The new channeling system IS useful, its incredibly useful for making huge pits safely.  It is also wonderfully useful for making easy exits to keep people for drowning or getting trapped.

The problem is that it prevents you from doing certain things the old system could do.  Case in point is making "Pits" IE a 1x1 hold for something like a Well or a Magma forge.  Also as stated, there are those who REALLY DO like having a 'moat' to keep out invaders early on.  Digging such a thing is a cheap and quick way to provide defense to an early fort just getting going.

As of now, I find myself being forced to dig out an area underground First, THEN 'channeling' the top out in order to get "Real" channels with no ramps.  The other thing I find myself doing, is using vast amounts of stone to "Pave over" the ramps. A very taxing process.

Really this would be simply fixed by allowing BOTH options. 
You can have "Dig Channel" which would be the No-Ramp old version and
"Dig Pit" which would be the new ramp version.
Title: Re: DF2010, Channels make ramps instead
Post by: Lord Darkstar on April 28, 2010, 03:33:10 pm
Really this would be simply fixed by allowing BOTH options. 
You can have "Dig Channel" which would be the No-Ramp old version and
"Dig Down Ramp" which would be the new ramp version.

Fixed.
Be best if the ramp version told you it was a down ramp, for intuitive use. "Dig pit" and it results in a down ramp doesn't seem as intuitive.
Title: Re: DF2010, Channels make ramps instead
Post by: random51 on April 29, 2010, 02:54:30 pm
Channel defense still works just fine after this change.  Sure, I had to designate removal of the ramps after the channeling was done, but at most that made it take twice as long, which still left me plenty of time to complete it before having to worry about goblins or kobolds.

Did this on 2010:
Spoiler (click to show/hide)
Title: Re: DF2010, Channels make ramps instead
Post by: darkflagrance on April 30, 2010, 04:18:30 pm
Even though I know that it can be done otherwise, I much prefer the new way of things, and so will nearly any player new to DF. Because it makes sense, and is easier to use.

The so-called "new" way of things is not substantially different from functionality that already existed in Dwarf Fortress. The difference is that the switch in channeling has caused people to realize the options already extant in prior versions of Dwarf Fortress, but that does not change the fact that as a consequence, other actions are now more inconvenient or impossible.

The trade-off of lost functionality for a function essentially unchanged that was publicized due to the change is clearly an unequal one.

Well, I can understand why some people would. For one, a single-wide ramp-channel with water would be indistinguishable from any such channel that goes into a hypothetical blue stone. But having them invisible always is also not advisable - because then you wouldn't be able to see when there's a way down underwater. This would make navigating the flooded cave complexes more difficult. And you won't be able to see when there's a way down into the water. In general, I think having ramps displayed in water is a lesser evil at the moment. Maybe later we'll have a different display for ramps, when/if the game moves away from its purely ASCII graphics, but until then I'd rather have them the current way.

Maybe there could be an alternative solution, like an ingame toggle of ramp drawing priority for this purpose, but I suspect this is needlessly complicating. There can be an easier and more elegant solution. Like background gradients, for example.

I am just curious: are you upholding the status quo for its own sake, because you believe that it needs defense?
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 30, 2010, 05:01:47 pm
Essentially, you wouldn't be wrong in saying that. I'm not sure whether I said it in this or the other thread, but I find this line of reasoning - "The reason behind the change makes sense, so there's no sense in just reverting it." - to be particularly applicable here.

The change was made, and hit a few significant snags in implementation despite being a sound change overall, but instead of calling attention to bugs with implementation and voting for ways of regaining initial functionality, suddenly a whole heap of people just want the old simple tool back.

I can see their reasoning, but I don't find it prudent. It'll be better for the game if the bugs are fixed and the new tool is adapted to make it work for everyone. Call it anything you want, but it's a step towards making the game more adaptable. Maybe a step towards a future interface overhaul. Digging and mining can be reduced to just three commands, instead of five ("mine/dig up/dig down" instead of "mine/channel/make up ramp/make down ramp/remove upward ramp").

You may want to have the old tool back as a temporary measure if the new one's bugs are too hard to fix - I can understand that it's a possibility and won't object if it happens, but ultimately it's Toady who's doing the work, and only he can decide which way to go on the matter.

As for the "not entirely different" functionality - "Channelling should make channels, not ramps." So why would anyone think of using ramps to do channels? Especially if they're being designated on the level below? That's something you need to know beforehand, and something that's not easy to use despite ultimately being less useful than the more straightforward channelling. For the whole mess to make sense, "channelling" should handle both, and for this reason changing channelling to make ramps on level ground while making clean pits anywhere else is the best way to go with the problem that I can see. Making two separate designations is also a good way, but not the best one currently, as it still means "taking the easy route", and still means some form of balancing would be required to justify the two variants' game-side differences.
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 30, 2010, 05:21:38 pm
The fact remains that this change was not an improvement but was done to get around a flaw in the siege ai (namely that it's not very good), by your own argument it would have been better if this was fixed than this temporary hack (that also introduced a number of other problems).

The second fact is that the game is now less flexible as not only can't you do things that were possible before but can't do anything new either, this means your options are now more limited and has reduced the scope of the game. Pretending otherwise doesn't not change this fact.
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 30, 2010, 05:34:53 pm
Yes, the initial reason was to get around the flaw in AI. Yes, the game could actually benefit more from the AI flaw itself being fixed. But if you follow my reasoning further, you'll see that I agree that if bugs are too hard to fix, a workaround solution can be introduced. The workaround happened to be a great benefit, even if it is plagued by different bugs, so while the game can again greatly benefit from the bugs being fixed and the workaround remaining in place, if it's again too hard then the workaround can itself get a workaround in the form of the initial function, made harder to perform in some way to compensate for its usefulness.

Later, the workaround's bugs will be fixed, and the initial function may again be removed, only to be re-added later when the initial problem is resolved that caused the workaround to be introduced in the first place. At that point, there may no longer be a meaningful distinction between the "old" and the "new", due to the AI fixes and everything that came with them.
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 30, 2010, 05:37:06 pm
This was the workaround solution. It didn't work.
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on April 30, 2010, 05:41:19 pm
You now got three threads (I think) arguing about how it made channels more annoying to make, and you're still saying it didn't work? It worked alright, the problem are the bugs. Say what you want about it, but it's the extra things you have to do that annoy you. Get rid of the bugs and the workaround will perform its function perfectly.
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on April 30, 2010, 05:48:38 pm
You now got three threads (I think) arguing about how it made channels more annoying to make, and you're still saying it didn't work? It worked alright, the problem are the bugs. Say what you want about it, but it's the extra things you have to do that annoy you. Get rid of the bugs and the workaround will perform its function perfectly.

How? It doesn't even achieve its stated goal. Making a siege proof defence is effectively no harder than before, mine one extra square, mark all the rest for ramp removal and that task is very quick even for unskilled miners. Or you could just fill it with water like before.

And yes I've posted on each the threads where this as come up because that same arguments for it where made. It was a change, made in good faith (or possibly accidentally made and left that way depending how you read the irc comments) that has failed to achieve what it was meant to do and has remove functionality from the game.
Title: Re: DF2010, Channels make ramps instead
Post by: Sean Mirrsen on May 01, 2010, 12:41:32 am
How much harder would it have to be for you to accept it as "effectively" harder? Limiting the tool to designating one tile at a time? For the kind of widespread use the channels have, doubling the designations required is just the right amount of "hard".
Title: Re: DF2010, Channels make ramps instead
Post by: Lord Darkstar on May 01, 2010, 09:07:25 am
How much harder would it have to be for you to accept it as "effectively" harder? Limiting the tool to designating one tile at a time? For the kind of widespread use the channels have, doubling the designations required is just the right amount of "hard".

There is only one person that can say "that's the right amount of effort", and that's Toady. [flames removed - threetoe]

We've already established that this change to channeling fails to meet any of its design requirements. It exposes more of the games bugs. It is inconsistant with the rest of dwarven digging. We have also established that according to "Sean Mirrsen's" own logic, this change needs to be UNDONE, and Seiging and better Pathfinding to be be done soonest. So why is "Sean Mirrsen" constantly returning to points he has acknowledged were bad/false? That makes no sense whatsoever. But here you, Sean Mirrsen, are again, defending the change. Frankly, these topic would have died out days ago if you hadn't kept returning to say the same proven false positions and stating the exact same opinion, "Toady can do no wrong so this change must work exactly as envisioned and therefore be exactly right."

So, are you a sock puppet for Toady or just his one of his most hardcore faithful? Look through these threads, where you've acknowledged that your own position is that digging needs to be made consistant (with channeling reverting until digging and new mechanisms functionality is added in, to support clean breaching and safer digging among other things, while also giving us new channelling functionality for designating down ramps from same level), seiging needs to fix the "unstoppable moat/wall" issues, and all the other fixes required (pathfinding, etc). But after all that, back you circle to the beginning: "Toady did it to make defending by moat more irritating to the user without actually making it any more challenging to the user, thus needlessly angering his user base and his paying customers, ALL ACCORDING TO HIS PERFECT PLAN FOR DWARF FORTRESS."

Consider, your latest return has you back on the track of "make old style channelling take twice as long, and not irritate the players by double designation AND avoid all the exposed bugs which will get fixed in future arcs of DF." Note that the "Old Channelling" camp doesn't care how long channelling takes, just that they have that functionality back--- not for "instant moat defense", but all the other places that old style channeling is superior (channeling into a freezing aquafier, clean breaches, no death for miners due to the ground they are standing on being channeled away, etc).
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on May 01, 2010, 10:27:52 am
How much harder would it have to be for you to accept it as "effectively" harder? Limiting the tool to designating one tile at a time? For the kind of widespread use the channels have, doubling the designations required is just the right amount of "hard".

I don't think this is a good way to make a game harder, actually I think it's a very poor way (going back to the making unessery effort for user concept) so I don't see how this question is relvent.

What I said was I don't think it made the game harder which was it's stated goal and the only point in it's favour you were trying to make.

Lets face it in 40d a hand full of traps or half a dozen crossbow dwarves would stop any siege so it wasn't like channels where an siege breaking defence back then anyway.
Title: Re: DF2010, Channels make ramps instead
Post by: Megaman on May 01, 2010, 06:41:10 pm
FORGET REALISM. Its a game, and I want to have some bloody fun. I enjoyed the old channels much more.
Title: Re: DF2010, Channels make ramps instead
Post by: Shades on May 01, 2010, 08:24:09 pm
FORGET REALISM. Its a game, and I want to have some bloody fun. I enjoyed the old channels much more.

I'd have gone with gameplay trumps realism, but the result is the same