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Topics - Alastar

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A lot of the input is fairly repetitive and can be commited to muscle memory, if the interface supports it. Digging out rectangular rooms, a stairwell of a size we know in advance, a new hauling route following a common pattern, navigating individual screens and lists.
We need to do a lot of mouse waving now for things where that makes absolutely no sense. It feels like a throwback to times when mouse-driven GUIs were new and exciting, but nobody had a clue how to make them efficient. A good modern interface is laid out for convenient mouse use but entirely controllable by keyboard. Neither is currently the case.

Take the stocks screen for example. One would expect to be able to select individual entries with keyboard or mouse, then hit a hotkey for the usual dump/forbid/etc options. We can't do the former, and the mouse controls are on the far side of the entry.

I appreciate a lot of the interface cleanup and consolidation, and the additional mouse functionality in places where it's helpful. But fundamentally, having almost everything controllable by a series of hotkeys in an interface that laid that out clearly was a better fit.

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DF Dwarf Mode Discussion / Some musings on armour
« on: April 14, 2022, 10:31:25 am »
I figured I’d have a look at armour weights to decide on an effective loadout that doesn’t weight down inexperienced dwarves too much… and I’d be interested in corrections or alternative takes.
Boy, is armour heavy! Weights for dwarf-sized items, iron/steel unless stated otherwise - obviously, copper or bronze will be even worse.

leggings, greaves: 22
mail shirt: 19
breastplate: 16
shield: 10
buckler: 8
helm 7
mace, battle axe: 6
pick, hammer, spear, high boot: 3
low boot, short sword: 2
gauntlet, cap, bone greaves, leather armor: 1
other bone, wood, leather pieces: <1

80Γ (and 11 metal bars) gives us a full set of metal armour without duplicates: mail shirt, breastplate, helm, greaves, low boots, gauntlets, shield. Why low boots? It shouldn’t matter much either way, but as I understand it:
High boots' additional layer on the lower leg doesn't help much, and may cause us to lose our foot protection to accumulating damage there (greaves protect the lower legs and seem less prone to breakage).
We can fit two more mail shirts if our dwarves are legendary armour users and don’t feel the weight. but at 118Γ and 15 metal bars that seems excessive – especially if we consider that 2 cloaks should do more for protection if I understand the mechanics correctly.

37Γ (and 5 metal bars) gets us most of the protection: Steel mail shirt, helm, high boots and gauntlets, leather armour, bone greaves, some lightweight shield. This offers almost full protection against immediately crippling hits, but accumulating blunt damage (no rigid metal layer on torso and legs) and item wear affect staying power.
Non-metal shields break quickly, perhaps a second weapon is attractive instead: insurance against disarming, more concentrated training or a mix of attack types, still lighter than a metal buckler. However, shields seem superior against ranged and especially firebreathing enemies.
We need high boots here - otherwise there's no metal layer on the lower legs.

5Γ or so would give us my preferred starter/civilian kit: leather armour and boots, bone greaves, helm and gauntlets, lightweight shield. Metal cap and gauntlets would be a weight-efficient upgrade if we can spare the resources; metal gauntlets and boots should also improve unarmed attacks.
I usually don’t bother.  We get better use out of our metal by fully armouring real soldiers, or arming everyone – a naked civilian with a good weapon is a threat to a fully armoured invader in melee, a somewhat experienced miner fights at an advantage.

I've always liked to armour my civilians - leather armour and boots are enough to keep their non-existing panties un-twisted from nudity concerns, and they don’t wear out. Very convenient and thematic enough: sturdy workwear seems dwarfier than flimsy fast fashion. I’ll produce some regular clothing as accessories and for misguided nobles, courtiers, elf-lovers and other delicate degenerates.
Obviously leather is not the end of it: Bone is a superior material, allowing for gauntlets, greaves and helms - a bolder fashion statement, but now we have full coverage in lightweight materials. It won’t make much difference against well-armed invaders, but it’ll help against wildlife and will train armour user skill wtihout slowing us down.

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DF Gameplay Questions / Statues and hostile movement
« on: February 05, 2022, 01:15:53 pm »
Statues seem to be popular for traffic control, as citizens don't voluntarily path through them... but to which extent does that affect other creatures - animals, invaders, megabeasts, clowns etc? Does the ability to fly or building destroyer status matter?

If the behaviour is predictable, it would be useful either way.
If they resepct statues, we have a deterrent for places where a hard barrier would be inconvenient.
If they don't, we can have open areas that are safe-ish for dwarves but hazardous to uninvited guests.

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DF Dwarf Mode Discussion / A simple trap: The floor is magma
« on: June 23, 2021, 01:20:17 pm »
I recently stumbled across something so basic I was surprised I had neither seen it nor thought of it before.
Or maybe it's so simple that nobody found it worth talking about.

X>>>>>X
X>>>>>X
X>>>>>X


Essentially, just a perforated floor accessible from stairs at the east and west. With 7/7 magma below the whole thing and around 7 more units (total) on top, it's traversable most of the time... but trying is inadvisable, the magma sloshes around nicely.

I admit it's not the most deadly or FPS-friendly thing, causing flow, temperature and pathing calculations.
Still, I find it neat conceptually and literally. It's maintenance-free with no evaporation or magma loss, self-cleaning, and requires no crafted parts.

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DF Dwarf Mode Discussion / Machine guns that don't jam
« on: June 13, 2021, 06:02:29 am »
I've been trying for an embarrassingly long time to design a minecart water cannon that combines high RoF with high velocity. Anything clever and compact that I tried was an abject failure, and a a simple loop with multiple minecarts ran into the issue of jamming. Maybe this is an old hat, but I finally found a simple solution that somewhat satisfies me. Strictly speaking, it jams all the time - but it recovers gracefully.

╬╬╬    
╬■╬    

╗╚
..
╗╚

╚╝

╬  Fortifications
■  Stationary Minecart
  Impulse ramps
  Loading channel with ramp and tracks below. Infinite water supply behind fortifications.


The idea: Fast minecarts that have gone through the loop pile up behind the stationary one, ejecting their load. The impulse ramps resolve the pile-up, pushing slow carts around the corner into the loading channel. The larger the pile-up, the more ramps contribute to this, speeding up the process: we move towards the desired equilibrium of a regular cycle.

Two things can break this if we have too many carts: minecarts move through the loading channel so fast they don't take on water, or loaded carts are jostled hard enough to eject their contents before they enter the acceleration loop.
Rollers would make things more predictable though, allowing for a consistent and higher cyclical RoF... but I haven't managed to make them work, they seem to invite both of the above problems even at low speeds. Impulse ramps with their gentle but addititve acceleration seem easier for a self-regulating system.

As things currently stand, RoF oscillates between approximately 4 and 15 ticks, with an average slightly below 10.
I'd be grateful for any improvements, or a pointer towards a better way of doing this.

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DF Dwarf Mode Discussion / Simple design quirks
« on: January 24, 2021, 07:16:38 pm »
What are your little ways of doing things just a bit differently, that you find useful even though they don't seem to be common practice?

I use a lot of down stairs without matching up stairs. A walkable, unbreakable floor that doesn't block falls or fluid movement? Just what I want for my guest entrance.

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DF Dwarf Mode Discussion / Help needed: Soggy failcannon.
« on: November 21, 2020, 05:00:31 pm »
Hello! I tried to set up a watergun (no practical experience), and apparently missed something basic.

FFF

~
D
╔╗
╗╚
╗╚
╗╚

╚╝

F Fortifications, solid tiles above
Impulse ramps
~ Channel. Below: NS ramp, infinite water supply from the west
D Door over track, mechanically operated


Yes, I shamelessly stole from someone much cleverer than me.
The basic idea: when the door is open, we have continuous fire at low velocity and high RoF. When the door is closed, the loaded minecart spools up to ludicrous speed; hooking it up to an appropriate repeater should allow high-velocity shots at modest RoF. In literal dry runs, it appears to behave as desired.
With water, it just floods itself until the minecart gets stuck in the ditch. The same happened when I tried to build an exact copy of Larix' design.
Any pointers?

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DF Suggestions / Materials [including a spoilery one]
« on: May 03, 2011, 10:05:21 am »
I'd like the ability to make wrought iron or cast iron items, as the materials are sufficiently different.
Short summary: Nature is being a bitch about letting you make steel.
Pure iron is relatively soft, heating and working it in the presence of carbon hardens it enough to be useful - this is wrought iron.
You can't get the 0.2-2% carbon you want easily: continue heating it and you'll reach a jump point where the melting point drops under current temperature and you instantly get a puddle with excessive carbon in it. Cast it and you get something that's nice and hard, but brittle.

Leather is assumed to be clothing-grade stuff that's been treated to stay soft. Leather armour was hardened (soaking, boiling, appying molten wax... the last would tie in beautifully with an existing industry). From what I've seen, more low-grade armour would really enrich the combat system.

And while I've complained about it before... adamantine still makes no sense. Density of average stone when liquid, density of styrofoam when solid... it expands to 13 times its liquid volume when solidifying into an instant marshmallow? Max_Edge isn't rigidly defined, but carrying an edge so much finer than obsidian is physically impossible with adamantine's entries for molar mass and densitym even if we assume it to be perfectly amorphous. Then there's the behaviour under stress: It doesn't deform at all... until it snaps without warning. Dwarves with adamantine sutures would literally cut themselves apart.
Nonsensical magic faery glass is an unsightly blemish on an otherwise very sweet material/combat system that never ceases to amaze me with little details that I hadn't considered. Also, I don't think the current values work too well for gameplay either.

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DF Dwarf Mode Discussion / Combat mechanics: ARGH!
« on: April 06, 2011, 03:38:07 am »
I've always been interested in the mechanics behind weapons, armour and materials. But the more !!science!! I do in the arena, the more overwhelming it becomes and the less hard-and-fast rules/hierarchies seem to hold. Every test of an observed trend just raises more questions...

*

The established hierarchy of edged weapons by shear strength seems to apply to moderate-velocity weapons with a reasonable contact are.
The first deviation I noticed applied to projectiles... copper, bronze and silver performed well, lighter materials didn't. Not a big mystery, variable velocity with a hard cap suggests density will become important at a point - and in the real world, density is often favoured over strength too.
I also got strange results on scourges and morningstars, edged weapons with a tiny contact area and very high velocity. Against full iron armour, steel seemed to outperform adamantine and silver, which seemed better than iron. Ok, not entirely unreasonable... these weapons don't necessarily need a strong material to penetrate and again we may want a combination of strength and density, with less bias towards weight than ranged weapons because there's no hard cap. Still strange to see two radically different materials so close together in overall effectiveness.

More extensive testing of morningstars hinted at something strange about shields that I didn't know before. The relative advantage of heavier materials would be decisive when combatants used shields, to fade away when they didn't. Again, quite reasonable from a real-life perspective but how would this be modeled in-game? Relative mass of weapon and shield would be a natural assumption... but earlier and unrelated tests by me and others implied that wooden shields do quite adequately in many situations.

Then there's armour. Adamantine protects well against blades but not so much against projectiles. Testing with multiple materials, including those not normally available as armour, pointed towards density but elasticity/ductility should also matter. Going by modern military applications, hard but brittle armour (like adamantine: doesn't deform at all before it snaps) for the best chance to deflect a hit entirely, softer armour when absorbing energy and not shattering are important.
Just how intricate is the simulation? Are scaling effects in the game? Do velocity and mass have independent effects, or does the game only care about total force? Does the relative importance of strength and rigidity of the armour depend on the relative strength and rigidity of the weapon or just the contact area? How exactly are non-penetrating edged hits treated - they seem weaker than directly equivalent blunt hits?
While I may see patterns where there's mostly randomness, I can't help being impressed. It truly feels like a clever and highly complex simulation and not a dessed-up 'base damage + bonuses'

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DF Suggestions / Scalable fonts
« on: March 18, 2011, 02:01:32 pm »
I think truetype support was an excellent idea. However, the fixed ratio of tile size to font size is rather restrictive: I'm sure I'm not the only one who would be very happy about the ability to run some nice 16x16 character sets in combination with a minuscule that isn't too minuscule.

Easy in-game scaling would be best, but being able to set a multiplier in the .ini would go a long way.

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DF Gameplay Questions / Do weapons work as intended? Unused attacks
« on: September 19, 2010, 04:26:43 am »
At the moment, it seems that many attacks in the raws are never used; there appear to be no pommel strikes, flat blade or shaft hits. I don't know what this depends on: the unused attacks are all blunt and there are edged ones available for the same weapon, and they all modify the message (pommel/flat blade/shaft strike). Does anyone know for sure if this behaviour is intended?

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DF Dwarf Mode Discussion / Useful design notes
« on: August 02, 2010, 09:53:24 pm »
What useful little features do you incorporate into your projects that make them more useful or technically sweet? Points for being easy and and widely applicable; the sort of thing that makes you go 'why didn't they simply...' when looking at other people's fortresses. Bonus points for simplicity, compactness and overall elegance.

I love the ability to turn pressure on and off with the pull of a lever, by installing doors that will block orthogonal  connections while a diagonal one is always open. Usually in additin to a standard on/off switch, of course... and often in sequence so I an set to which z-level everything will be pressurised.
Using this on both inflow and drainage, this allows very controllable selective flooding and a few other useful tricks.

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DF Gameplay Questions / Glass and obsidian weapons
« on: July 31, 2010, 03:13:03 pm »
Two quick questions:

1) Where are the material properties of glass defined? I couldn't find anything beyond the stone template, all I know is that glass trap components don't appear to be very impressive.

2) Has anyone tested obsidian as a weapon material in 2010? AFAIK this would require some modding as crafting obsidian blades currently doesn't work as expected. I'm curious if the sharpness would offset the low structural strength against unarmoured targets.

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DF Suggestions / Material Science: Strange things to reconsider
« on: July 30, 2010, 07:40:15 am »
First, I can't stress enough how awesome it is to simply assign different materials real-life properties and have the game take care of everything that follows. However, this requires the entries to make sense in the first place. I thought I'd make a thread to suggest tweaks to make DF even more of a geeky delight.



I'll start off with something that doesn't exist in the real world, adamantine. I'm not challenging the sheer structural strength of the stuff. As a mythic metal, a lot is justifiable here and I'd only worry about his after the more problematic entires are taken care of.
However, do the following feel right?

1) It has roughly the density of balsa wood, aluminium is approximately 13 times as heavy.

2) The edge it can carry, given as a unitless number. Most metals including steel have 10000 (there probably should be some variation here, but I don't have specifics atm), obsidian has 20000, adamantine has 100000. Afaik, nothing in the real world carries a finer edge than obsidian (although some are similar and have other desirable properties - hardness, durability etc), so this seems very extreme as well.

3) There is no elasticity and no plastic deformation; it doesn't give at all before snapping entirely (which would, of course, take quite a bit of force). Parrying a blow with something that light and that inflexible would probably result in either cutting straight through their weapon or having yours knocked out of your hand.

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DF Gameplay Questions / Fluid mechanics: Pushing things.
« on: July 27, 2010, 02:51:23 am »
Sorry if this has been answered already, but I looked around in quite a few threads and wiki entries without finding an answer.

I believe I mostly understand the concepts behind fluid mechanics, but I'm unsure how to apply them. My understanding: pressure is simulated realistically with respect to how much fluid ends up where, but not with respect to what that fluid does on the way. Flow and pushing objects depend on depth gradients, teleporting fluid because of pumps/gravity causes neither.

This means a high-pressure water system as I'd build it intuitively works for flooding a large area quickly, but isn't optimised for a lot of other things I'd like to do: Flushing goblins and elves down an oversized metaphorical bog straight to the Hidden Fun Sewage plant. Pushing things off a ledge into a pit of everlasting flame. Splattering invaders against a wall. Collecting goblinite and other junk in front of a grate for quick automated spring cleaning. Maybe even creating a true water-powered rock cannon.

So how would we optimise for pushing things, rather than moving a large volume of fluid? A fast repeater linked to te door holding the water in, to create water pulses? I don't think this would be directional on its own because afaik the game doesn't keep track of water momentum... but could we force this by a certain pattern of floor grates for drainage, keyed to the pulse length? Does this even make sense?

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