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Messages - katana0182

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1
DF Suggestions / Re: Fun with chemistry!
« on: April 16, 2009, 01:04:19 am »
Well, throwing "aqua vitae" at the goblins might be a good thing. It's flammable after all. A booze flow feeding an "aqua vitae" squirt gun, maybe with a torch secured to below the squirt gun. Nice for fortress defense.

2
DF Suggestions / Re: Change temperature to Celsius
« on: March 25, 2009, 08:21:13 pm »
Now if you want a universal, non-anthropocentric temperature scale, suitable to creatures whose planet has ammonia or methane in the place of liquid, solid, or gaseous water, you can use electron-volts.

But for us Earthlings, we should change it to Kelvin, because you get to use uints. Set up conversion based on locale (K - 273 for celsius, I don't know for fahrenheit), overridable in the inits. Default to Fahrenheit for US, Burma, and Liberia. Default to Celsius for other Earthlings.

3
DF Suggestions / Re: [For or Against] Tunnelers units
« on: January 20, 2009, 11:14:21 pm »
I think that this is a fine idea - better than the "invisible baby snatcher" and the "invisible goblin raider" modality of sneak attacks. However, it ought to be implemented much later in the game after realistic tunneling behavior is implemented. Digging a tunnel - at least for invaders - under hostile fire - ought not be a trivial task:
  • Tunneling needs to be implemented with the modality of permanent underground terrain - for example, at least impassable rock seams.
  • Shoring of the invasion tunnel should be required, forcing the cutting of wood. Passage through an invasion tunnel of many soldiers ought to be limited. For example, if invaders dislodged the shoring while passing through the tunnel - always a possibility with clumsy trolls - the entire tunnel system should collapse on their heads.
  • Dwarves ought to be able to fire catapults at shallow tunnels and force them to collapse.
  • Metal walls ought to be impassable to any creature short of a fire-breathing dragon, a balrog, an epic level spellcaster or the possessor of a major artifact, or a hidden fun creature from the hidden fun place.
  • Perhaps there could be depth or length restrictions on invasion tunnels.
Tunneling ought to be limited, slow, and balanced.

4
DF Suggestions / Re: Multi-Threaded Pathfinding
« on: September 07, 2008, 06:42:33 pm »
I apologize for the forum thread necromancery. I understand the whole concurrency issue, and understand that MP thread synchronization is difficult and annoying... I'm trying to figure it out in VB.net right now for some work-related stuff...

But...shouldn't it be possible to split discreet, non-realtime tasks off from the main thread and have them return later on, within a given time-frame?

For example...
1. Main thread decides that temperature overlay for map is outdated...
2. Main thread decides that since [SMP:ON] it will fire up a thread to update temperatures; said thread must return within 10 gameplay frames....
3. Main thread instantiates subsidiary thread (foo), and passes it necessary data.
4. Main thread continues for 10 gameplay frames, while thread (foo) processes temperature update of map.
5. After 10 frames, thread (foo) is queried to see if it has completed results. If it has, and is not locked, thread (foo) returns the results to main thread, and is destroyed. If thread (foo) is locked or has not returned results, it is signalled to stop, and main thread processes temperature update of map on next frame using its own resources.

A pattern like this of making the main thread robust enough to do the task of the subsidiary thread in the event that the subsidiary thread fails to return data should be able to resolve concurrency issues, although it probably isn't an efficient use of resources...but it might be a way to start with MP? What do others think?

5
DF Suggestions / Re: More realistic nobles & noble dynamics
« on: September 04, 2008, 11:29:34 pm »
I agree with everyone's suggestions.

The positive side of "more active" nobles should also be emphasized:
*there are some bad ones, but some good ones too, most are in the middle; and most know the reason why they're still alive and allowed to be a noble is because the commoners don't hate them so much that they get together and overthrow them;
*they can call for help if the fortress is threatened, and it will probably come;
*they're skilled fighters, can organize the fortress defense, rather than relying on a militia, and their guards can help defend the fortress; primarily, the nobility should be a military caste, rather than a caste of rich parasites (of course, there are exceptions);
*assuming they're kept happy, they're perfectly content to let the commoners run the show; mayorial elections and managerial decisions still go on as always, common criminals are sent to the cages, chains, or the hammerer by the Sheriff's court.
*sometimes they might be motivated to start a metallurgical industry, expand Dwarven vintnery or explore the under-ground river, or even go hunting for hidden fun stuff;

Another dynamic that I would propose is that only the fortress guard can be used as soldiers with real weapons (of course, individual dwarves can fight, and defend themselves) until a noble arrives and militarily organizes the fortress. The fortress guard should be the stereotypical "band of peasants with torches, hoes, and pitchforks" led by a sheriff, who could be a minor swordsman; they should behave much as a squad of dwarven soldiers does now--run around scattered, return to the mess hall if hungry... they shouldn't be able to bear real arms, except for the few hunters, just farm implements or tools

When the noble arrives, he organizes the Dwarven Militia, which can turn dwarves--with drill, weapons, armor, lots of physical training, and plenty of time, into several squads of fine soldiers, able to face down even a great and numerous host of goblins.

This would be the nobility I'd like to see.

6
DF Suggestions / Re: More realistic nobles & noble dynamics
« on: September 03, 2008, 11:25:15 pm »
Most of the time, the noble should be passive, provided his wants are being satisfied, and he is not a sadist (or a masochist).  (There are some nobles who are, most definitely.) (Use of "he" implies "she" as well, in such cases as might apply.) Following the initial period of settling in, the noble should concentrate on his pursuits:
*Military prowess, and the combat arts; he is a knight, and the leader of the fortress' defense, responsible for the protection of the surrounding countryside, and the flow of commerce. He is also a servant of the Crown, and may be called to levy conscripts for a war.
**In smaller fortresses, he is directly responsible for the drilling of the Militia in the late fall, winter, and early spring.
**In larger fortresses, several Searjeants or Squires might supervise the training of groups of units.
**He leads the defense of the Fortress, standing atop the battlements, and surveying the besieging horde before him.
**During the trading season, and intermittently in the off season, patrols are dispatched regularly by him to keep the Dwarf-King's peace throughout the countryside.
**In times of war, or if the beacon-fires are lit, the Militia shall be levied to come to the aid of the King at his Mountain-Home, or upon the field of battle, and the Noble shall lead them to war.
*The noble's hobbies: The noble should have several hobbies, ranging from horseback riding, requiring the capture of horses, and the building of expensive stables, to the curation of a library within the Fortress, or to experimentation with the Arts Alchemical.
*The Wife's Hobbies: His wife might have her lady-like Dwarven hobbies, ranging from knitting, to horseback riding, or even the mechanickical arts. Keep those stockpiles filled with mechanisms if she gets into an Ada mood and tries to build an Analytical Engine driven by waterpower.
*The kids: Are training to be young nobles. May act bratty. Will have a personal trainer to tutor them in the combat arts, and a personal tutor to oversee their studies. Don't piss them off.

During all this, provided the nobles are appeased and not disturbed, they will be happy to leave the commoners alone to their labors (except, of course, if they are sadists...Elizabeth Bathory, anyone?) They will possibly also have feast-days, where they entertain guests in the Great Hall, or such other nonsense.

7
DF Suggestions / More realistic nobles & noble dynamics
« on: September 03, 2008, 08:31:05 pm »
The hereditary nobility, as it currently stands, doesn't act like a "nobility" should. For instance, their deaths have no consequences, most of their demands can be ignored, they are unguarded, except if the player assigns a guard to them, they do not excessively tax the yeomanry or the peasantry, don't deflower dwarven peasant damsels who catch their eye (angering their families, perhaps even inciting a revolt), don't have friends who can bail them out of nearly any situation, regardless of the law, don't try to really order or micromanage their subjects, or pull truly idiotic stunts like only a hereditary nobility is capable of.

Introducing enhanced noble dynamics would be a great and fun addition to Dwarf Fortress. It would add an enemy within the fortress, rather than an annoyance to be disposed of through convenient accident.

Suggestions:
* Every noble, upon reaching adulthood is a trained fighter of some sort, and requires armor and weapons, or arrives with weapons if coming to a new fortress;
* Every noble personally arrives with several highly trained guards, rather than relying on the "DM" to designate their own "royal guard"; in the case of nobles born in the fortress, they could recruit and train their own guard.
* If a noble is locked into some room, the guards break down the door. If the noble is drowning, the guards, who are master swimmers, jump in, and haul him out. If the ceiling should collapse, his guards pull out their picks and dig him out of the rubble. If the noble is, say, threatened by his subject dwarves, the dwarves are traitors, and turned over to the Hammerer for disposal.
* The noble gets what he wants. If he wants a room, he sends his vizier (or his guards, if the vizier is ineffective) to summon a miner to dig it out to whatever dimensions He desires. If he wants it engraved, engravers are ordered to engrave his room. If he wants a chest, he sends his servants to take one from a peasant's shop, or failing that, from a peasant's home. If he demands a bed, because he is getting tired, his guards poke the sleeping carpenter with their swords, and order a bed made, and brought to his room. If he wants a new mayor, the old mayor is put on trial for "treason", and Hammered. If the noble is drunk and thinks the goblins besieging the fort are his long-lost hunt companions, he orders the gate opened, and a royal banquet to be thrown for them.
* Instead of having lower morale or designating some random dwarf for a hammering when their demands are not met, the noble ensures their demands are met by sending their guards to, for example, hold the mayor at sword-point, beat the **** out of several masons (or the mason's guild leader), threaten the book-keeper's children, or do something else nasty (especially to highly skilled dwarves) until they get their 10 obsidian statues.
* If, for example, the peasantry is restless or seditious, the noble is from a noble family (and has relatives living elsewhere) knighted by the Dwarf-King, and can request further guards--or even soldiers from the King--serving under the noble's personal command, to encourage the peasantry to comply with their reign.
* If the noble were to die of something other than natural causes or "misadventure", then his relatives in other mountain-homes would be rather upset, and might send parties of warriors to enforce accountability for his death. If those armies were defeated, then the King might get involved, sending several armies to reduce the fortress to a flaming wreck.
* It would be interesting if the user could highlight a noble and hit (o) to (o)verthrow them. Of course, if this occured unsuccessfully, the player might face the hammerer's wrath.
* Of course, if the peasantry were to resist the armies, then that fortress could form the nucleus of a new Dwarven Kingdom, or a Dwarven Republic.

8
Dwarves don't have the technology to build nuclear reactors? What is the world coming to?

Actually, they don't have to have any technology at all to use fission:
http://en.wikipedia.org/wiki/Natural_nuclear_fission_reactor

It's actually pretty easy to use atomic power given a suitable moderator like carbon rods (a.k.a. graphite/anthracite) and a suitable coolant, like water. You don't need any kind of electricity or even knowledge of hydraulics. Give a large enough heat sink, such as a room full of water, and a few choice pieces of pitchblende, embedded in a carbon block, and fed with a few screw-pumps, you can get Mr. Fission working faster than you can say "positive void coefficient". It could even be done with ancient technology (of course, nobody would know what the heck was happening, but it could be done...and any sufficiently advanced technology is indistinguishable from magic...) Plus, unlike the environmentally unfriendly option of burning trees (anathema to the Elves), or coal (can we say global warming, anyone?), nuclear power is carbon neutral, doesn't produce smoke (always a hazard in closed environments like caves) and perfectly suited to the purposes of fortress-living. You can even bury the pitchblende down an abandoned shaft when you're done. (Plus it seems like a kind of dwarvy invention, steam, mysterious forces...besides, what other use would you have for your nobles aside from being living Geiger counters?)

Of course, if the "magical stones" decide to melt, then it would be a good idea to run for your life.

9
for the heat source for boilers: in addition to magma, wood, and coal, we might want to add pitchblende, already mineable in the game, but not useful as of yet--fill the boiler with water, smelt the pitchblende into bars at the smelter, forge the bars into rods at the metalsmith, and install the pitchblende rods in the boiler. this could provide a way of getting lots of heat in a map without magma. you would only have to replace the pitchblende rods once every few years, probably, while generating a large quantity of steam constantly. what you do with the used rods? good dwarves could throw them into a below ground cistern filled with water, while bad dwarves might cast them into armor to sell to the elven treehuggers, forge bolts out of it for their crossbows and ballistas, or use it for "special" furniture for the rooms of their idling nobles who have given out one too many inconvenient mandates.

it would also add more, how shall we say, possibilities for "fun" into the game, especially when the goblins destroy the river water-pump feeding the boiler, or the dwarves shut the water valve for the boiler conveniently located amid the goblin horde milling outside the fortress walls. in addition, random events could occur, like a crack in the boiler, a rod exploding out of it, or a pump malfunctioning.

for more info, look up pitchblende at wikipedia to see what i'm getting at.

10
DF Suggestions / Re: Larger viewport?
« on: October 31, 2007, 04:27:00 pm »
Instead of expanding the current 80x25 viewport, why not just create another one below it, as a "split screen" (2 x 80 x 25 viewports). One viewport could be on one level elevation level, or at a specific area, or on the minimap, and another viewport could be on something else. There could be a special key to switch between the two. Initially, the active viewport would have the menus, and what not; the other viewport would just be for viewing, and when the switch key was pressed, the menus would shift to the other  viewport. I don't know if this would be relatively minor or not, but since I'm guessing that most of the cycles DF uses are to run the world, not draw the graphics, providing another view might be a relatively trivial computational expense (but perhaps not so trivial to code), and being able to view two places at once might help with the additional complexity of the new version of this incredibly great game.

11
DF Suggestions / Wagonways Transport
« on: October 28, 2007, 10:08:00 am »
Having your dwarves haul stone out of the mines, piece by piece, when you dig, is kind of annoying, and cleaning up the 500 pieces of clothing and armor after those goblin sieges is also a real transport nightmare. I suggest an alternative to piece-by-piece hauling by dwarves, which would be to use mine cars/mine wagons, hitched to mules, and running on track, to take items to an appropriate stockpiling area (or just dump it into the chasm).

What could be done to implement this might be having mechanics build tracks, and carpenters build the wagons/cars. Horses/mules could be trained and hitched to these wagons. At certain points along the track, the player could build stockpiles adjacent to it, and then an option could come up to link the stockpile to the rail network. Each track-adjacent stockpile could have a selection of items that dwarves could put in, and items that wagons can put in. There even could be a special building built only on the edge of the chasm, which could serve to empty wagons/cars automatically. It could have a selection of items (or some kind of filtered item selection, like XX or X damaged items, or foreign items), that it would accept for auto-chasming.

If horses, mules, or ponies were chosen not to be used, well, you can always have the children taken away from their frolics to push the cars/wagons!


12
DF Suggestions / Versioned config files
« on: December 23, 2007, 10:05:00 am »
First, what a great game! Thanks for all your hard work, Toady. It's brought me and no doubt countless thousands of others millions of hours of enjoyment.

I have a minor suggestion to make. Every new DF version overwrites the previous consolidated config file (init.txt) if it's unzipped uncautiously, and old config files don't have the new features introduced by new config files. This is the cause of (very minor) annoyance to me, but to someone not used to editing plaintext files and dependent on GUIs, this might result in lots of trouble.

I was wondering if it would be possible to have separate config files for separate versions; to perhaps create a new config filename for each version (e.g. init.txt becomes init.0.27.169.33g.cfg). The same could be done for interface.txt and graphics_*.txt files.

It would then be a relatively simple operation for the DF executible to read the old config files upon the first run of a new version, and update the new config files with the old ones' settings.


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