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Messages - Skullsploder

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496
Yeah the shaft of enlightenment is insane. I sometimes use it on goblins if I'm bored and want to give my commander a challenging arena fight. Literally just push a creature holding a weapon down a tall shaft with an upright spear at the bottom. There is a very tiny minutely small chance they will simply go splat, but most of the time they parry the spear. It gives them mad xp gainz because the game counts fall damage as the ground hitting the dwarf. Normally a dwarf cannot parry the ground, but when the ground is a spear, he can. Parrying super deadly literally exploding into gibbets damage = huge xp gain.

497
DF Dwarf Mode Discussion / Re: I found my very own vampire!
« on: October 08, 2014, 01:45:04 am »
I make my first one record keeper and manager, and then I give the rest a permanent barracks inside my goblin pit. Not as a death sentence! I just have them training forever, occasionally chucking in goblins for them to mess around with. They're very useful if you're near a necromancer tower.

498
DF Dwarf Mode Discussion / Re: Expansion advice
« on: October 08, 2014, 01:40:17 am »
If the only purpose of the migrants being allowed in is breeding, you could make a shed with a burrow designated in it, and assign the migrants in there, and also put a meeting zone in it. Disable all jobs on the migrants so you don't get cancellation spam. You now have a way of growing the population through breeding without compromising the integrity of the whole "starting four are Armok's chosen" thing or what have you.

499
But how would a drwaf obtain copper without a pick?
The humans who first discovered copper found it alluvially, ie they found some hot, melted stuff on the ground and experimented with it. Afterwards, when they used copper to mine out stone, they found veins of native copper and various other ores.
No no, I get that. In life things like this occur naturally. You can even find glass from thunderstikes in the seashore.

Im just saying that in Dwarf fortress this is more or less impossible. You need metal to make a pick(unless there is a substitute, and usually there isn't), you need a pick to get metal. both are needed, the pick and the metal to mine, to obtain either. To go past this, the game would require some slight tweaks so that you can find ores just lying around, or that you can dig without tools, or have temporary weak materials to build pickaxes out of. I mean, this isn't minecraft. Dwarves can't just punch trees to get wood or hit the dirt to dig it.

Native copper is essentially pure(-ish) copper metal. You can take a chunk of native copper and hammer it into a flat shape with a rock, then grind a rock along the flat piece's edge, and with that you will have a copper axe. A prehistoric native copper axe was found in Germany, sooo...

Also, What is currently impossible in the game is not relevant. This is the suggestions board, and it was possible IRL, so I'm suggesting it be possible for the dwarves to advance like prehistoric man did IRL. Hitting a tree with your fist won't provide usable wood, but breaking off a branch will. Basically, the ideal future of Dwarf Fortress in my mind is a procedural simulator for whatever the hell you feel like simulating. Anything you can do in real life, you should be able to do in Dwarf Fortress.

Tanning
Requires: Skins
Skill: none

ID spends a long time messing around with animal hides, and eventually builds a small workshop that can tan a hide every month or so. Tanned hides are treated the same as raw hides, except they don't rot away nearly as fast.
Unlocks tanning.
Did you forget the ID pissing over the skin/soaking the skin in his own urine? Speaking of that, I wonder about the mental stability of the first person to tan a hide (they used dog urine and chicken droppings in medieval times, right?)
Actually, the key to tanning is tannic acid, obtained by soaking the hides together with lots of chips of oak bark. As few sites will have oak trees, I think we're safe in just making the reaction require a couple of generic "sticks". The wiki says that the urine is only used to help separate the hair from the skin--which might not even be desirable, in Cold climates.

I did more research, and tanning has been replaced with primitive rawhide making in my list. True tanning will come later.

Skullsploder, you'll be the one covering most of clothing creation, so here's my plan: All clothing Inspirations are Common Core, until an item of that type has been invented. (If everybody's barefoot, somebody WILL invent shoes--but once you have 1 type of shoe, there's little need for another.) So each civilization will come up with 1 or 2 "native" examples of each type of garment, and that will be their style. But if clothes (weapons, armor, etc.) from a different civilization are owned by your fort, then the Inspiration for that particular item becomes Common Core again. So if you kill some goblins and they like high boots, you've got a chance to develop high boots for yourself (eventually). So the full list of clothes, weapons & the like will be part of both lists--until it becomes one unified list.

This is a good idea. +1 to that.

And names. I realized last night that it would be pretty dumb to have a Stone Age dwarf whose name translates to "Abbey Theaterfountains", given that none of those things will exist for thousands of years. Good thing the language_SYM file has a "Primitive" section.
Also, at some point, some dwarf is going to be Inspired to Honor Dead. You (almost certainly) can't make coffins or slabs, but you could probably bury the fellow by . . . um . . . hm.

I completely forgot about burial rites. But I did initially spend 15 mins typing a ramble about names that didn't quite get off the ground, so I scrapped it for later :P Lemme work on that now.

I forgot, before the advent of real axes, a common method of felling trees was fire: slow, smoldering fire around just the parts of the wood that you wanted to remove. Dugout canoes are still made in this way.

Definitely going on the list.

That god of scholarship, poetry, and discipline is going to be twiddling his thumbs for an awfully long time. Becoming a devout worshiper makes sense, but just make sure not to drag the Religion Arc into this--we've already got more than enough to chew on as it is.

Yeah, I figure we can just do our thing and religion can be dumped on top when it arrives.

Pretty much, yeah. As long as you make sure that every civ is pretty much guaranteed to be able to provide all the basics for a "classic" DF embark, we should be good to go, so . . .
Food industry, including some forms of food preservation and storage
Liquor industry, including storage (Should this be optional? I think a civ that lives on water alone should at least be considered as a possibility, and you can't transport beer anyway, not without refrigeration.)
Clothing industry, covering at least the bare bones (what an apt turn of phrase!)
Husbandry industry, everything from Capture Animal to Pack/Draft Animal
Vehicle industry, everything from Wheel to Wagon (Wheelbarrow, Minecart and Chariot all optional, however)
Blacksmithing industry, including Iron Casting (for anvils)
Weaponsmithing industry, including copper or iron picks & axes.

There's surprisingly little between wheel and wagon. It goes almost directly from wheel to axle to hand-drawn cart to animal-drawn cart.

The development of agriculture is optional, surprisingly. Sure, it would take a hell of a lot of meat and wild plants to sustain a reasonably-large population for any reasonably-large length of time, but it's technically possible. Figuring out the seed->plant connection should not be an absolute requirement, particularly for a nomadic people (which dwarves, admittedly, are not).

I am trying to make it possible for a civilisation to take a completely aggressive/nomadic route to technological advancement. It's be difficult, and require actively rejecting farming, but possible nonetheless.

Seems a solid enough idea, but will the player be able to check how advanced his gluemakers are, or will he just have to remember how many glue-related innovations there have been? And I'm not dumping on incremental improvements by any means, it's just that looking at an arrow and seeing that it's a, say, "Hollow-shaft Broadhead with Rifled Fletching" feels more real to me, while looking at an arrow and seeing that it's "Level 9" is way more gamey. That's why I've been pushing for the major advancements having names & their own unlockable reactions in the RAWs, while subsequent moods (that don't research any new tech) cause improvements in the quality.
On another note, animal glue is made from skins & connective tissues, not the fat.

Whoops, I did absolutely no research for that section. The naming thing was bothering me too, but then I had an idea about how to fix that and keep it a valid raw system.

[ADVANCE:1:1:FLAVOUR:1:" Fletching! Now your projectiles will fly straight and true(-ish)!":DESCRIPTOR:ITEM:ARROW:" is fletched with two feathers":"":DESCRIPTOR:ITEM:ALCATL_DART:" is fletched with two feathers.":none]

This tag would add the possibility of this set of flavour text being used for the first to first (so just the first) innovation in fletching, the discovery.
The number after FLAVOUR indicates the weighting of this set of flavour text for selection.
The text string after that is the text that will be displayed on the screen when the innovation is finished. The screen will automatically have "Urist McInspired has discovered", and after this is where that first string goes. This can be all you put in the tag, if you want, but the main idea of it is to include the DESCRIPTOR tags. These will add the first string after the item selection tags to the list of descriptors for the item selected. The descriptors are displayed as:

This is a [material] arrow. The arrow[descriptor1] The arrow[descriptor2] The arrow[descriptor3] and so on.

The second string in the descriptor bit is a descriptor that this will remove. As in, after adding the specified text to the list of descriptors for the item, the tag will search for a descriptor whose text matches that in this second string, and remove it if it finds it. If it doesn't find a matching descriptor, nothing happens. This is so that you can remove a descriptor like " is fletched with two feathers" when some bright cavedwarf decides to add a third feather. You can add as many DESCRIPTOR:TYPE:THING:"text":"text" tags as you want to an advancement flavour tag, which can be necessary when a single advance makes many others obsolete or something, but each new flavour set requires its own tag.

So what you'll start with is:

This is an obsidian arrow. The arrow has a knapped stone tip. The arrow's parts are held to the shaft by raw animal tendon. The arrow's parts are held to the shaft by hardened plant sap.

And what you'll end with is:

This is a steel arrow. The arrow has a hollow shaft. The arrow has a broadhead tip. The arrow has rifled fletching. The arrow is fletched with three feathers. The arrow's parts are held to the shaft by woven plant fibre cord. The arrow's parts are held to the shaft by a glue of boiled leather.

Also, I've thought of a way to work new items into the civ's raws slowly: If a dwarf thinks of a slight change for a stone arrow, the raws for the stone arrow are copied and the changes are applied to the copy. All of that civs reactions to produce stone arrows are changed to reference the improved version's raws, and when no instances of the old version exist anymore, its raws are deleted from the civ's raw set.

They do, however, still exist in the raws of every civ who possessed that same variant of the stone arrow.

Thoughts?

As to language and names. Here's a procedural engine for you:
Once an early dwarf decides to assign a particular grunt noise to a particular object, the engine gets in gear. Dwarves will gain first names only at this time as well, but they will all be individually formulated and unique noises. Children will be named after parents, friends of parents, family, or favoured objects of parents. Additional names based on profession, family/clan, and birthdate are all separate innovations, with each one getting less likely depending on how many have already appeared.
In the beginning, there is a list of all possible vowel sounds. (a, e, i, o, u, ou, ee, ay, oy, ui, ow, etc) and all possible consonant sounds (b, s, z, soft g, Germanic g, etc), split into soft and hard consonant sounds. When a dwarf sees a new thing, be it a newly invented creation (rock on a stick!) or a natural terrain feature (like a tree), he assigns it a name, made up arbitrarily of vowel sounds and consonant sounds, following these rules:
  • There are no restrictions on placing vowel noises next to each other. The game will simply place an umlaut over the first letter of the second and any subsequent vowel noises.
  • A maximum of three consonant noises can be consecutive, but only if the first of the three is a soft consonant sound, and the group is both followed and preceded by a vowel sound.
  • A maximum of two hard consonant sounds or two soft consonant sounds can be adjacent to each other.
  • A brand new thing can not be given the exact same name as a pre-existing thing. They may, however, mutate over time
  • The game will draw a maximum of half the syllables (not sounds) that make up a newly discovered object's name from other objects within its sphere. There will be a good chance that the thing's name includes, includes part of, or is the ID's name if it's an invention, depending on the self-centeredness of the inventor.
  • When a different civ brings a new object to you peacefully (i.e. you don't take it from their cold, dead fingers, at least until you've chatted a little about it a little), your civ will develop a word for that object that is a slight mutation in the sound of that civ's word for it, and vice-versa.
Every few years, the game will check how often an object is used by a civ. This can be a accumulation of reference in artworks, overall civ alignment with the object's sphere, how long the object has been present in the civ, and so on. The total use-frequency score for an object determines the chance that the language engine will shave off a syllable or some superfluous sounds from the civ's name for that object, trying not to turn it into the same word as something else. The chance of shortening a word is modified by the square of its length in sounds: a 4-sound word (like s-p-ea-r) is far less likely to be shortened than a 7-sound word (like e-l-e-ph-a-n-t), provided equal usage. A modifier of 16 versus one of 49, and shortening is fairly rare overall.

I think that this system will allow civs to develop distinct languages and dialects in a way that actually makes sense. The more of their formative years that two civs spend trading tech with each other, the more similar their languages will be. There will be a tendency over time to shorten common words, and thus connections between two words can be lost.

500
DF Dwarf Mode Discussion / Re: Guess what I get to play with!?
« on: October 06, 2014, 04:52:58 pm »
PTW. Try talking to the guy who's running Roomcarnage, DS. That fort includes a device for melting glacial ice with liberal amounts of magma, causing constant caveins, melting, re-solidification, and obsidianisation. Probably one of the most horrific stress tests you can put your FPS through.

501
Yeah, I think there should be a point of diminishing returns for training. I mean really, you can train all your life, but if you're training wrong then that won't help you. The actual point of diminishing returns should be determined by some sort of average of teacher and military skills for the best dwarf in the squad. Thus, if you throw two completely untrained recruits together in a barracks with some swords, they'll maybe be able to get to novice. Maybe. If, on the other hand, you put a raw recruit in a 2 dwarf squad alongside the legendary-in-every-weaponskill-and-teacher-too militia commander, then you will have a very good fighter training next to your commander after a while.
Actual combat experience should probably be left as it is, if you're gonna go through the effort required to organise non-lethal live training for your dwarves, you will be able to get elite soldiers.

502
Rocks. One would obtain rocks :)

503
DF Dwarf Mode Discussion / Re: Expansion advice
« on: October 06, 2014, 04:28:04 pm »
You can work around the clothing issue by just making every dwarf an inactive member of the military with a leather uniform. But anyway, you should build a one-storey curtain wall around the area you'll be expanding into, and then raise the original wall a level. The next time you expand again, do the same thing, and raise the inner two walls one level each. You should now have a 1, 2, and 3 z level high wall, for a really cool tiered-city effect.

Since no trading is done, I'm assuming your going to reject barony status. You could make a republic themed city-state, complete with an assembly hall and stuff, and your mayor's residence and senate house would take up most of the original inner wall area.

Of course, all this is far down the line, once you've actually got that exponential population growth thing working for you. For now, just claim a largish area around your village by building a wall around it, and get a forge built to ensure the safety of your starting anvil. You did start with an anvil, right?

Anvil? What? Who needs an anvil if I'm not getting metal? :p

I kinda have a backstory to it all which means they're basically failure dwarves who rejected all forms of digging and metal, making them only use stone for slabs. I do like the tier effect though

Hahaha don't you know goblinite is the fourth ore of iron? ;)
How do you raise and lower bridges btw? Did you embark with some mechanisms for limited use or are you allowed to do mechanics?

504
DF Dwarf Mode Discussion / Re: Well, there went my first game.
« on: October 06, 2014, 04:04:34 pm »
I am going to tell you something that will make your life much easier with regards to industry:

Use the shift key plus directional keys to make a 21*21 room centered on your central staircase. place three mechanic's workshops in a row coming down from the central staircase. Place a row of three masons workshops to the left of the central staircase. Place three jewelers workshops to the right of the central staircase, and place 3 craftsdwarf's workshops to the north of your central staircase. In the top left corner, place a stockpile for furniture, place a stockpile for finished goods in the top right, place a stockpile for stone at the bottom left, and a stockpile for gems at the bottom right. This area will let you create high value furniture and trade goods all on the same level. Which is nice.

At the same time, you can mine out a largeish area north of your craftsdwarf workshops, and designate this as a refuse stockpile. Remember to put a door in the wall! This way you will have easy access to bones for bone crafts and bone bolts at your craftsdwarf's workshops.

And here is probably the thing that takes you the longest to safely figure out as a noob (or at least, it did for me): safe garbage disposal. In your refuse stockpile, build this:

Code: [Select]
side    top view
view   
        z+1   z+0
_PS o   ooo   ooo
__oBo   oho   oBo
        oSo   ooo
        oPo
        o_o

h hole
_ floor
o wall
S track stop
P pressure plate
B raising (NOT retracting) one-tile bridge

Build the track stop with d-C-S, and set it to dump in the direction of the hole in the floor (press d once you've selected track stop in the build menu until it says "dump north" if the hole is to the north of the track stop. Build the pressure plate with b-T-p, and set it for any weight and to trigger when citizens step on it (the menu is fairly intuitive). The bridge you just build with b-g, but make sure you press w, a, x, or d before placing it to make sure it raises and DOESN'T retract. Once the bridge is built, (q)uery the pressure plate and link it to the bridge with a-b (You will need 3 mechanisms built at a mechanics workshop out of 1 stone each to build this).

Once you've built this, (make sure the bridge is completely walled off once it's linked up!) construct a wooden minecart at a carpenter's shop. then press h to open up routes and press r to create a new minecart "route." Move your cursor with the arrow keys onto the track stop and press s to create a new stop, and then go into the stop's settings menu. Press x to remove all the depart conditions, then move your cursor onto the refuse stockpile and press s to set the stop to take form it. Press enter to set desired items, in this case: refuse corpses, items, and body parts. Press esc to exit the routes menu, and voila, you have a system that will dump refuse onto a raising bridge which will pulverise it into oblivion, and it's all automatic, no oversight needed.

505
This is a brilliant idea. It will be tough to implement, but it's brilliant. Only a couple of issues that I'd like to know more about:

Multiple dwarves using a workshop. How will the amount of dwarves that can use a zone be decided?
How varied and basic are the tools that are allowed? (back to the stone age where a rock is used to make sharp rocks which are used to make most everything else. Would rocks be usable as shaping tools?)
UI. The q menu is actually pretty good as far as UI in DF goes (q-a, select workshop-new order), and I'd hate to see it replaced by something clumsy like i-W-o-a for zones-workshop-orders-new order. True, you get around this with the manager, but it could make the early game more annyoying.

A few suggestions:

Make it so that you can specify exact tools to be put in a workshop zone. That way you can force a workshop zone to only take certain manager orders (something that takes a lot of effort to get around atm...)
Replace rooms designated from furniture at the same time. It would be nice if all types of rooms and workshops were in the same category.
The trade depot should be a zone within an economy zone where merchants will attempt to unpack their goods. Really, it's degrading to have to peddle your wares off a mule's back! Larger, more opulent, more helpful (restraints for animals and stuff) economy zones and trade depots should attract more merchants and more goods.

Other than that I think it's all great. I particularly like the idea of nobles requesting materials so they can produce goods for their own amusement, rather than arbitrarily demanding that the other dwarves make them, and overall this makes waaaaaay more sense than the current arbitrary workshop system.

506
Cooking was an important discovery in our human history (more important than farming, I'd say). It increases the amount of nutrients absorbed by the digestive system. Also, language most likely originated around the campfire from people waiting for the meal to cook and talking about things. IMO though, I don't think Dwarf Fortress should start so far back in time. I mean, you can't even have civilisations or even towns without farming.

Yeah, with regards to cooking, I am making the pre-farming and early farming stuff very simple, so that you'll advance through it fairly quickly. I mean, I am getting in as many non-redundant technologies as I can (and some redundant ones), but you'll still skip the couple of hundred thousand years between "rock" and "sharp rock on a stick," and part of that is making it so that the discovery of fire instantly unlocks primitive cooking. As to towns and things, hopefully by the time this suggestion would be implemented, Toady would have completed the arc that allows you to send out embark parties as the mountainhome (I think that's part of military). Every site and group on the map at the end of worldgen/start of history will count as a separate civilisation. Since you will be the only outpost of your civilisation, you will be the mountainhome automatically, and as a bonus on top of seeing the technology develop, you'll get to see civilisations rise and fall as well. The popcap will be the point at which dwarves start starving to death due to limited resources, which means you will be desperately assigning more gatherers to get more food, which means someone will think of farming eventually. Or, alternately, you become such a successful hunting society, that you decide to set those hunters of yours against smarter prey. Or a bunch of other possibilities. It'd just be cool to see how far the Dwarf Fortress engine could take us.

The only big non-decorative things in metallurgy up until the industrial revolution, apparently, were:

tin and lead smelting (Toss some ore into a campfire and you'll see the metal, very easily discovered by chance)
copper smelting (Requires a much higher heat than a standard campfire. Accidentally put some ore into a kiln maybe?)
bronze alloy (Copper and tin in the right proportions makes bronze, possibly discovered due to a source of copper ore contaminated with tin)
iron smelting (First discovered millennia after bronze. Probably involved people experienced in working with ores doing some experimenting)
wootz steel ( discovery probably a complete accident in building an iron furnace)
Blast furnace

So I think I'll be taking everything up until the iron age or so, right SixOfSpades?

With regards to language, that would require a true procedural language generation engine, which is very difficult. Toady has stated that he doesn't want to leave it as is, with no sentence structure or anything, and that means I'll have to figure out something capable of starting with grunt noises and ending in Renaissance-level literature.

Anyway, moar tech! I'm gonna try to get everything you can possibly get without metal tools before moving on to copper age tech.

Sling
Requires: Fibre cloth or Rawhide
Skills: weaver, tanner, clothesmaker, or leatherworker (order of increasing likelihood)

ID makes an artifact sling. If he is a weaver or clothesmaker, he will make it out of plant fibre cloth at a craftsdwarves shop (If craftsdwarf's workshop is not unlocked, ID will knock down a farmer's workshop to build a craftsdwarf's shop). If he is a tanner or leatherworker, he will make it out of rawhide at a leatherworks (knocking down a scraper's workshop to build a leatherworks if necessary).
Slings use rocks as ammunition, dwarves can only carry a handful at a time without quivers. Slings are quite long range and quick-firing, but don't do much damage at longer range.
Will need a new slinger weapon skill.

Special stones
Requires: Sling
Skills: slinger, knapper

ID makes some smoothed rocks at a knapper's or craftsdwarf's workshop. Smoothed rocks are ammunition for a sling that provide much greater accuracy and slightly increased range.

Throw the spear, Urist!
Requires: A dwarf who uses a spear-type weapon
Skills: Speardwarf

ID will suddenly get the idea to throw his spear at his current target. Allows dwarves to throw spears as ranged weapons.
Uses throwing skill.

Javelins
Requires: Throw the spear, Urist!
Skills: woodcrafter, weaponsmith, thrower

ID grabs a stick and a sharp rock (or a metal spearhead if you're that advanced) and turns it into a primitive javelin at a craftsdwarf's workshop. Javelins have better accuracy and range for throwing than spears, but are poorer melee weapons.

Atlatl (spear thrower)
Requires: Javelins
Skills: woodcrafter, bonecarver, thrower

ID makes an artifact Atlatl, an arm-length shaft with a sort of cup at the end for holding the butt of a spear, out of bone or wood. A dwarf can use the Atlatl to fling spears much further and much harder (but with less accuracy), thanks to the increased leverage it provides. Essentially functions as a ranged weapon which uses javelins as ammunition.
Uses thrower skill.

Fletching
Requires: Atlatl or Bow and arrow
Skills: woodcrafter, bowyer

ID messes around with either a javelin or an arrow for a while at a craftsdwarf's shop, then emerges with a fletched arrow or Atlatl dart. From now on, you can produce Atlatl darts as ammunition for Atlatls that remove the accuracy penalty. You know have long range, accurate, powerful spear slingers (provided Atlatls have already been invented). You can also produce fletched arrows instead of unfletched ones, as soon as Bow and arrow has been invented, also removing the massive accuracy penalty for bow and arrows.

Bow and arrow
Requires: Throw the spear, Urist! and Cord. VERY unlikely with just those two, likelihood increased for every ranged tech known to your dwarves, especially fletching.
Skills: woodcrafter, thrower

ID makes an artifact bow and an arrow at a craftsdwarf's shop, converting it into a bowyer's workshop. Currently, arrows lack any fletching and thus are pretty inaccurate. They are, however, cheaper and quicker to produce than javelins, and deadlier than slung stones. Arrow are produced using the fletching skill at a craftsdwarf's workshop.
Unlocks fletching job.

That's all for today, folks! (I did also revamp my original list...) Pre-metallurgy tech will still have another few entries.

Note that small improvements can keep happening as inspiration moods continue which don't necessarily open up whole new technologies. So your spears are constantly having their shaft design improved, knappers are constantly improving their sharpening techniques, slingers are developing slightly better slings for themselves, butchers are finding better animal glues resulting in increased durability for everything... All these sorts of things can probably be handled by a procedural engine without us making a new tech for each and every single one, without too much issue. I mean, the idea is the same in the high renaissance or in 2000BCE when it comes to holding an tip onto a shaft, and yet, the techniques have obviously been improved over time. It's just in a very linear direction, so every step need not be manually detailed fully.

For these linear advances, Toady could create and assign a tag like [INNOVATION:GLUE:7:BUTCHER:25:MAKE_ITEM:NONE] to fat in the general tissue template, to indicate that any dwarf who handles any generic fat has a chance of 25*butcher_level^2/1000 percent chance to be struck by an inspiration to improve gluemaking technology without producing an item, and handling of fat can provide 7 distinct inspirations in that area, also meaning that a fat-based inspiration. We already know that dwarves can detect what they're handling already thanks to them being pleased at work when they get to work with materials they like. This tag could also be used for things like [INNOVATION:FLETCHING:20:ARCHER:2:FLETCHER:5:MAKE_ITEM:ARROW] to the raws for arrows, to ensure that whenever a dwarf handles arrows, they have a (2*archer_level^2/1000)+(5*fletcher_level^2/1000) percent chance to become inspired and advance fletching tech one of 20 possible times, creating an artifact arrow in the process. The degree of advancement that happens each time would be set in the raws for each tech, and so would the effects thereof. This models a dwarf using an arrow, either by firing it or making it or carrying it, and thinking on his experience as an archer and his experience as an arrowmaker and thinking "now what could I do to make this better?" The simplest way to do it would be so that the game engine runs through the raws for a tech each time an inspiration for that tech is completed, and then modifies the data values in the raw entries of other objects accordingly.

Raw entries for techs could look something like:

[TECH:FLETCHING]
[UNLOCK_INSPIRATION:REQUIRES:TECH:CORDS:LEVEL:1:TECH:BOW:LEVEL:1]
[UNLOCK_INSPIRATION:REQUIRES:TECH:CORDS:LEVEL:1:TECH:ALCATL:LEVEL:1]
[ADVANCE:1:1:MODIFY:ITEM:ARROW:RANGE:ADD:5]
[ADVANCE:1:1:MODIFY:ITEM:ARROW:ACCURACY:SUBT:10]
[ADVANCE:1:1:MODIFY:WORKSHOP:CRAFTSDWARF:ADD_REACTION:ALCATL_DART]
[ADVANCE:2:7:MODIFY:ITEM:ARROW:RANGE:ADD:1]
[ADVANCE:2:7:MODIFY:ITEM:ALCATL_DART:RANGE:ADD:1]
[ADVANCE:2:7:MODIFY:ITEM:BOLT:RANGE:ADD:1]
[ADVANCE:2:20:MODIFY:ITEM:ARROW:ACCURACY:SUBT:1]
[ADVANCE:2:20:MODIFY:ITEM:ALCATL_DART:ACCURACY:SUBT:1]
[ADVANCE:2:20:MODIFY:ITEM:BOLT:ACCURACY:SUBT:1]

What this would mean is that:
  • The fletching technology can be the unlocked by an inspiration if cord tech and bow tech are both at at least level 1 OR if cord tech and alcatl tech are both at at least level 1
  • The first advancement, the initial unlock, in fletching tech will be a much greater change than the rest.
  • For advancements 2 through 7 in fletching, arrows, alcatl darts, and bolts all have 1 added onto the first number in their [RANGE:x] tag
  • For advancements 2 through 20 in fletching, arrows, alcatl darts, and bolts all have 1 subtracted from the first number in their [ACCURACY:x] tag.

Toady could also make tags to add to creatures which allow you to detail actions performed by those creatures that can [INSPIRE_SELF] or [INSPIRE_OTHERS]. For example, a cow could have [INSPIRE_OTHERS:GRAZE:DOMESTICATION:7:PLANTER:1], which means that a dwarf that sees a cow grazing will have a 1*planter_skill^2/1000 percent chance of advancing domestication tech by one of seven levels.

Or you could have [INSPIRE_SELF:STAB:SPEAR:100:SPEARDWARF:1:WOODCRAFTER:2:KNAPPER:3:WEAPONSMITH:3] on a dwarf to signify that a dwarf stabbing something will have a chance to become inspired with an improvement to spear technology according to the sum of the squares of their speardwarf, woodcrafter, knapper, and weaponsmith skills.

There would also need to be a separate set of raws for each civilisation to avoid one dwarf inventing a better boot causing all dwarves everywhere to be able to make better boots.

Of course, Toady would have to program the game to be able to change the raws on the fly, but that shouldn't be too hard. Hopefully. At the very least, a stopgap would be to automatically save, surreptitiously quit, apply raw changes and reload each time an innovation finishes.

It's worth mentioning here that I only have a very rudimentary idea of how the raws work, so I could be spouting gibberish, and I'm almost certain I should be attributing range and accuracy to weaponry not ammunition. But you guys get the idea. With these tags added to materials and these techs in the raws and doing their thing, it would be very possible to make a dawn of time mod even if it wasn't included in the main game.

Someone with more RAW experience, what do you think?

507
Sure, go ahead! And thanks for all you the tweaks SixOfSpades. I'll be editing my original list now, splitting  up weapons and tools quite a bit, and I'm also going to start on some more advanced things, like language and culture. Hmm... wikipedia doesn't seem to have anything to say about the first instance of tree felling. In fact, the tree felling article on wikipedia says nothing about actually felling trees at all! I'll make the distinction that until better construction methods are available, sharp rocks and sharp rocks on sticks can't be used for felling full fledged trees and tree-fungi, only things like tunnel tubes and bamboo. In fact, perhaps I should make it so that sharp rocks are an absolute requirement for harvesting sticks from trees, and that sharp rocks on sticks speed up the process. Sharp rock on a stick is a major technological breakthrough by the way, there is a lot of stuff that goes before that that I just hadn't got to because I was focussing on one possible line of advance.

With the Aboveground/Underground dwarves thing, I always thought of dwarves as having evolved in caves, but with surface access. I just can't picture dwarves as beings that spend their lives entirely in the deep caverns, or entirely on the surface. However, I'm intentionally trying to make it so that it's possible to get access to all the basic stone age technologies without ever seeing the surface, and vice-versa. So it should be possible to embark in the caverns and still develop into an advanced culture, or embark on the surface. With that in mind, I'm gonna make it so that STRIKE THE EARTH! is not a requirement for rock mining, only something that vastly increases its likelihood.

And with deities, since this is a fantasy world and not the real one, I figure deities should exist form worldgen, but only make themselves known by granting your dwarves inspirations associated with their spheres from time to time. If a dwarf is granted divine inspiration, it works exactly like a normal inspiration, but in addition he becomes a devout worshiper of the god that granted him the inspiration. This should be pretty random. However, this dwarf will attempt to convert other dwarves in the course of conversation, and gods will be more likely to grant inspiration to their worshipers. There could even be a legends event for it that replaces the normal artifact crafting thing: In the year 2, Catten Smilerocks (deity) granted divine inspiration to the dwarf Urist McLikesrocks (ID), and so The Caves of Loincloths (civ) discovered/invented (which of those two words to use could be a raw tag for the techs) Rock mining (the tech).

Ok, enough waffling. I'll edit and expand my original list, then start on the next batch of technology.

508
DF Dwarf Mode Discussion / Re: Expansion advice
« on: October 06, 2014, 02:02:29 am »
You can work around the clothing issue by just making every dwarf an inactive member of the military with a leather uniform. But anyway, you should build a one-storey curtain wall around the area you'll be expanding into, and then raise the original wall a level. The next time you expand again, do the same thing, and raise the inner two walls one level each. You should now have a 1, 2, and 3 z level high wall, for a really cool tiered-city effect.

Since no trading is done, I'm assuming your going to reject barony status. You could make a republic themed city-state, complete with an assembly hall and stuff, and your mayor's residence and senate house would take up most of the original inner wall area.

Of course, all this is far down the line, once you've actually got that exponential population growth thing working for you. For now, just claim a largish area around your village by building a wall around it, and get a forge built to ensure the safety of your starting anvil. You did start with an anvil, right?

509
Elfscarf?

510
That is a good point. How would we know if Toady has noticed something though? I'm all set to keep going until renaissance but you're right, there would be no point unless Toady actually decides to implement this.
Oh Great Toad, give us a sign!

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