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Messages - GoblinCookie

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196
DF Suggestions / Re: A humble pathfinding suggestion
« on: March 21, 2019, 07:19:53 am »
Only if the older algorithm uses exactly the same data structure (or a subset of it), as building and maintaining a fallback structure is bound to be costly, and thus most likely not worth it. I would guess detecting cases of pathing through dirty regions and prompt an immediate reevaluation would be a better way to handle the cases where the old path might not be valid.

Regardless, any new algorithm will have to be tested and shown to be more efficient in practice, so there's quite some way to go before we even know if Toady hasn't tried it already and whether it actually is more efficient in practice.

A lot of hinges on how the game actually works exactly, which we don't actually know.  It just seemed to me that it would be a simple thing to record certain types of events which would disrupt the areas system, maybe that is not the case. 

197
You're overthinking it, captured dwarves looking after the last goblin tower would gladly re-welcome the hate and spiteful goblins back into ranks or they'd just remember their civ ties, march onto the nearest settlement as a raider/mercenary band and convert it to the new HQ.

I don't actually understand what you are saying.

198
DF Suggestions / Re: Starving dwarves should eat leather
« on: March 21, 2019, 07:07:46 am »
Fair point scourge, we have kinda gone off the specific topic of leather-eating, so I'll stop.

There wasn't really much to say about the topic of leather-eating in particular.  It seems to work along similar lines as the ideas we were discussing, it is a behaviour that is triggered by the sustained inability to find food normal but isn't the normal.  I guess it would work like this.

1. Gain food normally.
2. Steal food.
3. Eat bugs/leather/corpses.

199
I think the current situation about gremlins and animal people is a crude placeholder. 

Really they should always have been citizens with a proper entity definition from the start, the reason they are in this weird half-way house between beast and person is because of corner-cutting in the early development of the game. 

They didn't really need to be in the game for any reason, so why are they even in?  Why add shoddy content you cannot be bothered to implement properly rather than leaving it out until you have the time/mechanics to implement them properly?

200
DF Suggestions / Re: A humble pathfinding suggestion
« on: March 19, 2019, 07:21:09 am »
Does it not work to temporarily use the older, less efficient algorithm if anything happens in your area that would potentially interfere with the situation?

201
Or some goblins you killed 3 ages and 10 fortresses ago.

Spoiler (click to show/hide)

Think of how many bones there'd be in a post apocalyptic magic cataclysm that has wiped all life off the surface under waves of fire for instance, you wouldn't be able to dig a shallow pit without having enormously dense fossil layers, then after a few hundred years really barren ones.

You would bring goblins back but you would not bring the goblin civilisation back.  Even if you could bring back their memories and ideas, they have not built up any independent infrastructure yet allowing their culture to be functionally independent of yours, in effect what you would end up with is goblin immigrants from the past, not the original civilisation. 

202
DF Suggestions / Re: Starving dwarves should eat leather
« on: March 19, 2019, 07:16:57 am »
No, I'm talking about players being able to alter quality-based modifiers to vandalism crime severity through the same method that they can alter base crime severity.

Ah, you mean that we can determine the factor of quality in how severely a specific act of vandalism is treated. 

My point was that if vandalism has a separate crime severity value to unsanctioned digging, and unsanctioned digging of engraved walls is considered vandalism rather than unsanctioned digging, this could potentially make dwarves prefer to dig engraved walls over unengraved walls if unsanctioned digging is considered a more severe crime than vandalism.

No, because the dwarf that digs the engraved wall is guilty of BOTH the crime of vandalism and the crime of unsanctioned digging.  It is not EITHER it is AND. 

Providing extra movement options with high pathing costs is the thing that adds lag. Essentially, where a normal path would stop at a wall, miners would continue to calculate the full beeline path to their goal, realise that the distance to their goal and the pathing cost to get to their goal are two separate numbers, then check radiating paths until they either find a less costly path, or calculate and exhaust every other pathing option only to find that all other paths are equal to or greater than the cost of the beeline, at which point they go for the beeline.

Potentially if there is a very complicated winding route to the legitimate goal, it could be simpler to be able simply dig through the wall. 

That is a good reason to treat all vandalism as one crime regardless of how valuable the destroyed engraving is.  That way we can simply calculate the optimal route for each crime set.  So we calculate one route that involves unsanctioned digging only, another that involves unsanctioned digging+vandalism and another that involves a combination of theft with the above. 

The fact that the pathfinding algorithm will automatically chose the easiest route to the destination anyway should presumably dispense with the need to calculate more than one route of each set.  At this point I rather wish I knew more about computer programming.....

203
Mod Releases / Re: Forgotten Realms Direforged 2.6V
« on: March 16, 2019, 09:33:07 am »
I have finally finished up adding in trolls.  Normally this would not be news-worthy but I have made the trolls properly regenerate.  This was done by adding a syndrome to troll blood so that when it comes into contact with trolls it triggers them to turn into a special troll caste of the same gender in 200 ticks and then turn back again in 200 ticks.  The special troll caste is itself immune to the troll blood syndrome BUT the length of the syndrome is 400 ticks means that the troll will return to it's original caste in 200 more ticks.  Both transforming into and back to another caste causes all wounds to heal, so it works very well to simulate regeneration.

I also made troll body parts poisonous.  This isn't actually canon as far as I know but it makes sense of lore questions like why doesn't everyone just feed the regenerating trolls to your dire bears or what-have-you.  This was harder considerably than making trolls regenerate, the main problem was creating special troll materials that everyone does not think is food. 

204
Visitors should be able to work but it should upset them if they are employed in things that they consider not their occupation.  It is basically, we will do the work you ask but if you give them us too much unsuitable work we will just up sticks and leave.

Also we need to be given control of the labour list of [CAN_LEARN] 'pets'.  Currently they work based upon a default labour list which we cannot ever modify. 

205
It would be even more interesting if an intelligent being was bought back to existence, especially if they were able to bred: they could recreate their civilization!

They would end up recreating basically your civilisation though. 

206
It might actually be easier to just implement regular tectonics, reverse engineering them is only really interesting for the world editor :)

Reverse engineering plate tectonics is a necessary consequence of having the myth generator generate the landmasses.  We are basically forced to either create the land masses according to the plate tectonics to start with and then reverse engineer the myths according to the landmasses or we have to create the land masses according to the myths and reverse engineer the plate tectonics accordingly.  From what I know the idea is for the myths to come first and the world to be generated according to the myths.

However, the post does make clear that tectonics move in speeds of several million years. Thoth is describing a world with super fast tectonics, to make the latter possible you'd have to ensure it is still running post-worldgen.

Superfast tectonics would be a matter to be decided by the myth generator.  A world with such tectonics would be a rather dangerous place to live, so it is basically a hostile world setting for world generation. 

207
DF Suggestions / Re: Starving dwarves should eat leather
« on: March 13, 2019, 06:46:13 am »
Not really. If the player is given control over the modifiers alongside the laws, there is no limitation to this method that isn't also a limitation to your own.

You are talking about modding here or not?

So, in your idea, if vandalism is a personal matter, but unsanctioned digging is a capital offence, won't dwarves specifically seek engraved walls to dig since digging those out counts as vandalism rather than unsanctioned digging?

Also, again, you're underestimating AI. If unsanctioned digging is considered a form of vandalism, and is a more severe crime when the wall is engraved, and said severity is modified by the quality of the engraving, then not only will the AI be able to get dwarves to favour digging unengraved walls over engraved walls, but also it can get them to favour digging lower quality engraved walls over higher quality engraved walls.

AI has it's flaws, but if there's one thing that it's really really good at, it's maths, and pathfinding is maths.

They will dig through whichever walls are most convenient for them to dig through.  If vandalism is a crime, then they will avoid digging through engravings even if it is more convenient to do so.  I guess we need to factor in convenience as well as the other factors. 

Underestimating the AI is a good idea from a memory standpoint I think. 

If we can edit the severity of laws, we can probably see the severities that we're editing. I'd rather not give the player the ability to mind-read criminals' pathfinding decisions just so that they can better manipulate said criminals.

Not quite, because we cannot see the severities derived from the personal ethics of our dwarves since we cannot see ethics in general.  We can see the relative severity of the laws, but not the non-legal factors influencing the individuals decision.  That helps us to control the majority but particular individuals will end up not doing what everyone else does, which is a rare thing in present DF. 

If point 3 is specifically how much they fear punishment, it might be an idea to also add in some calculations based on personality facets like anxiety propensity or bravery too.

Yes but those are secondary calculations adjusting the single factor of how much they fear the punishments. 

Pathfinding may be maths, and computers are good at maths, but its also not computationally cheap. Thats why pathfinding always takes shortcuts, and shortcuts reduce fidelity. Pathhfinding is also one of the biggest causes of lag/slowdown in DF already so you wanna be careful when proposing stuff with it

Creatures already pathfind to get food items.  As long as there is a time-lag between when they fail to find food items normally and when they take emergency measures, there shouldn't be any extra lag. 

208
Mod Releases / Re: Forgotten Realms Direforged 2.6V
« on: March 09, 2019, 06:23:09 am »
I have been forced to roll back some previous changes.  Mountain preference for dwarves and similar is back in.  The reason is that while frustratingly it can understand proximate biome during world gen, it cannot understand this when setting up new fortress, this not being the case for any other site.  What was happening is that they would fill the world with hillocks but they would never build any more fortresses aside from the one they started out with. 

I also solved what I call 'carpeting' by which the civilization creates a sheet of minor settlements in an enormous block.  How I did this is by eliminating biome support for anything other than rivers for most civilizations, this restricts the number of sites they can set up in a given area.  It also has another benign effect, it also tends to cause civilizations to actually establish clear borders and not build into each-others general territory too much. 

209
Mod Releases / Re: Forgotten Realms Direforged 2.6U
« on: March 08, 2019, 08:19:01 am »
In the previous subrelease I forgot to fix mountain gnomes.

210
Mod Releases / Re: Forgotten Realms Direforged 2.6T
« on: March 08, 2019, 06:08:30 am »
Great horned owls were not properly benign and were being killed by companions in adventure moment.  I have fixed that.

Another issue I have hopefully fixed is the issue in which dwarf fortresses were being placed in inappropriate climates because they were set to be supported by mountain biomes.  The problem basically meant they never, ever expanded from their starting location.  That is because unlike other sites a dwarf fortress must set up a hillocks nearby before it can create another fortress, other sites do not have that problem and so can thrive with mountain as their biome-support.  Now it should not happen that dwarf fortresses are set up on mountains unless they are in a location suitable for them to set up a nearby hillocks, allowing them to set up another fortress, possibly some distance away (dwarf fortress considers that to be more than a few hours walk!).

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