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Messages - GoblinCookie

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31
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 05, 2019, 05:20:52 am »
There is a problem with stress?  ???
Have you not played the game since 44.10 or so? That's when most of these issues started.

Yes I have and I found no issues with stress.

Everybody spends all their time being deliriously happy about how great their dining hall is and how great their bedrooms are as well as how interesting their chair is.  Then there is alcohol on top of that; the occasional bad thing that happens does not counteract in any way the general barrage of good things.  Bad things happen occasionally, good things happen constantly; if bad things are happening constantly the problem is you the player and not the game. 

32
DF General Discussion / Re: Future of the Fortress
« on: November 05, 2019, 05:15:35 am »
With bribery now a thing, it seems to make sense to (re)introduce coins and the use thereof into fortress mode.  Is there a specific reason you are not doing so, the development does not require the economy because the goods the dwarves buy with their money can simply be conjured into existence in the hands of visiting peddlers the same way the caravan's goods presently are? Is bribery going to be ruled out in fortress mode altogether or do you instead intent to have non-money based bribes by which actual goods are given to dwarves; that would seem to require gift-giving to exist normally so as to provide cover for this mechanic.
Coins can be minted in fortress mode: They just don't have any use. As far as I understand the economy was disabled because it was a buggy mess that would require too much work to fix, and I would expect the work required hasn't decreased, while the Premium release probably has a rapidly approaching last release date.

We aren't talking about the economy, as coins and the use thereof is not the economy.  The rest of the world could still remain economically static after world-gen and all the goods bought by our dwarves would simply magicked into existance the same way that caravan goods are.  Coins actually work better than way because we do not have to worry about the external supply of goods for sale actually having a basis.

The main question though was how bribery is going to work in fortress mode without coins or if bribery is not going in for that reason. 

33
DF General Discussion / Re: *We need your help with game ending stress*
« on: November 04, 2019, 02:06:16 pm »
There is a problem with stress?  ???

34
DF General Discussion / Re: Future of the Fortress
« on: November 04, 2019, 02:03:24 pm »
With bribery now a thing, it seems to make sense to (re)introduce coins and the use thereof into fortress mode.  Is there a specific reason you are not doing so, the development does not require the economy because the goods the dwarves buy with their money can simply be conjured into existence in the hands of visiting peddlers the same way the caravan's goods presently are? Is bribery going to be ruled out in fortress mode altogether or do you instead intent to have non-money based bribes by which actual goods are given to dwarves; that would seem to require gift-giving to exist normally so as to provide cover for this mechanic.

35
DF Suggestions / Re: Let us mod the reload rate of projectiles
« on: November 02, 2019, 09:00:43 am »
If you're talking about an opponent in plate armour then there is no wood, nor any bow design, that allows you to actually pierce the armour. Until the advent of gunpowder, most ranged weapons weren't intended to pierce armour, rather they were supposed to hit people in the places where there were gaps.

Not so.  Until the reinvention of the longbow and invention of the crossbow what you describe was the indeed the case.  The fact this was the case prevented the use of archers as 'line' troops (troops that directly confront the enemy) for everyone pretty much between the times when the Persian Empire rose to power and the Middle Ages.  Hitting the gaps in armour at range is not easy without supernatural accuracy, while this prevented

It was for this reason that the crossbow was controversial, in fact the Pope tried to ban them at one point precisely because it could go through the armour worn by knights *and* be used by pretty much anyone. 

No, yew makes the best longbows but you can make a longbow out of a great many different woods, I think my longbow is ash. The longbow is to do with the design, not the material.

I am getting the impression you are arguing for the sake of it here.  I claimed that it was not possible to make functional longbows out of most wood but it is possible to make smaller bows out of most wood.  I never claimed that there were no other woods that could make longbows in the world. 

The longbow has to be good enough to offset it's inherent disadvantages (slow rate of fire, high level of training required), it may be that some with woods while you can make longbows out of them do so with sufficient drawbacks as to make them infeasible for military use.   

Again, no. The longbow is literally just what the name suggests: a long bow, typically around the same height as the user. You don't need any extra technology, if you can make a bow you can make a longbow, you just need a bit more wood. It was actually during the bronze age that bowyers began to prefer yew as a longbow material, you know, ancient Greece time. It's also believed that the Germanic tribes in the black forest that gave Rome such a hard time were using longbows or something very similar, perhaps the flatbows that Atarlost mentioned?

They did not prefer yew as a longbow material, because they did not have longbows.  Nobody did, including the German tribes.  If the German tribes used bows it was in the skirmish/supporting capacity for the regular infantry, or else the histories of Romans fighting the Germans would consist of them being turned into pincushions in a serious of Agincourt style defeats rather than being hacked apart with axes, which is what actually tended to happen. 

Did you even read my last post?

They had a prototype.  They had prototypes for lots of things, including computers but they certainly did not use crossbows on a large scale or else we would have heard of it big-time.  At one point they (Archimedes) invented a machine to use the suns rays to burn ships, but that was never used on wide scale either.  At some point in the middle ages quite likely someone took those prototypes and actually put them into widespread manufacture; why it was not done earlier is mysterious but probably has to do with the shortage of the needed parts. 

No Greek or Roman army ever fielded crossbows to anyone's knowledge. 

Quote from: The wiki article you linked to
The field of battle was arguably the most significant factor in deciding the outcome. The recently ploughed land hemmed in by dense woodland favoured the English, both because of its narrowness, and because of the thick mud through which the French knights had to walk...

... As the battle was fought on a recently ploughed field, and there had recently been heavy rain leaving it very muddy, it proved very tiring to walk through in full plate armour. The French monk of St. Denis describes the French troops as "marching through the middle of the mud where they sank up to their knees. So they were already overcome with fatigue even before they advanced against the enemy". The deep, soft mud particularly favoured the English force because, once knocked to the ground, the heavily armoured French knights had a hard time getting back up to fight in the mêlée. Barker states that some knights, encumbered by their armour, actually drowned in their helmets.

Sounds like Agincourt was won through exceptional tactics and no small measure of luck to me.

Luck and tactics will only get you so far when you are archers outnumbered by cavalry.  That is very much rock-paper-scissors in favour of cavalry but that the archers were able to stand their ground and win shows that something has fundamentally changed in warfare.  If they had been fighting heavy infantry of the roman/greek style, their victory would be a shoo-in under pretty much all circumstances, because cavalry are faster than infantry which makes them ideal for killing archers in a straight contest but still they lost.

In the ancient worlds archers were used to man fortifications or to support non-archer troops by adding a few extra casualties. 

How do you know that nothing like that happened back then? Do you expect any literate ancient society to admit to such a humiliating defeat? The majority of the Roman records on their conquests are essentially just propaganda which is why, for example, the death toll on auxillia was not recorded.

Also, the archers were fielded in a bold manner? Look at the map of the battle in the article you linked. They were literally hiding in the bushes, and it says in the article that they were also protected from cavalry with pointed wooden stakes that had been driven into the ground. Sounds like fortifications to me.

If mountains are molehills then pointed stakes thrown hastily into the ground count as fortifications.  By fortifications I mean actual permanent walls and by skirmishing I mean ambushes/hit and run tactics not just using cover in a battlefield to confuse an enemy.  The Romans still had an effective counter to fortified archers in the Tortoise Formation which basically is why the Roman Empire existed on the scale it did, since nobody they were fighting had archers capable of reliably penetrating the shields of the Romans even when firing down from a fortress wall which basically means that they are hitting with the greatest amount of force it is possible for them to do so.

Basically you are using the conspiracy theorists favorite argument, the ancient world people's wars were really dominated by archers but the Romans and Greeks who 'sucked at archery' (your words and true, except for the Cretans) are still the one's writing the history.  The reason they are writing the history is because they won and they won because archers in general sucked at that point in history so that being no good at it was no impediment to conquering the known world. 

Persians technically won the battle at Thermopylae, they just took such heavy casualties that they had to abandon their campaign, it's called a Pyrrhic victory. Fun fact about that, the last of the remaining Greeks at Thermopylae were surrounded on a hill and bombarded with arrows until there were none left alive.

The general consensus is also that good training and tactical use of terrain (again) were both just as important as the quality equipment that the Greeks had. If either of those things weren't in Greek favour, they likely would've been significantly easier to deal with.

Why did they take heavy casualties when they had such a numerical advantage, if their arrows work effectively while not just sit and turn the Spartans into pincushions from afar and win the battle with no casualties since the Spartans had at Thermopylae no archers of their own as far as I know of.  The reason is that the combination of their fortifications and the armour of the spartans meant that their archers were useless and they were forced to engage them in melee.

The Persians outright lost the battle of Marathon to the Athenians+Allies in the previous Persian-Greeks and the Spartans did not even turn up on time there.  The wars against the Persians were not decided by a single battle which the Greeks technically lost. 

But it does require gross ignorance of the subject matter.  The oldest known longbows are made of elm and date to before the climate warmed enough for yew to grow in the region where they were found.  Composite bows can be made with even poor bow woods because the wood serves mostly as a spacer between the sinew that bears the tension and the horn that bears the compression.  Composite bows are usually not long, but because their strength is vastly superior to any wood they can achieve the same draw lengths in a shorter bow more suited to use on horseback.  The composite bow tradition is continuous in the near east from the late bronze age until they were displaced by gunpowder. 

You obviously have an internet connection.  Try doing some research.  Start with Carrhae. 

Carrhae was won by a cavalry charge that was so effective because the Romans had adopted their uber-anti archer formation.  The Romans were generally of an opinion that they could simply wait until the archers ran out of arrows (the Romans are not idiots, they know that archers are of limited effectiveness).  It is a good example of effectively using archers in a supporting capacity for regular cavalry, it is not an example of an Agicourt style victory. 

It requires ignorance of a facts irrelevant to the subject matter, I was not talking about neolithic warfare if indeed there even was such a thing and world peace was not the rule back then.  You informed me that they had yew longbows back then, which I did not know but does not prove that the ancients had longbows unless we believe that technology never moves backwards.  The story is then, they forgot how to make longbows which is hard to fathom unless you remember that the ancient world civilizations are *not* a simple descendant of neolithic societies.

The reason is that the original societies that had the longbows were replaced by the societies of the Indo-Europeans.

You comment is rather ironic, as "stronger short bows" was part of the argument GC made in favour of bows being useful even for short civs. We've now come full circle. GC has a habit of trying to perform point-by-point rebuttals, but they rarely go well as it just fragments whatever argument he is trying to make and the point gets completely lost (usually over an argument about some secondary issue). My only real comment is that material properties should be used to determine bow effectiveness, and that there is no need to impose an upper limit on size arbitrarily as material properties will do that for you.

I've given some more thought into bow dynamics. My earlier approximation was a little crude so I've been thinking about improvements. I'll probably fork it into a separate suggestion once I'm done as it goes beyond the original scope of this one significantly.

The issue here is that we are talking about a computer game.  The limitations on bow size imposed by the materials does not automatically exist simply because we model the properties of the materials, it has to be specifically programmed in. 

36
That's absurd.  Intelligent creatures are no stronger, and probably often weaker, than unintelligent creatures of the same size.  If they can open the latch the material strength of the cage is completely irrelevant.  If they cannot (as they shouldn't unless they're outside the cage if it was designed to capture intelligent creatures) they have no advantage. 

The problem I really object to is that you are implying that unintelligent creatures should also break out of cages.  That is bad balance.  Trained animals are already weak without having to sometimes import metals to start the process. 

Chance should not enter into cages other than perhaps a miss chance for the trap.  Opening a cage from outside should be 100% and opening a cage from inside 0%.

There is nothing absurd about it.  Animals do not understand how the cages that hold them are built, intelligent creatures do.  That means the latter are considerably better able to escape than the former given equal amounts of strength. 

Super-large creatures are pretty powerful in the game, this the kind of creatures that would require metal cages.  Smaller creatures would still be holdable in wooden cages.  It is only the large creatures that would need metal cages to hold. 

Talking about balance is silly given we can set the values however we wish. 

37
DF Suggestions / Re: Let us mod the reload rate of projectiles
« on: October 31, 2019, 05:40:51 pm »
You might be confusing cast iron (which is not elastic) with wrought iron (which is). If you really want to be pedantic you could say both are elastic to a limit (which is actually in the raws for df materials). Beyond this limit you either have plastic deformation (wrought iron) or brittle fracture (cast iron). The reason people didn't make bows from wrought iron is that elastic potential energy scales with elongation (draw length) squared, while the restoring force scales with elongation. So, a greater draw length in a material with a relatively weak restoring force such as yew wins out over a very strong material like wrought iron that no one could pull back more than a few inches.

The equations I showed above deal with the scalability issue of elastic properties by enforcing a maximum allowable shear stress. It would also allow fantasy materials that have excellent properties for bows, and allow different types of wood to perform differently in-game using values already defined in the raws.

As a final note, you can confirm that many iron-based materials are indeed elastic by compressing a spring. When you release it it will return to its original shape. On the other hand, if you compress it too far for too long plastic deformation will set in and it will not return exactly as it was but may remain permanently shorter. The idea with bows is similar except you're inducing shear stress instead of compressive stress.

It does not matter if some kinds of iron are more elastic than others, as all kinds of iron are insufficiently elastic to make a decent bow out of.  Most kinds of wood are too inelastic to make a bow of sufficient power to deal with a heavily armored opponent. 

Are you trying to claim that longbows were impossible prior to the medieval period?  The oldest known bows are longbows.  Elm flatbows from Danish bogs (the Holmegaard bows) used the same natural heartwood/sapwood compositing as Welsh longbows and fall into the same size range.  Once yew began to grow in northern Europe we start seeing yew bows, so the neolithic people were clearly not too stupid to recognize a good bow wood.  Horn/wood/sinew composite bows have superior strength to any self bow and begin appearing in the third millenium BC. 

The Greeks and Romans just sucked at archery.  Everyone else in antiquity made heavy use of it.

If the human race forgot how to make longbows, would that matter?  If you do not have yew, you cannot make longbows; if you have yew you can make longbows; it does not require an advanced scientific mind.  Conceptually it is not a great leap to make a larger bow, the problem is the materials and the working of them.  The general point I was making is that the size of bows cannot be increased indefinitely for as long as you can find someone strong enough to use them; the nature of the materials restricts the maximum size and power of any bow.  If cave men had longbows, that proves nothing other than that they had access to the materials to make them; the technically interesting development is the crossbow.  What is certain is that longbow technology was forgotten at some point during the ancient world and then was reintroduced at some point in the middle ages.

If the Greeks and Romans sucked at archery, that was because they did not have longbows or crossbows; which meant however good at archery they might have become there was no reliable way to penetrate the armour worn by heavy infantry or cavalry which meant that archers were not an efficient means to win wars.  Successful military forces made use primarily of heavy infantry and cavalry because nobody could simply line up their archers and slaughter them at range before said melee troops reached them.  The reinvention of the longbow changed the rules altogether, so we start to see things like the Battle of Agincourt where despite being outnumbered English archers managed to dispatch an army of French heavy cavalry. 

Nothing like ever happened or could have happened in the ancient world.  Archers were used for skirmishing or to man fortifications but they were never fielded in such a bold manner, the only circumstances where archers could have prevailed against heavy cavalry is with a heavy numerical advantage.  I suspect that this is actually the reason why the Greeks were able to prevail over the Persians, their armies made heavy use of bows because prior to the invention of heavy armour bows (not longbows) had been an effective weapon.  In effect one Greek was worth more than one Persian because it took now more than one archer to take down an infantryman, so despite being outnumbered the Greeks were able to win in a kind of Anti-Agincourt. 

38
DF Suggestions / Re: Let us mod the reload rate of projectiles
« on: October 29, 2019, 09:08:10 am »
How big is the giant? I'd imagine a wrought iron bow with a sinew string should be fine. The Romans essentially did that for their ballistae.

Ballistae are not big crossbows. 

Wrought iron?  That is about the worst material you could conceivably use to make a bow.  To make a good bow you not only need a material that requires a suitably large amount of force to draw back but also a material that is elastic enough that it will not just break when you do so.  If you try making a bow of pretty much any size out of iron, the bow will simply snap because that material is inelastic. 

We are assuming that the meat scaling problems were already dealt with by the giants own physiology during it's evolution.  Just because giants can exist (up to a certain size), does not mean giant-sized bows can exist, the problem is harder. 

Trees are larger than giants, or at least larger than trolls, which are the largest creatures to exist in civilizations where they might be provided with bows.  Wood is a far less structurally complicated material and the method of fluid transport used in trees scales far better than the method used in animals and people.  You might eventually run into a limit for draw weight based on material strength, but you do not run into a limit for draw length because you can just make a longer bow that provides proportionately longer draw length for the same amount of flex.  There are bow wood other than yew.  Bamboo for instance grows to around two stories in height and was used historically in India.  Making a bow from two separate limbs held in a rigid frame at the center as modern fiberglass bows often are can double the straight length you can get from a given wood type. 

Yes, the reason wood is useful to make bows is because they face the giant size problem; a giant creature needs to be made of a material that is strong but also flexible, exactly what you need for bows. 

You can make a bow out of a wide variety of woods and other organic materials.  You are not however able to make a bow of *any* size, due to the structural elasticity problems that I talk about above.  The material has to be elastic enough that it does not concentrate all the force of the draw on a single point in the middle of the bow causing the thing to go *crack*.  But you also need a material that is strong enough to pick up a lot of force.  It also has to work after repeated draws, not breaking after one draw is not enough. 

For most of history people did not have access to materials *both* strong and elastic enough to make large bows out of.  This is why warfare ends up being dominated by heavily armoured spearmen and swordsmen, even when you might logically assume that holding back and shooting is a better tactic.  The bows then were too small to reliably penetrate armour, this problem was only solved in medieval times by changing the mechanics (crossbows) or by using better materials (yew longbows). 

At this point people started to deploy archers/crossbowmen in lines to face the enemy head-on when previously archers had only been deployed as skirmishers supplementary to the main battle. 

39
Then you need potentially rare materials to trap large animals at all, and large war animals should not be gated behind steel, iron, or tin.

That is the idea.  The important idea is that you need stronger materials to keep intelligent creatures captive than an animal of an equivalent size. 

40
It really has to be complete inability or they will break out at the wrong time any time you try to capture anything worth taming.

I did not say it had to be a random.  It could be deterministic so that it is a penalty to the size than an animal as opposed to a person has to be to break out of a cage of a given size. 

41
DF Suggestions / Re: Let us mod the reload rate of projectiles
« on: October 26, 2019, 08:18:53 am »
ULTIPLIED BY DISTANCE. 
The limits to how strong a bow for a giant can be don't matter because you run into problems scaling meat based biology long before you run into trouble scaling wood or steel.  If we're ignoring the square cube law for meat we have to ignore it for wood and metal so they can have any implements of any sort.

We are assuming that the meat scaling problems were already dealt with by the giants own physiology during it's evolution.  Just because giants can exist (up to a certain size), does not mean giant-sized bows can exist, the problem is harder. 

Regular longbows are difficult to make and require special materials like yew wood because the sheer force that is placed upon the bow during firing does not allow bows to be easily scaled up.  The basic nature of a bow maximizes the problems you are describing while creatures are designed to minimize the problems of scaling.   In effect the body part which is most similar to bows is actually the joints and that is the real problem with making giant creatures for the same reason. 

42
DF Suggestions / Re: Worries about the magic system implements
« on: October 26, 2019, 06:31:39 am »
That's not a problem.  It's exactly what hard magic afficionados want.  Fantastic worlds with laws of physics that allow what is impossible in reality.

Not really.  What hard magic afficionados want is two parallel laws of physics.  There are strict rules for mundane stuff and equally strict laws for magic.  There is the small problem that we are presently in that two parallel laws of physics situation in reality.   ;)

43
DF Suggestions / Re: Invading our own ex-fortresses (Invasion Mode)
« on: October 24, 2019, 10:24:30 am »
I like this idea.  Also, it would be a fun option for resettling an existing fort.  Suppose you have a 50 strong Dwarven army, and no longer like your location (no iron or whatever).  An option to invade another civilization's site where it becomes like a fresh embark, only with the existing civ's AI running the fort.  Then you have to say slay the mayor / baron / king before you can gain any positions of your own.  I'm a bit torn about whether to allow building and digging before victory is achieved just because of how easy it would be to exploit that and tunnel in to win.  But siege weapons make sense to build in this case.  It would be fun to take over some goblin pits this way. 
Edit: A total domination mode of victory could also be an option, where you have to kill or route everyone before the site is yours.

There are a number of changes queued up regarding the military, AI, and siege engines that would make this option much more complete.  Even without those changes, having the current squad control would be enough for most cases.  Just as long as they don't turtle behind draw bridges!

Perhaps an intermediate stepping stone toward this being a reality would be the option to directly control a raiding party and see how that goes.

The existing civ's AI running the site?  The idea is that the existing civ's AI runs the fort between when you lose control of the site and when you successfully reconquer it in Invasion Mode. 

I came up with idea when thinking about rebellions.  The problem there is what happens if the dwarves rebel but your fortress is not viable for adventurer mode compatibility?  I realised then the game would have to have some algorithm to finish unfinished sites whose governments were overthrown.  Then I realised this could be used to run player sites that were conquered by other parties.

44
DF Suggestions / Re: Worries about the magic system implements
« on: October 24, 2019, 10:20:39 am »
It isn't uncommon among hard magic systems for it to be treated like any other science, or for it to be called something other than magic.

Or at least I think so, I've been told my interpretation isn't entirely accurate, and to be fair it's not my field of expertise, just something I briefly looked into, best to double-check with Atarlost.

There is a problem with doing that.  If the rules are logical enough, there is a danger that we are no longer actually describing magic but simply how the laws of physics of that universe works.

This discussion has gotten very philosophical. What indeed is magic? :P

Magic all stands on a a certain philosophy being to some extent correct.  The general idea that rules can be overridden by our will is based upon the assumption that the rules are themselves built upon consciousness.  A magic system that is too regular and independent of consciousness in in danger of becoming compatible with materialism and not being magic.

The art of manipulating the physical word by thought, word or gesture without direct physical contact, while defying the laws of thermodynamics?

Who says there *is* any laws of thermodynamics in the universe?  We believe in the scientific laws because, aside from magic/miracles the world works that way.  Magic/miracles is basically normally understood as drawing a big *exception* over the normal rules the universe works by.  If magic becomes regular enough that is works just like the normal rules of the universe, then the exception becomes the rule and so ceases to be an exception.  Hard magic systems are basically coming up with rules for exceptions, which works provided that they are still exceptions and the exceptions are not integrated so well into the system they are no longer that. 

45
DF Suggestions / Re: Special hives
« on: October 24, 2019, 10:09:40 am »
Maybe Toady One should add stuff in to facilitate modders modding the game?
Yes, that would be nice. Irrelevant to this thread though.
[/quote]

Not quite, given this a function that is mostly of modding value.

... Because social spiders aren't in DF? You know they exist irl right?

Also you're wrong about spider silk farms. Although rare they do exist, cause even though silkworms are significantly quicker and easier to farm, spider silk is much stronger, is more useful as a surgical material because it doesn't trigger an immune response, and the farms get less animal rights complaints cause silk worms are killed when farmed while spiders are not.

That said, if silk worms were added they would require less effort for Toady to add hives for, because they'd pretty much work just like beehives except they would contain silkworms and produce minimum value silk, no need to code in any spider feeding behaviours or hives that don't kill everything inside when you harvest.

Silkworms only produce silk when they metamorphose into moths.  It is a one-time harvest. 

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