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Messages - C4st1gator

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DF Dwarf Mode Discussion / Re: "Reliving" traumatic events
« on: June 09, 2018, 05:17:43 am »
For all the possibilities and impact the memory system has, it is a bit too punishing on corpses.
Now, I'm not saying that seeing a corpse is pleasant, but you won't lose your mind from seeing a bunch of dismembered goblins, because your mind has several protection mechanisms in place:
  • The mental impact does not scale linearly with the number of corpses. Instead it goes something like this: A corpse, two corpses, a bunch of corpses, a pile of corpses, a heap of corpses, a hill of corpses, a mountain of corpses. Each of these levels increases stress by one stress unit, while the number of corpses can go up exponentially, so stress level per corpse scales more along the lines of S(C) = log2(C) the sharp decline in stress growth makes one death a tragedy, but a million a grim statistic.
  • The mental impact of seeing corpses decreases with increasing exposure to corpses. WWI veterans, for insance, were infamous for their dark humour. Seeing a corpse didn't faze them at that point. This may look something like: S(C,Cmax) = log2(C) * 1/(1-Cmax*adj), with Cmax being the total exposure to corpses and adj being and adjustment factor depending on personality.
  • The power of rationalization allows humans to distinguish between friend or foe, aswell as random strangers. This means a dead beloved pet, friend, or worse, family member, may deeply unsettle our human's mind, while a random stranger will dampen the mood, but won't be enough for a human to break down in tears. The corpse may cause fear initially, but someone used to seeing the dead will be far less affected. The corpse of an enemy may have the least effect, since dead enemies are quickly rationalized away with something along the lines of "He would have killed me!". Time to put this into our function.
     S(C,Cmax) = Cadj * log2(C) * 1/(1-Cmax*Padj) so the adjustment is split into the personality adjustment Padj and the corpse adjustment Cadj, which depends on whose corpse it is, that we're observing.

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DF Dwarf Mode Discussion / Re: Iron gauntlets showing some wear?
« on: June 09, 2018, 04:44:06 am »
Shouldn't unused armor go into an armor stockpile instead?
Does it lose durability when it's put into any stockpile, or just a refuse pile?
And most of all, it should be possible to salvage damaged armor by melting it down and forging a new piece. (With some conversion loss.)

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DF Dwarf Mode Discussion / Re: Question about Knowledge/Topics
« on: May 06, 2018, 05:04:56 am »
I see. Still, I'd think that important stuff like:

medicine (A world filled with FUN, !!_FUN_!! and sometimes even ☼FUN☼ requires medicine at some point.),
chemistry (Knowlege of Ore, minerals, blast furnaces, alloys(steel) and distillation (alcohol) is vital for any kind of civilization (elves are not civilized),
engineering (mechanisms, lenses, war wagons? Sign me up!),
mathematics (Requirement for adequate description of so many things.),
history (A culture is the result of many generations building atop of what their ancestors provided for them.),
natural philosophy (carnivores will utilize selective breeding and we still have to solve the migration mystery!),
geography (It never hurts to have accurate information about the locations of everyone else.),
and even philosophy (In a world where gods are undisputable fact, we can still discuss ethics and why elves are monsters. Plus an educations system might be interesting.)

Shall be available to all civilizations. That way, we can achieve actual progress for all our civilizations.

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DF Dwarf Mode Discussion / Re: Question about Knowledge/Topics
« on: May 06, 2018, 03:48:47 am »
I still have a question about our knowlegde system: Is it planned, that eventually we unlock technology ingame by researching these topics, similar to a tech tree?

If so, that would be amazing for long time forts dedicated to the preservation and advancement of knowlege, similarly to how Monasteries operated in the early middle ages.
You could even start with a modded civilization, bear men for instance, and see them progress from semi savages to one of the most advanced civilizations on the world.

This would make the ongoing world more interesting too: Dwarves may start with the knowlege to make steel, but what if humans can catch up? Depending on the nature of the tech system, you (new civilization) may start by unlocking knowlege throug building a library, which unlocks the other scholars, which lets your civilization unlock all the technologies eventually.

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DF Dwarf Mode Discussion / Re: Lovers won't marry
« on: January 11, 2018, 11:21:30 am »
It is time for an unfortunate cave-in accident and hope that the queen finds a new partner.

dwarfs never re-marry though.


There's also a thing that comes with DfHack called family affairs, that allows you to change marriage relationships, so that might be useful too.
That script is glorious, as it solves the marriage scarcity issue in the most straightforward way imaginable. Thanks for pointing me towards that.

However, I'd still prefer it if matchmaking happend mostly at the tavern with your normal dwarven socialization. While dwarven fertility will give me a steady stream of new recruits, the sheer amount of children coming from the same pair seems extreme.

Mind you, it is entirely possible for a pair of humans to sire extreme amounts of children, but most of these numbers are from a patrilineal system relying heavily on polygamy.
Then again it is also possible in a monogamous marriage, by using the one childbirth per year method dwarf fortress utilizes.
Normally, such behaviour is not practical due to resource limitations, or for cultural/legal reasons like an inheritance being split among thirty children.
There are very few cases even in real life, such as Feodor Vasilyev, who have given birth to that many children.

Yet in the game it seems to be an all or nothing thing. Even wierder: During worldgen marriages and childbirth seem more like the proposed solution with more marriages, but less childbirths per couple.

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DF Dwarf Mode Discussion / Re: Lovers won't marry
« on: January 10, 2018, 07:05:45 pm »
You'd think that your dwarfs, integrated citizens or modded civs would marry on their own accord once they find a suitable partner.
After all citizen husbandry allows your settlement to thrive without immigration and grow on its own, but you still have to get them to adulthood, before your new generation can contribute meaningfully to your society, so it's not like your organically grown citizenship is super OP. As far as I know, there is no dwarven eugenics program yet.
Which has to do with the scarcity of married couples.
But when the common solution is to lock two citizens into a room until they are ready to wed, something seems off.
In my experience settlers marry on their own hilariously late into their lifespan. The only saving grace of the current system is, that your citizens then bring a child into the world each year, regardless of how old they are. This makes their family trees branch like crazy, but the rarity of marriage in general makes it so that there are usually only a handful, massive families in a given fortress.

That's when we breed relatively long lived species like dwarves. Species with a shorter lifespan might run into trouble finding a lover before they die of old age. This means we could potentially get a single family, that dies out after the second generation for lack of possible partners.
In my eyes, this means that marriage and childbirth mechanics will have to be reworked at some time in the future.

My proposed solution would be this:
- Your citizens may actively seek potential spouses, eliminating the need for marriage prisons.
- The courtship period has to be shortened down significantly. A 30-40 year courting process can be cut down to 2-7 years.
- To not flood your fort with children each year, the married couple should get less likely to have additional children for each child beyond the second one.
- Fertility should decrease with age. The fertility of a married couple may reach 0% after they pass 50% of their species lifespan.

This should have the following intended effects:
- You no longer have to coerce your settlers into having a family. This lets you focus your attention elsewhere.
- Instead of a few massive families, you have many small to medium sized families, with the occasional large one.
- The higher amount of families prevents the lack of possible partners, offering more choice.
- While citizens no longer give birth until they die of old age, the overall amount of children will be higher.
- This enables dynasties to properly emerge. You could have an adventurer become a noble, or even forming a royal bloodline.

Optionally, humans last names can be made inheritable, for easier identification of family members. This behaviour could be handled either at the civ or species level.

7
DF Modding / Re: Can anything be done about vomit? Tired of it.
« on: December 09, 2017, 06:31:39 pm »
Well, I like the clean command for its simplicity, but the annoying habit of vomiting dwarfes still got on my nerves.

On one day, a group of lion men visited my fort and this was the moment, where I decided to switch my preferred species. As lion men do not cave adapt they were as good as any other sentient race, I thought, and created a new civilization.
Basically I took these felines and told them: Learn from the dwarves, take the good (Technology, ethics, crops), avoid the bad (Vomit) and become a civilization in your own right.
And they did, with some tweaks.
I then created  a new world and embarked with the lionpeople instead.
Then I realized: Plant matter doesn't feed them. Quickly, build a meat industry! Fish, hunt, anything that provides healthy meat!
The need for meat got me to finally recruit a militia and order squads of crossbow(lion)men to hunt.

That was a fun excercise and you could use any animalperson to form a new civilization. Some are easier, though. elephant men, for instance would be interesting to test.
Not for the challenge, but I do wonder what happens, when an elephant man Hammerlord uses his ☼Silver Maul☼ on an invading Goblin*. Also, I heard armor thickness scales with size. Are Elephant man mercenaries the answer to enemy archers?

*Or rather, their effectiveness in an actual fortress.

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DF General Discussion / Re: Meandering Animal People
« on: July 01, 2017, 06:39:59 am »
Well for now I'll circumvent this by editing in the fix that removes the tag from the animal people, but leaves meandering animals and giant animals intact. Figured this may give the hunters and fishermen/dwarves more time to return to safety, if a dangerous giant animal is spotted.
At least it takes longer to travel from the edge of the map to the center, where the overworld portion of the fort is located.

Edit: The fix was surprisingly painless. My Lion men are moving as quickly as they should, which has greatly accelerated daily life in the fortress. Lions and giant lions are still meandering about, so I have lots of time to raise the drawbridge.

9
DF General Discussion / Meandering Animal People
« on: June 30, 2017, 12:05:47 pm »
Greetings.
I was playing around in fortress mode and had some lion men join the dwarves in an effort to create a fort of multiple sentient species united in an appreciation of craftsmanship, merrymaking and clear glassmaking (I heard the elves would pay well for it ;) ). During the game I assigned labours to the animal people and found that they were extremely slow. This may be because the hulking lion men are slower I thought, but checked the wiki to confirm. I found that they are supposed to be as fast as humans, or dwarves.
I Decided to observe them more closely and found that they are capable of matching a dwarf's pace, but only if they are carrying an item.
After a quick google search I found this bug report from 2016.
It confirms my suspicions, gives a solution and even offers me the warm and fuzzy feeling that this issue will be solved eventually.

It does, however, leave me unfocused as my needs for discussion, information and eloquent speech are currently unmet. I'd like to hear your opinions on this topic.
  • Do you think animal people should inherit the meandering quirk, or is it inheritance gone wrong?
  • When do you think will the patch, that officially ends meandering citizens, roll around?
  • Also, what is the purpose of the [MEANDERER] tag? Does it save CPU cycles? Why does it force my citizens to creep, when they are more than capable of walking?

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DF Dwarf Mode Discussion / Re: Anthem of your Fortress
« on: June 21, 2017, 12:00:47 pm »
Hmm. Dwarven fortresses should be heard. The masters of magma, alcohol and fun need something that ends with a bang.
Maybe the Florentiner Marsch can do it justice?
It starts enthusiastic and you strike the earth, then it grows loud, like a battle against goblins, then busy like the subsequent melting of their goblinite. Then it becomes quiet as your activity shifts underground and has a loud finale as you inevitably breach the HFS.

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