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Messages - Ninjabread

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31
DF Suggestions / Re: Starving dwarves should eat leather
« on: March 03, 2019, 02:43:55 pm »
The preferences of others are irrelevant.

Nice game design advice.

They have been playing the game badly, things they don't prefer should thus happen. 

If someone doesn't prepare for invaders you could also argue that they've been playing the game badly, but they still have the .ini option to turn invaders off.

the second is your opinion. 

No, your claim that the AI needs this one act to be considered two separate crimes, from a totally objective standpoint, is a load of bull. I know this because of my background as a computer scientist, who does indeed have experience working with AI.

My opinion is that your proposed method of handling the crime of unsanctioned digging of engraved walls isn't a good one. I'd prefer it if digging engraved walls received the same modifiers to crime severity as vandalising items and buildings that have quality levels.

It does need to be displayed separately when the crimes severity is being modified over time by things that the player and AI governments are doing.

Not entirely sure what you're trying to get at here. Do you mean to say that AI won't be able to keep track of in-game law changes without separating this one act into two separate crimes?

If you are, then you're wrong, and I honestly don't know how you made it to that conclusion.

The player needs to know the severity of the crimes themselves. 

Players could be shown crime severity through the justice screen when highlighting said crime, there is still no need for it to be displayed as, or treated by the code as, multiple crimes at once.

The creatures acts on the total severity of all the crimes they are about to commit, added together.  So in some cases they will commit more crimes than less. 

Seems reasonable, though creatures that have a neutral opinion on law should have a cap on the severity calculations equal to the severity required to be given the death sentence, since any more severity is largely irrelevant if the law is unimportant to you.

32
DF Suggestions / Re: Starving dwarves should eat leather
« on: February 26, 2019, 08:53:05 am »
You said that it was possible to mod out the need of dwarves to eat and then argue against starving dwarves logically doing unsanctioned things to meet their needs rather than simply passively starving because it 'messes up your playstyle'.  That isn't a very good argument, if you don't want to worry about the effects of starving just mod out the need to eat and your playstyle can be as you wish. 

The fact that starving messes up your playstyle is why we make sure feeding our dwarves is part of our playstyle; they should mess up your playstyle. 

Maybe you still want dwarves to eat, but don't want them to dig through your walls though. That was what I was suggesting the .ini option be, not disallowing any unsanctioned action, specifically the digging.

For the record, it doesn't mess up my playstyle, I don't really care if I have to replace natural stone with blocks, I already do that plenty when I run into ores and gems, and I don't really ever have starving dwarves either, I just actually consider the preferences of others.

Because of the AI.  The AI needs to be able to logically distinguish between three different situations.

1. A forbidden food item lying in the middle of the dining hall.  [CRIME:THEFT]
2. A forbidden food item bricked up behind a wall. [CRIME:THEFT]+[CRIME:FORBIDDEN_DIGGING]
3. A forbidden food item bricked up behind an engraved wall. [CRIME:THEFT]+[CRIME:FORBIDDEN_DIGGING]+[CRIME:VANDALISM].

In all circumstances the dwarf will go for item 1 first, then item 2, then item 3.  That is because the crime value of the former item is the least of the three.  However consider if item 2 was not in fact forbidden, in that case the only crime would be forbidden digging, under that circumstance the dwarf would weigh up the relative severity with which your civilisation treats both crimes, they will go for whichever crime is least severe. 

Crime severity would be determined by a mixture of the ethical badness of the crime according to the ethics of the creature and how severely punished it is according to your own civilisation's laws. 

Fun fact: I'm a computer scientist

Fun fact number two: This is a load of bull

AI doesn't need more severe crimes to be displayed as multiple crimes in order to distinguish them, it can track severity just fine. It also tracks changes in values just fine too, so no need to worry about the fluid nature of the raws.

33
DF Suggestions / Re: Fish Farming
« on: February 25, 2019, 05:34:10 pm »
This thread may be relevant for non-vermin fishing

As for actual fish farming, do captured vermin not show up in the creatures that you can assign to pit/pond zones? I assumed the ability to catch live fish was for the purpose of fish farming, but I never tried myself.

34
DF Suggestions / Re: Starving dwarves should eat leather
« on: February 21, 2019, 07:34:27 pm »
You're not supposed to like the consequences of not feeding your dwarves. 

The consequence of not feeding your dwarves is that your dwarves starve. It is possible to prevent this by giving them the [NO_EAT] tag in their raws. Dwarf fortress is pretty good at giving you the ability to avoid dealing with things things that don't fit your playstyle, why should this feature be any different?

The example you are using should really class as two crimes separately.  Dwarves should normally aim to commit the fewest number of crimes to achieve their illicit goals, so the dwarf will dig through the non-engraved wall if it can. 

I didn't use an example, I suggested that unsanctioned digging of engraved walls should be a more severe crime than the unsanctioned digging of natural/smoothed stone, though I probably could've been clearer about the word "especially" meaning that the vandalism would be especially extreme if it were an engraved wall that was dug out. Not sure why one act would need to be listed as two separate crimes caused by the same ethic, it's hard enough for dwarves to survive a single beating. I do agree that if dwarves value the law, as most do, and are coerced into criminal activities by any means, including hunger, they should definitely try to keep their sentence minimal.

35
DF Suggestions / Re: Smoking leaves as dwarven activity
« on: February 20, 2019, 02:47:25 pm »
The burning corpses of hemp-wearing elves?

36
DF Suggestions / Re: Starving dwarves should eat leather
« on: February 20, 2019, 01:33:01 pm »
I'm pretty sure I read somewhere that the trespassing ethic is somehow related to burrows, and I'd class unsanctioned digging as some pretty extreme vandalism, especially if it's an ☼engraved☼ smooth stone wall, so we could just have these ethic definitions expanded rather than have entirely new ones. That said, there would probably have to be an .ini option to disable unsanctioned digging without messing with ethics, just cause not everyone will like their fortress symmetry being ruined by hunger, and vandalism also dictates punishment for smashing stuff during tantrums, so making it unthinkable would probably have dire consequences for stressed out dwarves.

37
Mod Releases / Re: Adventurer Artisan
« on: February 17, 2019, 03:12:19 pm »
Took a little longer than I'd have liked, both due to IRL stuff, and some weirdness in the raws, but the update is done. Speaking of weirdness in the raws, bones don't seem to work in reactions from inside containers, so I couldn't make leggings and greaves cost more than 1 bone. There's also some weirdness with the actual mechanics of reactions with containers that I'll outline in the OP.

38
Mod Releases / Re: Adventurer Artisan
« on: February 13, 2019, 09:48:00 am »
The poll is half over and only one person has voted, so I'm gonna take the poll down and start work on using containers in reactions since that's where the one vote was. I'm gonna assume everyone else either figured voting was pointless since their preference already had 100% of the vote, or didn't mind how I fixed the exploit.

39
Sabre is the short generic name for a curved sword.

Scimitars are considered a type of sabre, so sabre is a more general term, which is good, as is the fact that it's a shorter word, but the problem with the word sabre is that it can also be confusing, since the modern fencing sabre is a long, thin, straight sword, not to mention the popular straight laser swords used by space wizards that are apparently also sabres. I know that they aren't technically sabres, but the fact that people seem to be using the word "sabre" as a synonym of the word "sword" indicates that sabres aren't iconic as a curved sword, even though that's literally the meaning of the word.

I assume scimitars are the word used in DF because their status as the curved sword has it's foundations in a great deal of cartoons and video games, as well as Middle-Eastern flags and/or heraldry, and to my knowledge there are no straight swords that claim to be scimitars. When people hear/read "scimitar", there's a significant chance that they know that it's referencing a curved sword.

40
DF Suggestions / Re: Seconding Soldiers to Squads for Instruction
« on: February 08, 2019, 09:19:15 am »
From the link to the wiki on my previous post

Quote
The Champion will lead combat demonstrations in barracks, much like a militia captain would

41
DF Suggestions / Re: Seconding Soldiers to Squads for Instruction
« on: February 07, 2019, 08:00:50 pm »
Doesn't the champion noble already act as an instructor to all squads?

42
DF Suggestions / Re: Werebeasts
« on: February 07, 2019, 10:01:12 am »
Guys I'm a vampire who is VERY skilled in the weapon I'm currently using and I still can't kill some random werebuffalo.

So what? Buffalo are big strong animals, werebuffalo are even bigger, stronger, and are magical. If you're struggling, run away. Come back with better equipment, or a few buddies (preferably undead ones, to avoid infection), or when you know what it's weakness is, or when it's not a magical buffalo person. Don't complain to the developer that it's too hard for you.

43
DF Suggestions / Re: Werebeasts
« on: February 06, 2019, 04:48:14 pm »
Doesn't help when you just find a random werebeast in adventure mode without getting a quest.

That's just the nature of adventure mode though. I've had a peasant-stats game where there was a cave dragon rampaging through the town that I started in, and that was my first, and last, encounter. Sometimes events just fall into place and you get totally screwed over through no fault of your own, that's just how DF worlds work, sometimes you're just in the wrong place at the wrong time and you die for it, because the world doesn't really care about the PC much more than it cares about the NPCs.

44
DF Suggestions / Re: Smoking leaves as dwarven activity
« on: February 06, 2019, 08:52:30 am »
GC, you really need read things more carefully, you've misread a little bit of info here, and then proceeded to base an entire argument off of the misread info.

Nitrogen has a greater mass than ozone, oxygen, C02 and the rest

Density of a gas is proportional to molecular number, so 32 for O2, 28 for N2 and 44 for CO2. Solubility is also a non-issue for gaseous mixing. CO2 is the most dense, but the densities are close enough that you still get thorough mixing.

Read carefully, and you'll see that nitrogen is the lightest gas that has been mentioned, not the densest.

I thought Bumber informed me that actually C02 was the same mass as oxygen

CO2 and O2 have similar densities

Similar, not the same. CO2 is just O2 plus 1 carbon atom, thus they have a similar, but not the same, density.

I am seldom wrong

Whether that's true or not, this is one of those times that you are wrong, GC.

45
Ooh, ok. I think I'll try tackling one

Agriculture

Spoiler (click to show/hide)

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