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Messages - Starver

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12361
DF Suggestions / Re: Weapons for civians
« on: September 28, 2009, 11:49:44 am »
One possibility is that we increase the civilian professions that need a tool, which they can use in a combative mode, although based upon current requirements to supply axes and picks that might be awkward.  Also, the plans in that direction (AIUI, AIPD) is that it's a wokshop that will need the tool (instead of just a rock/block/log/whatever, for the simpler ones) and it changes the dynamics if the first worker along to the carpentery shop pockets the braddle 'just in case' and the workshop is now not (techncially) usable by the other potential carpenter who wanders along.

But whether it's a bill-hook, scythe, hammer or a sock full of sand, I suppose that in time of danger it would be appropriate for a worried dwarf to feel safer with an implement or some surrogate, if available.  Someone attacked in/near the workshop they are using could grab something (to return when the emergency is over, which adds to the pressure to deal with incursions into such areas), or else grab something random (and possibly normally non-physical, like a branch off a tree) if desperate.

Needs a lot of thinking.  More than I have time for.  And I'm probably heading in a wrong direction witht he above.

12362
DF Suggestions / Re: Partial Reveal
« on: September 28, 2009, 10:29:29 am »
As for the idea... I'm going with the "miners see it based on skill" thing, but of course it would have to be based on the skill of the miner who carves the tunnel.  Otherwise we'd have the prospects changing as different dwarves pass by.  That's no good to anybody, and hard on our processors.
Further up-thread, I was imagining it implemented (within the core code) as a 'radar' on each and every dwarf (yes... some extra processing) whereby once a sufficiently advanced dwarf (weighted on their racial bias, mining skill and degree cave-adaption) passes sufficiently close to a 'feature' (perhaps weighted to the actual surroundings[1]) the revelation might occur to some degree or another (perhaps well within 'effective intuition range' it does a full reveal, as per having opened up the space to it right now, but at its furthest reach it does a non-commital 'flavouring' highlight as originally suggested[2]).

This would of course impact the [F]DFMap utility's compression method to some degree, as I understand it, so fair warning in that direction..!

[1] Certain types of rock might give more or less hints.  Smoothed walls may give more or less hints than the raw one (not sure which), though constructed walls buffering the raw rock would brobably nix the detection at that spot.  And perhaps even the 'fog of war' extended to a limited degree across open space, so that a dwarf passing right next to a natural wall would get a possible detection so far in, but passing one tile away would reduce the range from the 'spotting position' by two tiles.

[2] Possibly, at furthest extent it 'flavours' (or flavours []icorrectl[/i]) 5% of the time, leaving a spattering of maybe-something/maybe-not, with false positives as well as false-negatives, at a low but significant percentage.  This could 'explain' the current spattering of non-black rock.

12363
DF Dwarf Mode Discussion / Re: How much do you trust your dwarves?
« on: September 28, 2009, 09:53:33 am »
Meh, the unit list includes (and mixes with) the old dwarves. I end up wondering which ones are the immigrants.

Mark the old dwarves either with names or by deactivating hauling for them. The new ones will light up like a Christmas tree because of, respectively, the 'weird' names or the hauling jobs.
While they are still immigrating (still flashing 'X' on them), they're (generally) the only ones without an active job.  Though it would be different if I allowed my current population time to socialise (something I've often thought I should do).

But as I also maintain a spreadsheet of dwarfs, I can run down the (U)nit list and the spreadsheet (maintained in the same order, for the most part, and exceptions handled accordingly) and spot the previously unknown ones.

Though I do like to keep an eye on their incoming wave as I assign in that spreadsheet a reference number (a1..7 for the originals, b1..N for the first immigration wave, etc) for purely anal data recording purposes.  While I might assign the first migrant's date of entry to all that wave's migrants (even though they may take a number of dwarf-days to arrive), this usually means that I can correctly guess in advance whereabouts in the list of the current woodcrafters (frexample) the craftsdwarf will appear once he/she has specialised enough to get the woodcrafter title, compared with the peasant who zooms straight into the non-generalised role.  (Told you I was a bit anal about this. :)

(I suppose I could use Dwarf Manager or a Dwarf Manager-like utuility to do all this sorting and arranging, but...  for whatever reason... I'm not doing. :)

12364
Life Advice / Re: How much does Sleeping in conserve calories?
« on: September 28, 2009, 09:23:45 am »
Intuitively (i.e. probably not entirely correct) sleeping in a warm bed will use up less calories than a not so warm one, because of less need to keep oneself at the right temperature.  But beyond a certain point (or in a hotter climate) you're going to be too warm, needing other body regulating mechanisms to kick in (not sure how much calorific value goes into producing sweat) and perhaps rather than sitting snug, tossing and turning under the covers.

Not to mention other night movements/racing heart arising from dream-induced movements not entirely suprressed by the REM atonia mechanism.

And, indeed, compare with watching TV, where one can find that physical movement and internal functions (including depth of breathing, and often heartrate) has become suppressed, and quite possibly a lot of the usual conscious and semi-conscious thought processes, while the main focus of concentration is narrowed down towards the TV programme.  (Although if you're in the habit of snacking in front of the TV, that would definitely skew the results!)

As someone who often listens to recorded radio shows while reclined in bed, with a similar style of aural concentration/submasking-of-input, I might question if I also burn less calories while doing this than when similarly positioned but actively brainstorming some sort of project or other (in the vain hope that I might remember all my clever solutions, or even that I had any, when I awake in the morning!).

I know I go to sleep quicker when listening to a number of my favourite shows (which can be annoying, as I will probably have missed a proportion of the final one) than if my mind is whirring with active ideas and plans and whatnot, so that's one thing I would need to account for in a comparison, as is the fact that I will stir myself to go to the computer and key up the next recording in that set.  Apart from not having a whole-body-calorimiter at hand, it's probably not something I could analyse single-handedly, in any case. :)

12365
DF Gameplay Questions / Re: No Water
« on: September 28, 2009, 06:13:25 am »
wiki: cistern. 

(Admittedly, not one of the more intuitive key words - gotta fix dat.)
See also Wiki:Reservoir.  They also don't (currently, wikis of course may change, and I may even get a login and make such a change) mention storage of water with rarity, only to avoid it your (abundant) natural source freezing/being sieged.  The art of carefully moving the occasional rainfall spill-off into a usable store might be instructive to insert.  And I'm sure someone has done that better than I have.

12366
Other Games / Re: Discworld MUD
« on: September 28, 2009, 05:59:31 am »
Man oh man, the Intercontinental Express takes foreeeevvveer!  I've been sitting in this carriage for a real-life half-hour and I'm still not at Genua yet.  Someone shoot me an entertaining tell!  I'm Skuck right now.
Like Sergius says, I use the time for quiet contemplation, brushing up on my language reading skills and other GP->XP stuff.  There are of course faster ways to travel


EDIT: I don't know why, but I find mapping the MUD with zMUD/CMUD terribly addictive.
You ought to have seen my Excel spreadsheets, filled with my mappings of the Smarl river system.  OCD, anyone?  (And, besides, Boot[1] got there long before me.)

[1] Link currently not working for me, I hope it (and Boot) is still out there!



British spellings are awesome, but yes, they do trip you up in this game on occasion.
It took ages for me, back in the early days of the web, to learn to use <CENTER> instead of <CENTRE> (also "COLOR=...").  Given TBL was UKian, you'd have thought he'd have pressed for his own language to be used. :)

Quote
At level 150 in stealing, you get filch, which allows you to steal pretty much
anything off a person, including jewellery. Although you'll probably need to get it to around 180 before you can reliably filch stuff, I believe.
And, infamously, you can even nick someone's underpants from under whatever legwear they're using.  Now, topologically it's probably possible, but imagine the fuss you should have to go through to extricate them from under trouser-like garments. :)


...wish I were able to play, ATM.  Maybe I'll disregard some workplace rules sometime this week. :)

12367
DF Gameplay Questions / Re: No Water
« on: September 25, 2009, 11:49:47 am »
I thought so, considering the typical results of bucket brigades. Ah well, it's only a matter of time until I breach the underground river somewhere in the map.
Dependnig on whether rain ever occurs (I suppose it should), you might be able to build 'slurpers' (either actual pumps or just a system of floodgates or overhung drainaways) that take the slightest bit of water and immediately conveys it out of the open air.

Noting that you should avoid letting it sit as a couple of (or more) 1/7th depths if you can have 2+/7ths in a spot (to this end, use your hydrodynamic wiles to dump it into a 1x1 wide 'well-shaft'[1], capable of receiving as much water as you'd want, but only ever having one possible 1/7th height at the top[2] that might disappear, the rest being happy to sit there.

If your pools do significantly fill, albeit seasonally and transiently, then they could be connected to subterrainean water-repositories via hatches/other gates operated by pressure-plates, but you could end up 'chomping' more of the water than if manually operating in an optimal manner.

(At least that's how I often try it, but when the rainfall is very low it's rarely that easy, so not sure if it works better or worse than other methods.)

[1] With a gate at the bottom to release the column into a large chamber (not too large for the column, lest is spread out too thinly) if/when you find you have enough, and possibly additional successive gates and additional successive chambers so that if each further stage fills sufficiently you can give it even more room.  But that's probably too optimistic.

[2] Not sure if 1/7th water above a body of other water is immune or not to evaporation, I don't usually let it stand long enough to find out.

12368
Other Games / Re: Discworld MUD
« on: September 24, 2009, 11:12:27 am »
Ah, I wonder if my old character still exists. It was a pretty advanced Wizard... named Falken or Corben or something like that...

I need to investigate further. Definitely playing in a group could be more fun as I solo'ed for months.

My on-Mud socialising consists of being absorbed in the social scene of both OOC communications and the occasional RP-ish event, like various in-game wedding celebrations and Guild Events, but for hunting I must admit my head hurts less when soloing than when with a group.  At my own pace, suffering only one's own consequences for complacency/overambition (and minimal responsibilities for others) and no tricky pacing issues ("hang on, I haven't pyrscipated a corpse for ages!" or "shouldn't we hurry over to Bes Pelargic[1], what with Genua being over-hunted?").

In other words, I always feel like I'm not going fast enough when leading, and a spare wheel when not.  That's just my impression, I think most of those who have suffered my participation have flatly denied it when I ask, and I can't say for sure that they were just being nice about it. :)

OTOH, many hands make light work, and a multi-guild team can "add the biological and technological distinctiveness" of each specialisation to the team.  (Not to mention that certain cooperative Mansion Quest that I know about from loose talk, but never gotten around to being involved with myself!)


[1] But it's not at this point that someone remembers that their arms permit has expired, and so the expedition later gets put on hold while the situation has to be remedied, possibly including buying back the confiscated ultra-deluded weapon that was kept out in the open.


@ILikePie (BTW, you ought to talk to a certain Thief I know about pie!)... Depends.  they have a habit of exploding.

12369
General Discussion / Re: Atheists
« on: September 24, 2009, 10:52:15 am »
An universe with life must have those properties which allow life to develop within it at some stage in its history.

See, nothing like Strong Anthropic principle at all!
Given that in-between my original (much delayed, see inserted comment at top) reply and getting to 'this' point in the covnersation, you seem to have reversed direction, I'm now not sure whether you're being funny, in the above, are referring to an initial misconception of mine or have missed some point.  (Apart from the points it has already been pointed out that you're missing.)  When I know, I'll try to give a helpful or otherwise appropriate response.

12370
General Discussion / Re: Atheists
« on: September 24, 2009, 10:16:24 am »
Apologies, I appear to have come quite late to this part of the discussion, should have checekd further down...  And looks like the arguments that I was also presenting weren't understood by you anyway.  Am tempted to remove this reply, but if you're reading it I haven't (yet).

Life is, without creator, extremely unprobable. If some of the physical constant would be different by fraction, life would be impossible. Well, this is, unless we have unlimited or close to unlimited universes or chances for universes, unlimited universe = guaranteed life.
(s/unprobable/improbable/;HTH;HAND)
If the physical constants were different then life like ours would not be possible, but there could be life-type-X unlike us that would be going "It's amazing, if the physical laws were unlike our own, then life-type-X could not exist, for example if the laws were [insert verbatim what our universe is actually like] then life would obviously be impossible".

Cue the puddle of water being so amazed that the pothole in the road is so perfectly designed to hold the puddle that it is.

And any universe that did not have a valid set of circumstances for any form of life would never have anyone in it to consider the ramifications of that universe not supporting life.  But apart from a totally null universe (or universes an short but unintense life-cycle) there's no reason to believe that some kind of 'life' (whether recognised by us or not) would not exist.

This is all true regardless of whether you believe there is just the one universe and all there will ever be) an infinite cycle of ???=>our Big Bang=>our Big Crunch=>Another Big Bang=>Another Big Crunch=>??? in which each iteration explores another set of constants, a set of parallel 'universe bubbles' doing the same in parallel or every possible universe that could exist being stacked up in a hyper*N-cube array.

It's like assuming that 'our' Goldilocks Zone is an essential prerequisite for life on other worlds.  In fact, that life must exist on worlds and that there's no electromagnetic life-like construct living within the bounds of a nebula, somewhere, or grazing on the dark-matter halos of galaxies or situated at the event horizon of a black hole and formed purely of the particle/anti-particle quantum 'foam'...  (All of that pure theory...  But carbon-chain chemistry is probably as hard a concept to imagine for a hypothetical creature composed of megneto-fusion torii within the core of certain types of star.)

Taking the Strong Anthropic Principle to prove there is something 'special' about our universe is similar to past assumptions about the geocentric nature of the solar-system.  Whatever the assumptions behind the latter, it has since been shown to be wrong.

12371
Other Games / Re: Discworld MUD
« on: September 24, 2009, 04:34:16 am »
I'm still trying to get evil so Hat doesn't hate me. I'd better go find some more children to bludgeon.
Pray a bit to your god (if you're feeling perrverse, pray to another one, but it doesn't solve the above problem :)).  it uses up all your faith GP (and thus all your GP, if you're a priest) unless you qualify it with the options (see the syntax/help info), but it gives a good XP return if you intersperse it with other GP usage.  If you spam it, the return diminishes, as with all command usage (possibly more so, or that may just be because of the potntial of using all your GP in one go.

And a priest can also use a ritual bury command.  Not immediately on joining the priesthood, but at a low level; it's also a different command for each religion, and most of those are pretty awkward words to type, so aliasing it to something  simpler, e.g. "rbury" is probably a good idea.  But, anyway, I've found as a priest that ritburying anything I kill (being scrupulous not to do so for any someone else did) keeps me well within the "<your_god> is happy with you" bounds, regardless of what I have been hunting.  Some people don't do that (it uses GP of course... 50 per corpse, IIRC) or it may be a matter of sharing/negotiating if you're grouping with another priest (or at all, if in a group that would rather you not spend so much of your GP on that, and use a bit more on providing them with shields, heals or actively doing faith.offensive.* stuff...   though better you maintain good relations with your deity than start failing those vital rituals due to increasing misalignment).

Playing styles differ, of course.  The above may not work/apply to you, but I give it as my (possibly not optimal) solution to the problem.

12372
Other Games / Re: Discworld MUD
« on: September 23, 2009, 09:45:10 am »
The commands "emote" and "remote" are both quests, not too hard although you have to speak the language of where you are taking the quest.  They have multiple versions across the continents.
Ah yes, I remember now when I started an Ephebian character, and (at the time) I couldn't figure out where, what and/or how the Djellian local versions were of the above, so waited until I'd walked over to Ankh-Morpork and used (for once, breaking my usual Chinese Wall or knowledge between characters) my recollections of the Morporkian version (and a little pseudo-Latin interpretive guesses) to stumble my way through the common version despite still lacking the language skills. :)

(It's different these days, I suppose, with the official Quest help.  But I bet it's still a pain to try and put a Morporkian character through the "learning Uberwaldean for Agatean" classes in Bes Pelargic, at the nominally capped 90% skill in the local lingo. :)

12373
Other Games / Re: Discworld MUD
« on: September 23, 2009, 08:18:21 am »
Rhodan, I saw you just talked to me, but I'm not entirely sure how to talk back over long distances.

D=
As it hasn't been answered, check out the tell command.

In that instance "tell reply Hello!" would have worked (but if you're having multiple OOC conversations, that might not go to the person you intended it to go to).

You can also "tell player1,player2,player3 Hello you three!" to have a group conversation and (say) player 1 can "tell reply What?  Us three?" to avoid the need to type "tell player0,player2,player3 ..." back, etc.

There's also the Talker channels (but that's quite public, depending on which channel, and also requires a talker item in your inventory (not within a container, but it could be a worn or wielded item, as well as carried)) and if you're grouped the "group say ..." (often people will alias that down to "gs") gives you your own little mini-channel.

I can't remember if you need to complete the appropriate quest for "emote" (different depending on your starting city) before you can use "remote" as well, but that (and things like "group emote ..." would also be open to you, or various soul" commands, for various 'flavoursome' not-technically-verbal forms of communication from grinning at a person to 'spocking' (raising an eyebrow... a useful soul to know for a certain nudge-nudge wink-wink character interaction) to "jedi otherplayer This isn't the <foo> you're looking for".


I would also point you at the Essential Commands page, and places thereabouts.  I know, you can't really learn (and understand) things from such a sterile 'manual', but it's there.  As are the talker channels and the newbiehelpers (may be dependant on who's listening/willing to answer, but at least has the advantage of some degree or other of intellgience behind the answer :)).

12374
DF Suggestions / Re: Multiplayer enhancing posibilities
« on: September 23, 2009, 06:57:05 am »
Simple. Have no pause menus when another player is at your fortress. You can still access everything except nothing pauses.
That's a different game.  At the moment it's micromanagement, to whatever degree you wish.  You can spend three or four hours on a raw map forbidding and unforbidding, laying out the entire digging zones (and whatever building zones you can access/currently have materials for), rearranging employment assignments and stockpiles and zoning etc so as to let it run its course, and/or you can react to every new material produced/extracted/mined/traded for when available to another few hours of player for every gametime hour (which would be highly dependant upon processor speed[1]).

If you force no-pausing, then switching your multiple training units to active duty (and assigning them new stations) while wanting to run through your civilians to ensure they are tasked (or re-tasked) to safe-zone employement only, inclusive of identifying resources in the danger zone and forbidding them, while ensuring that the defensive levers are pulled in sequence is going to produce a different result.

You might as well make it a "Noble mode" hybrid of real-time Adventure-mode style of play as a noble character who has to travel around to say "dig this here, produce this there, you there can have that spare wardog, I forbid you to wear that worn shoe", no longer the (within some resource and physical constraints) omniscient and omnipotent entity that you are now, competing against chance and unexpected arrivals and creatures outside your control wandering across your domain to their own purpose.

Consider it a difference between Management Games and full on God Games, give or take, with either an effective Fog Of War (And Peace) or a limit to simultaneous actions/area of effect rather than just the resource/influence limit.

[1] Actually, using distributed computing to share the processing (especially pathing) across a set of players' machines to make best use of idle time/processing power, and simultaneously smooth out any (unpaused) difference in playing speed might be a good use of multi-player...  Stuff like that would have a low ratio of 'definition data' travelling between machines compared to the equivalent 'data value' of what is calculated, and could be organised to reduce redundancy of data processing with a decent system behind it.  But would anyone really want to reduce their own game's responsiveness (and remove the ability to take a break or fully take stock of the situation) just because they have a better processor and they're doing someone else's machines calculations?

Although a SETI@Home-style worldgen network could do a lot of interestingly intricate stuff.

12375
DF Suggestions / Re: Multiplayer enhancing posibilities
« on: September 22, 2009, 11:27:53 am »
I think the multiplayer system comes up against the barrier of the 'ticks' for each player going at different speeds.

Imagine two players meeting under adventure mode, as it currently works.  It would have to revamped so that there's a 'realtime' aspect, rather than wait for Player A's movement and Player B's movement (assuming the same amount of 'subticks' per movement, which is not guaranteed).

And under Fortress mode though nominally 'realtime', what happens when Player A advances upon Player-B's fortress and one or other player does a 'k'-examination of the scene?  Does the game pause for the other as well?  And even if there's no direct PvP interaction (which would involve anything, not restricted to hostile actions), the suggestion that one player's trading produces effects in another player's falls down if one player is

It would have to be a persistent world, as mentioned, and it would have to have a background time, and no longer would you have the same leisure to drill down menus of units, military hierarchies, stock lists, etc (never mind the processor timelag inherant to some stages) knowing that you're not being interupted by something[1], or Hoards Of The Things will have marched up to your walls while you were busy unforbidding certain types of dumped stones.


Sorry, need to rush off, so can't tidy this up to prevent repetition and avoid tl;dr syndrome.

[1] Actually, you do get interupted by some events, I find.  I can only imagine that they were initiated at the very tick one effectively paused the situation but needed a little more uninterupted time in their own process thread to work out what it was that occured.

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