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Messages - Starver

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12466
DF General Discussion / Re: Post your t-shirt ideas!
« on: August 07, 2009, 07:39:18 am »
$XX(-«*Life*»-)XX$

12467
DF Dwarf Mode Discussion / Re: will goblins drown?
« on: August 07, 2009, 05:46:16 am »
(was under the impression that a cage on a Animal-type stockpile acceptign that creature would not 'pass on' a Dump select to the contents, but I might very well be wrong about that)

I don't mean this to sound insulting; but you are.
No insult taken.  The way I did it worked well with how I dealt with the caged enemies, anyway.  I may or may not  change the way I do things, with this new/corrected information under my belt...  ;D

12468
DF Dwarf Mode Discussion / Re: will goblins drown?
« on: August 07, 2009, 05:18:39 am »
I think doing the stocks page is the hard way.

You can just designate the cage the orc/goblin/elf is in for dumping via d-b-d and it will flag -everything- in that spot to be dumped.  Then after designating go back and un-flag the cage (k-d) so the dwarves don't dump it too.
I build the cage (was under the impression that a cage on a Animal-type stockpile acceptign that creature would not 'pass on' a Dump select to the contents, but I might very well be wrong about that), which means that the cage, while marked, doesn't get to be Dumped.

And while I'm waiting for the contents to be dumped, I connect a lever to the cage (having built it in a place where I can confine the soon-to-be-nekkid enemy, apart from the route 'out' through weapons traps/situations of my devising).  When I'm sure there's nothing more to be dumped (have to go into the stocks menu and make sure there are no more D-marked items still, which requires a little extra analysis under Tab if if I've marked all damaged Dwarven socks/etc to be dumped as part of a damaged clothing replacement scheme, or whatavyer) and unforbidden those that were, I can pull the lever and FNU!

I actually can afford to be less thorough, given the deadliness of the exit route, but I really wish I could find out what inventory a caged creature still had on them, as well.  But I can only do that immediately after their levered-release.  At that point, it usually doesn't matter, though.

(And if I haven't un-Ded the cage, it of course is now in line to be dumped.  As are the mechanisms, if present while making the latest Dumping action.  This may or may not be what I want to do, but it's all managable.)

12469
DF Dwarf Mode Discussion / Re: Bedroom design
« on: August 05, 2009, 11:34:07 am »
Try to make the fortress more decentralized to reduce travel time.

RTA: "...to reduce Time Travel".

(Don't mind me, just passing through the thread...)

12470
DF Dwarf Mode Discussion / Re: will goblins drown?
« on: August 05, 2009, 10:43:12 am »
To solve your most immediate problem, setting traffic zones (assuming you have an proposed alternate route that avoids them, or can make one) should get your travelling fisherdwarfs detouring away from the "scary place" and bring them in without needing to drop anything.  Then you can set about dealing with the pool-bound enemies in whatever way you see fit, but at least with fish-filled stomachs. :)

12471
DF General Discussion / Re: Worst announcement for your fortress ever.
« on: August 05, 2009, 10:00:11 am »
Hunter cancels hunt, interupted by goblin hammerman x10
While "Urist McHunter cancels hunt, hunting vermin for food." isn't quite as bad, this was once the bane of my existence.  Assuming I hadn't already got a "Urist McHunter has been struck down" by the time this state of affairs happened.

(Thes days I don't even use hunters.  I conscript any immigrant ones to build upon their marksdwarfship, and rely upon cage traps, taming and breeding anything that stumbles into them.  My butcher, haulers and associated client trades often can't keep up with the availability of surplus and slaughterable animals and the resulting products.)

12472
DF Suggestions / Re: Idea of managable coinage and currency
« on: August 05, 2009, 09:45:52 am »
Noting that in Adventure mode you can't (or couldn't, I may be out of date/misremembering) use coins of a different civilisation except possibly at the level of barter items, so I'm not sure that your outpost (striving towards becoming a Royal Seat Of Power) would necessarily be expected to be more lenient towards them.

But I like the idea of coins.  Passing trade (traders should always want to trade, but perhaps there should be a distinction between Civilisation Caravans that circle the area to promote the interests of the local Elven/Dwarfish/Human civilisation and more sporadic traders that are more akin to Tinkers, or even Rag-And-Bone men) that isn't hostile in some manner[1] should be given shopping rights, perhaps even "I'll swap you this axe that I found for that food you're hauling and that fine hat you're wearing" possibilities with individual dwarfs it encounters (controlled by a mini-Trading dialogue that becomes available if you have the "Allow impromptu bartering with strangers" option enabled).


But I think the main controversy is the coins.  At least at lower skill levels (though I've only minted them as an experiment, way back when), a coin appears to takes up the same unit of materials as a metal throne, table floodgate/whatever.  So a more realistic material quantifying/division system is probably a prerequsite for coins that can be expect to be slipped into (and possibly pickpocketed out of) a handy purse to little effect upon the stamina of the dwarf concerned.

I'm thinking that this issue is being addressed, but haven't checked the "Next version: Tasks to do"-type thread recently, so I'm not sure if it's specifically on there or not.


[1] But opening up the possibility of spies/sabateurs coming and going as "normal" trading friendlies but either giving later waves of hostiles an idea of patrol military routes/more efficient pathing information, or turning "thief" or building destructor while in the heart of your fortress (or, more likely, in amongst your trading area, initially limited to just the Depot, the odd outlying workshop and the import/export stockpiles... at least until they sneak across the lava-bridge).

12473
DF Dwarf Mode Discussion / Re: Getting dwarves to fall in love
« on: August 05, 2009, 09:26:11 am »
Can we get some clarification here?
Take what I wrote as personal observation, only, during short-term fortresses playing.  i.e. suddenly realising (possibly after losing a squad member) that a romantic attatchment had arisen without my noticing.

I've never actually seen (read: noticed, so if there's a notification it's probably never happened) a marriage other than one that pre-existed the immigration wave that brought the pairing.  Nor (again, noticed) a loving relationship with a different person from the spousal one.

I've had an amazing number of children arise, but usually only from "good Catholic dwarfs" that came paired in a wave (with or without children already in tow) and kept "popping them out" year on year for the decade or so of Dwarf-time that I kept on playing the fortress involved.  Certainly long enough for native-born babies to achieve majority and become peasants (with strong "Grower" skills, of course) in their own right.

The only other relationship 'anomolies' are the lone-parent immigrants, where one or two kids come along with the new worker, but the spouse/other parent is absent as an entity from both the wave and the relevant page of information for those that arrive.  But that's just an aside, and not important to the discussion at hand.

12474
DF Dwarf Mode Discussion / Re: Getting dwarves to fall in love
« on: August 05, 2009, 08:42:31 am »
I've never really thought about forcing pairings, but now I'm going to have to consider what labour choices meld well together.  Setting up 'pair units' with associated workshops (Gem Cutter and Gem Setter, as an example) being supplied through a network of 'back passages' and dumping zones to distribute their raw materials.  e.g a "Sand Collector" and "Glassmaker" pairing whose resulting Glass Blocks are marked for dumping down a hole into the GC/GS area (before being unforbidden, of course).  Meanwhile a food and booze distrubution network (occasionally pressed into service to distribute furniture and other goods of interest) would be managed by a tunnel system inhabited by a pair of petential loverbird Food Haulers (micromanaging dumping zones, or just through player-inititated route blocking/unblocking or lever/pressureplate-adjusted access routes to the differing internal dumps if it can be automated to allow fair shares all round). 

I'm not sure if I'd need to give them plenty of down-time to become friendly to the point of matrimony.  I've had lovers arise from off-duty soldiers of the same unit, but rarely between workers, even those that might expect a lot of casual working-day interaction...  except miners, but of course those long, dark shifts at the ends of remote tunnels could be just where cupid likes to shoot his boltarrow.

But I don't like leaving dwarfs idle.  If I see parties, they're usually started by children and nobles that I can't get pursuade to take on tasks (like DMs being given animal training or certain metalworking stuff, just for the sake of gettingsome use out of them).

I don't know as much as  should about the upcoming "burrows" idea, but it sounds like this might (without the need for total segragation, and of course the micromanagement of items through marking for dumping and then unforbidding) be presed into use to allow player 'matchmakers' to get pairings to spend extended time together without permanent and artificial segregation between them and the suppliers of their vittals and raw materials, and the intended recipients of their own produce and "finished" products.  And then more information about compatible personality types would be useful, as it may be more important than compatible labour capabilities and skill levels.

12475
DF General Discussion / Re: Quantum Phsycists
« on: August 05, 2009, 07:54:50 am »
Now think about what would happen if Every.  Single.  Choice.  was simulated until you look at it, at which point half of the work would be wasted.  It would be so slow.
Half the work would be wasted after one choice, potentially 3/4 after two choices.  Potentiall 7/8ths after a third choice.  Less if some outcomes of some choices preclude later choices being made, or conversely remove from play prior branches.

Like Something might or might not happen the 'virtual' Qubit (this not being run on a true quantum computer, but being emulated) represents as 0 or 1.  SomethingElse might or might not happen, resulting in a further 0 or 1 (we now have 00, 01, 10, 11).  If a ThirdSomething must(/could) happen only if neither of the prior two happened then only 000 and 001 are viable branches.  If a ThirdSomethingElse could (though need not) happen if only one of the prior two happened then 010, 011, 100, 101 are also viable branches, though arguably you'd be talking about a total of 000-, 001-, 01-0, 01-1, 10-0, and 10-1 as valid states of four seperate qubits.  Whether there'd be 11--0 or 11--1 combinations (something arising from the conjunction of both initial possibilities both being true, assuming the fifth qubit position is allocated to the actions only possible on that).   The nature of the quantum calculation would result in there never being any valid 11111 solution (it would 'collapse out' of the calculation, being a nonvalid state in classical terms).


But, anyway...  The way I see it is that it would work upon the "Hidden Variable" level.  The game would have a definite idea of the 'sub-planck' activity.  It would be data intensive (not so much as if emulating true superposition information), but apart from the game's induced randomness (a deviation from the how the Hidden Variable idea is supposed to work in the Real World, of course) otherwise linearly deterministic.  It would then hide it behind a layer of 'macro-world' abstraction which obscures the pure determinism and 'fudges' macro-explanations that appear to indicate a quantum-level multiplicity of states.  i.e. the "split experiment" or "quantum tunelling" phenomena is explicitly coerced from the background data on a "coulda, shoulda" basis.

If you see what I mean.  And I wouldn't blame you if you don't.


(For the record, I am a believer in the Real World being utterly deterministic, below the Planck-dsitance and Planck-time resolution which is the limit of our detectability.  Apparently instantaneous "Action at a distance" effects are just a result of this data sloshing around affecting things accordingly, or perhaps something more exotic that is beyond the wit of man...  Imagine a 'creature' within Conway's Game Of Life.  Complex enough to be 'conscious' (to itself, though to us 3D, non-gridded creatures, it would just be a trivial fully deterministic automata), it could not possibly correctly assimilate a conscious awareness of individual on/off cells, and probably not even individual 'glider' combinations (save for the disturbances they set up in its cellular "structure") which might pervade the cellular 'universe' and fulfill the same function as photons, or even gravitons in certain circumstances.

Apart from being able to detect an "orthogonal bias" to the structure of the universe (for much the same reason as all edge tiles of a square area in DF are equidistant from a central point), it would be hard to understand how a Conway-esque 'flatlander' creature (to bring to bear Edwin A. Abbott's novel, as well as Ian Stewart's 'sequel', "Flatterland") would imagine the structure of the universe 'he' resided in.  It certainly wouldn't feature "oh, I'm just a simulation ticking away on a massive supercomputer, whose transisters operate by means of doped silicon connections altering the availability of electron-holes", for that would be something way beyond the ken of the Conway-creature.  Ditto, doubtless, the 'mechanics' behind our quantum effects and whole universe (not for one minute suggesting that there's a Great Programmer who set it up, though!), and so the DF universe (whose Great Programmer we ourselves know to exist) would be trivially deterministic to ourselves, and yet exhibit 'quantum' effects to the inhabitants as far as the detail of the simulation allows.)

But I think I ramble too much. I wasn't going to write the above two paragraphs, but it looks like I ended up doing so.  (That's determinism for you! :))

12476
DF Gameplay Questions / Re: Capturing live fish
« on: August 05, 2009, 07:10:38 am »
These answers are undwarven. In truth, the only real way to obtain live fish is to mine for it.
Don't forget that you also need to employ magma, somehow!

12477
... then dropping blobs of magma through the water stream in a timely fashion.

I think timing is the key.  As far as I could tell (I'm not a master at interpretting movies, like the one given in the prior post, so I could be wrong) the obsidian pillar that was created is as a result of the watr and magma not solidifying at the junction, but being created when pooling at the bottom of the shaft.

And, if it is indeed the case that falling blocks cause "cave-in effects" without needing to hit bottom, then (despite my prior response) the bottomless pit is the answer, not to swallow up the obsidian (though it will) but to take the unreacted water and magma globs that don't time correctly.  (I'm probably wrong in my interpretation, there...)

12478
DF Dwarf Mode Discussion / Re: The shrieking queen
« on: August 04, 2009, 10:19:43 am »
You can have many, many consorts this way.
/me takes out of context for humorous effect.

12479
DF Dwarf Mode Discussion / Re: The shrieking queen
« on: August 04, 2009, 08:32:03 am »
A dead ruler is a dead ruler, sorry to say.

Also the consort exists for only one reason: to make dwarf babies. Consorts aren't actually royals, I think, even in real life.
In which case, instead of "Consort demands <level foo> Bedroom; <level bar> Dining Room; <level baz> Tomb", surely it should be "Noble demands <level ni!> Office; <level foo> Bedroom; <level bar> Dining Room; <level baz> Tomb, and <level foo> Bedroom; <level bar> Dining Room; <level baz> Tomb for my partner".

At the moment the consorts get unhappy about "lesser" dwafs getting too good a room, and seem to expect more or less the same rooms (all but the office) as their SO, at least for the married nobles I habitually cater for.  (Too lazy to check Wiki to ensure this is completely correct!)  And they get upset about other people's stations being over-catered for, so they must have at least some pretentions.

Not a totally serious suggestion, save that a demand of "my husband will have an armour stand in his bedroom", or even "I command you put a coffin in <random dwarfs> room" (as a present or a subtle warning?  who knows...) might be interesting.

Of course, a consort could have their own self-esteem non-issues (after all, nobles marry nobles, IRL), but every now and then you'd get a Mrs Simpson to your Urist McEdward, without the resulting abdication.

(Actually, have abdications been mentioned?  Or is 14thC politics a little too absent of "retire to [the|another] country potential in a "Noble 'til I die!" manner.)

12480
DF Suggestions / Re: Unnatural Selection
« on: August 04, 2009, 06:12:11 am »
You'd just get the normal result of tantrum-spiraling dwarves pissed because Urist "Awesome" Yellowhair got crushed by a drawbridge.
Without reading the doubtless extensive background to this, I thought the idea was that it was a little "extra" push, potentially.

i.e. Effectively, where deaths of close relatives means more than those of 'mere' friends.  Something like where Enemy/Grudge < Random Dwarf < Aquaintance < Friend < Relative < Child||Lover||Spouse (however the last few order, if they do), but with "Nth Dwarf with similar genetic disposition to self" meaning a shuffle up a place.  2Nth Dwarf, ditto up another place.  But more to do with a sliding scale.  And just like death of an enemy/grudge dwarf might actually mean negative 'upsetness', seeing the demise of all dwarfs with a certain particular hair colour not their own might actually be a negating factor.  (Imagine saving Urist McValuableRedHead from a foul mood by 'accidentally' stationing all unrelated brunettes on the spot with the mystic engravings "At oms mas her.  Dono tenter".)

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