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Messages - neek

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61
DF Dwarf Mode Discussion / Re: Dwarven Computer
« on: March 04, 2010, 09:15:51 pm »
Was it necessary to build a scale Space Needle fort this project? ;)

62
DF Dwarf Mode Discussion / Re: I would donate a lot more
« on: March 04, 2010, 09:13:48 pm »
He was donating 2 years ago? Might have been a different system. *shrug* I dunno.

63
(I voted for this!)

Okay, so I like where this is going, but I need to throw in a few ideas else I'd feel like I'm wasting my time having just read this thread (after all, you put a lot of work on this, and it seems you're wanting good feedback.) Let's start with games.

Mind you, these are suggestions--nothing else, nothing more.

1). Games should be designated in an arena zone; an audience zone is any place that is adjacent (and has visible access) to the arena--this means that you could set an audience zone one z-level higher. This doesn't preclude then the addition of multiple z-level buildings.
2). Games should have their parameters defined in the raws, allowing modders to generate their own fun new games; as well, on world creation, semi-random raws could be generated for games. The raws will contain things like teams, and players; you could specify a range, have a token for equal teams, or set teams at radically different numbers; items with interaction tokens; and goals. This would mean a simple game of soccer would look like:

Code: [Select]
[GAME:SOCCER]
[TEAMS:2][PLAYERS:2:10][EQUAL]
[ITEM:leather ball:1]
[PUSH:leather ball]
[INTO:goal]
[ITEM:stone block:4]
[SCORE:goal:leather ball:1]
[WIN_SCORE:10]

[ARENA:SOCCER]
[AREA:goal:2]
[ITEM:stone block:2]
[ITEM_PARAM:1:3]
[ITEM_LAYOUT:stone block:goal:stone block]
[GOAL_OPPOSITE_LONG]
[ARENA_SIZE]

What this code does is, when it's time to play soccer, two sets of two stone blocks are set on opposite sides of an arena zone (longwise), with a space in between them. The token 'push' means use the body to move the object (a ball) 'into' a predefined space, as defined in the arena, scoring 1 point. . You can then move it around (using distance parameters instead of simple [ITEM_OPPOSITE_LENGTH] use [DISTANCE:10], so the goals are always 10 squares away in the most convenient placement. Instead of playing 10 points, you could instead define [TIME:500] for 500 ticks, and use the token [WINNER_HIGHEST]. The problem is, there will have to be many permutations to the code to permit EVERY game that you can think of; such an idea should be implemented small, then more and more tags added in as the updates roll out.

Once the game ends, the dwarves pack up and clean up the arena. This allows you to run multiple games in one zone, instead of arduously having to build each arena for a specific game.
3). "Vermin games" (as oppposed to "large games" as I demonstrated above) could be done a lot smaller, because they require luck and possibly skill, and aren't so well defined in the RAWS. There wouldn't be a point to adding all the tokens in to make poker or bridge work, it would to be much work; same with jacks or chess or clue--this can be added in with required mats. The only problem is that playing them in adventure mode will get boring, unless each game has randomized "win" and "lose" tags that display whenever you lose.) A game of pool might then end up being a vermin game, instead of a big game.

As for arts (such as bone crafting), I think even idling dwarves might want to go and not just paint, but perhaps widdle on some wood for a while, making a few spare items on his free time--a handcrafted (perharps marked by a single grave accent on each side, ``, would have its value calculated differently. The subject `Launching of Orbs` would have a different cost if it was *`Painting of Launching of Orbs`*, versus an engraving of *Engraving of Launching of Orbs*. Same with `Handcrafted Statue of a Triangle`--they would also qualify differently to dwarves. An artist dwarf might get happy thoughts from `handcrafted` item, while an unartistic dwarf would only get happy thoughts from the manufactured sort.

That's all I can think of at this moment...

64
DF Suggestions / Re: Coopers
« on: March 03, 2010, 10:31:58 pm »
Cooper - makes Stave and turns them into Barrels, Tubs
Wood Turner - uses a simple Lathe to make strait poles/shafts as well as wooden cups and bowls
Joiner - uses boards and joinery to make cabinetry
Framer - uses large timbers to make the frame of wooden buildings
I don't understand this at all.  These are all forms of woodworking, all of which a general carpenter may learn.  My dad does a whole lot of woodworking, and it ranges from simple tables to wooden pens (like what you write with), bowls, barrels, etc.

Wood turning and joinery in particular sound like splitting a job into a more assembly line-like order.  Any carpenter should be able to use a lathe or join two pieces of wood (even by a number of methods and for a number of applications).  Heck, Industrial Tech Ed I (wood shop, basically; four classes in total) at my school covers all of those except cooperage - and if that's not taken care of in later classes, then it still shouldn't be to hard to include it.

Consider that this is a four-class course - 2-4 years tops (with gaps in between), in which the teacher is teaching multiple students.  Compare this to 1400 era, when it was one teacher constantly teaching a small handful of apprentices.  The 1400 era apprentices should be learning faster, especially considering there wasn't as much to learn.

Apprenticeship usually took up to seven years to accomplish in the older times (such as in the 1400s, if not before; modern apprenticeship in Germany lasts about three years, in the UK a little less than 2.) You could say there's less to learn, but that's really not true; you have more access to tools and specialized, mechanized equipment.

It took me a week to learn how to process metal sheets with laser-cut crosses (to be made into necklaces), that is, use a right-angle dye grinder with a stainless steel bristle, punch them out, sand down the ones that a bristle didn't work on; tumble, stamp, polish, ring, thread, and package them all. In an earlier time, were I to have picked up such a craft, the number of prefabricated parts I would no longer have access to would make producing 50,000 pieces in a month's time virtually impossible.

Industrial Tech Ed 1 gives a basic gloss over for all those things previously mentioned--most likely because the number of prefabricated, manufactured pieces of equipment make manufacturing the supplies all the easier to become acquainted with. When you have to learn how to hand sand metal perfectly, well, that took some time. It also takes time to pay back the master, because he probably didn't receive a payment up front, and the number of parts the apprentice wastes or otherwise renders unusuable, and not to mention the pay cut the master loses for taking time out of his work schedule to teach someone the trade... well, it all adds up and has to be paid back, coin for coin. The fact that you have dedicated teachers and people who are payed to give on-the-job training make going into such a field far more efficient than before.

Quote
All that in consideration, why should one dwarf have to spend time into training four different skills when one can cover the job quite accurately.  It's basically unnecessarily splitting hairs.

Rather than splitting them, what has been suggested (and I agree with) is that subkills allow cross-skill synergy. Churning out wooden chests will increase carpentry, which will also raise a certain skill that makes making stone, glass, or metal chests--if he's enabled for such working. By creating a tangling web of subskill synergies, you can easily avoid rusting of one skill by focusing on a different material or different side-skill.

To accomplish this, enabling manufacturing skills can be done a little different: Pick a material and a type. This is already done with a 1x4 grid (Crafting: Wood, Bone, Stone, Metal); simply apply it differently. Default the original skills to automatically set the appropriate mats and furniture items (So Masonry will automatically set Chests, Cabinetry, etc., the same as Carpentry). You can then choose to further micromanage your labors easier (this would also be easier if you could enable labor like you can currently chose squad weapons in the military screen.)

The point of it isn't to confuse us, or make us go, "Why is that even a skill!?", but rather allow us more options: Options we can ignore if we choose to. Run out of wood and have a carpenter losing his Legendary status to skill rusting? If he's strong with chests, put him to work making stone chests. He'll instantly have a familiarity and'll gain an XP (or level) boost to the new project.

65
DF General Discussion / Re: New Computer, What can it handle? (DF-wise)
« on: February 26, 2010, 12:57:42 pm »
Also depends on the quality of your graphics core. I now exclusively use an HP Pavilion with a 2.6 (or something) AMD quadcore, six gigs of RAM, and a Radeon HD 4600 that has a gig of vram on it. In a site with a 12-level waterfall and about 50 dwarves (because setting the popcap seems to be worthless), I see about 80 fps.

66
DF Suggestions / Re: Mechanical Relay
« on: February 04, 2010, 08:16:11 pm »
A gear acting as relay, when disengaged, does not disappear (at least, not unless it's supporting something; if you disengage a gear holding up a windmill, the whole thing collapses.) The issue at least is, at least, when using the gear as a relay is that it uses 5 power. A relay system, as it is, is fairly energy inefficient...

67
DF Suggestions / Re: Migrants should migrate away sometimes
« on: February 04, 2010, 08:07:52 pm »
I do like the idea of a contract negotiation for specific dwarves, though i think it would be more trouble than its worth as long as training/waiting for moods is so easy.  I feel like you should be able to put out a call for specific types of dwarven skills, and then get a semirandom selection within that area.

I think perhaps it's why I suggested two things that it can do: You can contract non-dwarven labor, and you can contract (sometimes exotic) mercenaries. Building a big bad army to defend your fortress can be daunting, and when your numbers run thin year after year, it's a much better option to replenish your soldiers than trying to thin your own labor base.

But I agree--perhaps it should be more simple, you create a contract for specific types of labor, and then you get a semirandom dwarf for the job.

I like the idea of dwarves leaving under certain conditions.  If those conditions are player-friendly to understand and alter.

I propose that the critical variables should be Attachment to fort and Discontentment.  Attachment to fort should depend on length of residence, deeds done (interesting kills, quality items produced, successful strange moods, etc.), and number and intensity of positive personal relationships.

Discontentment should be fairly strictly defined.  Dwarves getting no work or no vittles will be much more likely to leave.  Dwarves getting nothing but hauling, pumping, lever-pulling, etc. tasks will be somewhat more likely to leave.  They should first complain (in a way obvious to the player), then start taking actions (like hiding food somewhere) that indicate their plans to leave, and only after a while actually decamp.  Taking some stuff with them.

I agree with this wholeheartedly. Dwarves who are attached shouldn't want to leave, and dwarves who are too discontent should first consult their leadership; these demands can be met, alleviating their problems or desire to stay.

At the same time, certain personality tags should come into play. A dwarf might like hauling, for instance. Or a dwarf might simply request that they gain new skills. They might request glass making instead of farming, and that might change it.

It creates an interesting challenge, balancing a social aspect (the desirability of your fort) amongst the general survivability. Of course, this should be an option that can be deselected in the init file.

68
DF Modding / Re: [REQUEST] Item value fix?
« on: February 03, 2010, 08:51:52 pm »
Yeah... I shouldn't thought that reducing the value of something will reduce the value across the board. Not bad suggestions--thank you!

On a side note, is there just a way to limit the material of clothing the goblins wear? Or will it ALWAYS be cave spider silk?

69
DF Suggestions / Re: MY magic thread
« on: February 03, 2010, 08:47:09 pm »
Now that you mention it, should be a world-gen parameter. Magic is something that will shake up an entire world but should be able to be easily removed if you don't want it.

70
DF Suggestions / Re: Migrants should migrate away sometimes
« on: February 03, 2010, 08:46:00 pm »
I like this suggestion, were it handled properly. There're a few suggestions to add to this:
1). The Liaison's visits could include a "hire" option, so you can pay (in trade goods--I don't like the idea of coins) for the services of a dwarf. He could have a contract with the Fortress for a default set of years, with the contract renegotiable every so few years. You could view their equipment, skills, and possibly gleam some information from them through Legends, and determine it that way. This way, you could hire out unusual mercenaries or request certain jobs filled. There would have to be an option to "buy out" their contract, so they can stay indefinitely. Human liaisons might also be able to do this. Though a tad complicated, and in need of some work, I'd like to see this feature.

2). If dwarves leave by their own accord, they should go into a meeting with the leader; a certain list of requirements, certain mood tags, and a lot of random chance should determine if they want to leave by their own accord (so you won't potentially lose your whole fortress, though you might.) The dwarf, if he wants to leave the fort, might enter a meeting with the fortress leader (whatever rank he is); the fortress leader might persuade the dwarf to stay (at your own discretion--the dwarf might make a demand to want to stay, so you'd have three options: Reconcile based on the leader's social skills, meet the demands such as they demand stately quarters or their own private dining room, or simply let them leave.) Optionally, your leader might put out a contract for one of your dwarves to the liaison, so you can send some away for a while.

While this is fathomably more complex, 'twould be pretty damn cool to see.

71
DF Suggestions / Re: MY magic thread
« on: February 03, 2010, 08:21:11 pm »
So, instead, have RAW-enabled in files, and an option (perhaps as a world gen parameter, or simple an init line) to opt in or out of magic? I can see that happen rather effectively.

72
DF Modding / [REQUEST] Item value fix?
« on: February 03, 2010, 08:19:55 pm »
So here I am, playing DF with my lovely fortress, Hateplanked. I've pretty much stopped producing anything of value that doesn't fit in a bedroom, office, dining room, or wherever--there's no point in producing crafts. Mainly because all I trade away is the clothing from the dead goblins that volunteer (with gusto!) as target practice for my dorfs.

So, with that in mind, I'm looking for a challenge: I want things to be worth a LOT less. I googled the site, I used the search function. Nada. Nothing. But... I was curious... does anyone know if such a mod exists? (I realize that some of the main fixes would be in the formulae used to determine the worth of an item, which would be rather impossible.) Not having modded anything ever, I could try a hand had I free the time and wherewithal to make it happen, I'd rather receive either just a direct link to or simple advice to make it happen.

73
DF Gameplay Questions / Re: How did I get a Gremlin Hunter as a migrant??
« on: September 26, 2009, 12:56:12 am »
So you're telling me it has a short lifespan.

Got it.

74
DF Gameplay Questions / Re: My First King!...an Elven Queen?
« on: September 26, 2009, 12:54:35 am »
Paranatural, go to your Saves folder and create a copy of it, renaming it regionx, where x is the last region-folder's number +1. Load that game, and abandon the Fortress. Choose to start a new game, but go to Legends and get yourself accustomed to it. Once you do, look up your Queen and see her personal history.

75
DF Bug Reports / Re: 40d16 Strange river formation
« on: September 19, 2009, 03:31:15 am »
Might be a partial underwater source (does the embark region have an underground lake?). I've seen chasm-like on sources, but not on major rivers...

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