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Messages - Stargrasper

Pages: 1 ... 46 47 [48] 49 50 ... 88
706
DF Dwarf Mode Discussion / Re: Pull the lever. PULL THE LEVER
« on: May 27, 2010, 11:34:45 pm »
Ok, this is embarrassing. The lever was forbidden.

No bugs here. Nothing to see. Move along...

Welcome to the club.  Most of us have been vexed by dwarven refusal to act only to realize something was forbidden.  Often we were the ones to forbid it and completely forgot why.  Glad you figured it out and hope my checklist somehow was what made you check there.

:P

This is not directly related, but if you've got an especially important one and you have to pull the lever even more than you have to burn the rope, put it near your meeting hall.  Much shorter response time provided you usually have some idle dorfs sitting around.

Just don't forget what that lever is linked to...

This why we have notes.  Never forget what a lever was attached to again!

707
DF Dwarf Mode Discussion / Re: Pull the lever. PULL THE LEVER
« on: May 27, 2010, 11:26:07 pm »
Yeah, it's a bug.  It's called Dwarven Stupidity.  Kind of a Fun one to work around.

Seriously though, check where the lever is.
     Can dwarves path to it?  Maybe you locked a door somewhere.
     Does pathing to it put them ANYWHERE NEAR invaders?  Maybe they're running away whenever anyone tries to pull it.
     What's the alert level?  Maybe the dwarves are restricted by burrow alerts that stop them from going to the lever.
     Who's busy doing what?  Maybe nobody is idle enough to do it.  Lever pulling isn't exactly the highest priority job.
Just try to think of anything and everything that might be stopping them.

Also, it most likely isn't three ambushes...it's one with three squads that you had to find one by one.

That and this might be better asked in Gameplay Questions (don't make a new thread, just future reference if you don't want to move this one).

708
DF Dwarf Mode Discussion / Re: Darn Possession Moods
« on: May 27, 2010, 09:56:43 pm »
People keep commenting how happiness seems to affect moods, though my experience seems to refute the theory.  While this one might be an observational selection fallacy, I kindof thought that my dwarves were all fairly happy.  In my fortresses, typically if the dwarves become unhappy, the fortress doesn't last long enough to construct an artifact.  Of course, don't let this stop anyone else from performing any kind of tests, be they observational experiments or memory hacking.

On a side note, I can't watch this thread as closely as I might like due to computer problems (one of the hinges on this laptop is...no longer attached...at all....)  I'll do my best to watch and appropriately respond.

709
DF Gameplay Questions / Re: child labour
« on: May 26, 2010, 05:41:03 pm »
Traditionally, and I'm not sure if this was supposed to have changed, children have been able to do any job which any adult can do by default.

710
DF General Discussion / Re: Diplomats
« on: May 26, 2010, 05:37:37 pm »
Usually that means one of two things...
     a) Death by old age
     b) Death by worldgen injuries

It happens.  If it wasn't your civ, they might attack you.

711
DF Dwarf Mode Discussion / Re: Darn Possession Moods
« on: May 26, 2010, 02:30:19 pm »
True.  Note the original claim was about getting all tails or all heads,which is why my expected number of people is about half your probability.  Though I think your number makes more sense for what we're talking about re: posession runs.

If the OP has seen a significant number of moods, and hasn't seen a single non-possession, that's pretty interesting.  What "significant" means is a little fuzzy, and would vary from person to person.  I'd probably say that if he saw something like a ten moods without seeing a single non-posession, then something is definitely* up in his fort that's at least skewing the normal probability to something other than 33%.  (If there were non-posessions mixed in there, then it might be observational bias, but the claim was that there weren't.)

* Within .001%.

I call "significant" to be greater than or equal to thirty observations.  This is because in statistics, it's commonly said that if sample size is at least thirty, you can assume normality of the distribution of the data.  Normality makes testing data easier.

And to be specific, I believe it was 10 moods since switching to v31.0x, I've seen nothing but possessions across various forts in all four v31 builds.  If you're wondering, the reason I've seen so few moods overall is because I've been very busy with real life.  This is a small sample, but it still seems beyond chance.

712
DF Dwarf Mode Discussion / Re: Coin flipping propaganda!
« on: May 26, 2010, 01:06:06 pm »
Yeah, if you flip a coin 100 times, with 1000 people, someone is going to get all-heads or all-tails. Looks like your that person.

I think this becomes true about half the time if you have 633825300114114700748351602688 people instead of 1000, or else 10 coin flips instead of 100.  Otherwise, it's usually untrue.

Edit: Sorry --9 flips instead of 100.

Statistically, the probability of getting all tails in 100 coin flips is 1/1267650600228229401496703205376, or 7.88860905221012E-031%.  Note, that it's times ten raised to the negative thirty-first... approximatively 0%.  That statistical probability of that happening at least once within 1000 samples is still darn near zero.

713
DF Dwarf Mode Discussion / Re: Darn Possession Moods
« on: May 26, 2010, 12:35:29 pm »
Yeah, I agree it's almost surely luck.  Although if you REALLY want to use statistics, I think a hypothesis test would probably demonstrate my sample is beyond chance at any common level of significance.  Sadly, my sample size is too small and I don't know about the normality of the parent population...and my sample would certainly fail an Anderson-Darling test...so I really can't run a binomial probability hypothesis test.  And I don't remember off-hand how to run non-binomial probability tests.  So I can only conjecture that my results are beyond chance.

For those of you that don't understand the above (probably most of you), it's probably beyond random chance that anyone would get my results.  It's statistically possible, but REALLY unlikely.  Still, I don't understand why I would be getting these results.  At least with a fell mood, I lose a dwarf but get a legendary out of the deal...

714
DF Dwarf Mode Discussion / Re: Darn Possession Moods
« on: May 25, 2010, 09:52:56 pm »
Observational selection fallacy, maybe?

I've been meaning to dig into .31's mood code and figure out what's changed, but so far when I have the urge to, I don't have the time to, and vice versa.

So I just attach a debugger, change a certain memory address from 2 to 0, and continue playing.

I don't personally see the fallacy.  Considering that 100% of moods I've seen in v31.0x have been possessions, I don't see that there's anything I could be ignoring in the first place.  Of course, maybe it is if you can think of something I'm missing.

I'd love to see what's under the hood in the mood code.  Be sure to let us know whenever you happen to get around to it.

715
I used to love building out of green glass, because with a magma-glassfurnace, it was literally infinite.  That and one of my first few moods was usually the glassmaker.  A few legendary glassmakers can output hundreds of glass blocks in next to no time AND can consistently produce masterwork furniture.

Baring access to magma or in the new version, I don't feel like digging far enough to get to it, I go for the colored stone.  I think I'm the only DF player that likes microcline.  What can I say, I like blue.  Interestingly, in the real world, while microcline can come in various colors...blue is not one of them.  Toady geologically dropped the ball...in a few places, but this is the one I'm talking about now.

716
DF Dwarf Mode Discussion / Darn Possession Moods
« on: May 25, 2010, 09:00:47 pm »
While I'm sure this is just statistically really bad luck, I keep getting possessed dwarves.  Back in 40d, about three-quarters of all moods were possessions.  Now in v31.0x, ALL of my moods thus far have been possessions.  Okay, clearly possessions must be weighted more heavily than any other type of mood, but this is just absurd.

717
Other Games / Re: I am Bored. (aka Give me some Freeware games.)
« on: May 23, 2010, 05:09:54 pm »
Since it doesn't look like anyone has mentioned it, if you want to play OpenTTD and don't have the original Transport Tycoon Deluxe, you'll have to download and install the opengfx pack to replace the proprietary graphics used in the game.  It's not terribly difficult to do and the game's own wiki gives detailed instructions.  Just thought I'd mention it.

718
DF Dwarf Mode Discussion / Re: Noble Hate...
« on: May 03, 2010, 02:09:30 pm »
So you've incinerated your first whiney baron? Welcome friend.
One caveat though, yes its fun to burn them alive but if you can figure out a way to have them killed without ruining their possesions you have an effectively unlimited source of free trade goods.
I recommend some form of giant smashy room Nobles Only Lever Social Club. The constant reloading the doom maintenance on the room will have your masons and engineers so skilled you wont believe it.

As enjoyable as that is, I tend to recommend that you place the noble's quarters directly beneath the fortress' main reservoir.  Water is reasonably easy to cleanup and doesn't destroy much of anything.  The mud is annoying, but these are nobles.  They don't deserve anything better.  Just remember to lock the door and control the drainage pumps/floodgates with a lever.

719
DF Modding / Re: 0.31. MODDERS WORKSHOP (NEWCOMERS WELCOME!)
« on: April 15, 2010, 04:52:59 pm »
Stargrasper: Can reactions operate without any input of raw materials? Could that be the reason the reaction isn't working? If not--if it's spitting out items anyway, seemingly randomly--could there be some kind of time-delay factor at work?

Actually yes, you are allowed to have reactions without reagents.  My testing has demonstrated this unequivocally. To test exactly that, I wrote reactions to spit out wood, fuel, and obsidian.  The wood and fuel worked after a big of tweaking.  The obsidian, like the glass, didn't work at first and then randomly decided to start working after I went to test something else.  In fact, it was the glass I had gone to try testing when the obsidian randomly decided to start working.  And then when testing something else, the glass reaction started working for no apparent reason.  Both obsidian and glass started working for no apparent reason.  It was after I'd stopped working on them that they started functioning.  I can't figure out what the system is doing to detect these things.

What's seemingly random is whether or not the reactions will appear in the workshop list or job manager.  Further testing on my part has yet to demonstrate consistent behaviour.  Given that it is no longer the weekend and I have A LOT of work during the week, I won't be able to do extensive testing, but I'll see what I can do.

Anyone remember me from back on page 3?  Seeing as my issues haven't been addressed, I'm feeling a bit lost in the shuffle. :P

Anyway, I haven't had time to test anything new.  I just didn't want to be totally buried under everyone else.  Anyone have any thoughts as to what the system is doing to me?  I sure as heck can't figure it out.

720
Creative Projects / Re: Closed Ecosystem Roguelike
« on: April 14, 2010, 10:43:01 am »
But even larger ecologies can be very sensitive to change.  It may not collapse when the player hunts every wolf to extinction for eating his cattle...but it's going to take quite a blow.
If there are really lots of wolves, they can breed so fast, they will not even notice player killing some of them. AFAIK, in real world, some speciaes can be wiped, but as long as there is still some fertile soil available, there will likely by lots of animals available. THey will just be not so diverce.

Because humankind has never caused an extinction before. </sarcasm>

Seriously, as described by Eagleon, there's more than one way to whip out a species.  And more than one way to kill an ecology.  Also consider that in a game world as originally described, there's no possible way anything short of a supercomputer can handle large enough populations for losses to not be noticed.  Most animals don't breed half as quickly as you seem to think.  And if it has a lot of babies, there's a reason; usually that the mortality rate is so horrendously bad already.  Just because's there's free land around, that doesn't automatically mean there's an animal population.  Very small things can and do cause massive ecologies to collapse.

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