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Messages - irmo

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226
DF Suggestions / Re: Washroom zone
« on: November 30, 2010, 01:03:49 pm »
I don't believe it should 'require' soap. I mean there are plenty of other ways to clean, romans used oil and scrapers if I remember, some desert peoples use clean sand, ect

Soap is what we have in the game already, though. A washroom should absolutely require soap. There's enough wiggle room in that you aren't absolutely required to get your dwarves clean.

227
That's a bad definition. It amounts to saying "To be determined later" which is a lousy promise. Much better to state definitively that it is worth 1 ounce of gold. If gold then turns out to be common on the map, then the price of stuff can change without confusing the issue with ill-defined coin.

The coin is one ounce of gold, so it's obviously worth that. In a commodity money system, the only promise that the bank makes is that a one-ounce gold coin is actually one ounce of gold (that is, it's some level of purity and weighs exactly an ounce).

You seem to be insisting that it should also be fiduciary money--that the bank promises that (1) it's an ounce of gold, and (2) you can trade it in (to the bank, apparently?) for something specific like a copper bar. This requires the bank to hold the relative price of gold and copper constant, which is not really sustainable. It's been tried with real currencies (using gold and silver), and the inevitable result is that the real price of gold goes up, everyone melts down their gold coins and sells them as bullion, and then takes the silver to the mint and trades it for gold at the official exchange rate. Repeat until the mint is out of gold.

228
I'm still a little fuzzy on this point. What do I get if I give back the coin to the minter?

Something of your choice (with a current price of one coin of that denomination) from the fortress stockpiles.

229
If property has an owner, as in the leader takes ownership of the wagon, then there is already a system of barter and trade in place. The player trades the currently available food/drink for services, and no money is needed. The need for money only develops later, when the  leader runs out of food/booze to trade, but still needs some work to be done.

That assumes that the leader owns everything in the wagon, and that he represents the player in some sense, neither of which is necessarily true. That's a minor point, though.
 
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Currently a coin does not equal a bar of metal. A coin cannot be smelted into a bar and subsequently converted into a gold statue. Thus a coin is not actually a bar of metal. It could, however, be a promisary note for a bar of metal. Also, the phrase "backed by the economy" seems to be completely free of any meaning whatsoever. What then, I'm going to trade my coin in for an economy? A slice of economy? How then do I make use of this economy once I've got it? See? No meaning. I don't want to buy a vague idea, I want a brand new metal figurine of the God of Newts or whatever.

First, your sarcasm is not necessary.

Second, a coin is, physically, a bar of metal, and should be convertible to other metal objects. This is one of the major reasons to use metal coinage, after all.

Third, I assumed this was clear, but what I mean by "backed by the economy" is that the coin derives its value from all the products of the economy that one could buy with the coin.

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Because they are dwarves, and turning metal into stuff is dwarfy. And owning metal that's been turned into stuff is dwarfy. Thus the metal makes for luxury goods, better rooms, and materials for crafting and so on.

Fair enough. I think I was misled by your focus on metal bars as the only thing they could buy with their fortress-credit money. They should be buying all kinds of stuff.

230
There will always be extremists on both the left and the right, but reality generally lies somewhere in the middle. I believe there is room in this game for the concept of public property, or community property, owned and operated from the coffers of the fort as a distinct entity from the dwarves. Currently the game is almost exclusively a communist, left-wing view that everything belongs to The People, save a few small private items. Even to the point of being too much so, begging for a little capitolist innovation.

Fine, as long as it (1) makes economic sense and (2) doesn't disconnect the player's controls.

1. There's no reason to have a fractional reserve banking system in a community of seven guys living in a hole in the ground. This goes to what Dante said about the economy needing to kick in at some point.

2. When I order a tunnel dug out somewhere, the dwarves damn well do it, and don't say "No, it would be more profitable for me to open a cheese shop." This isn't incompatible with the idea of a cash or credit economy. However, if there is some kind of free market economy, then the player needs the tools to exert precise control. To name a few:
- Dwarves should never do any of the following jobs without being explicitly told to: Mining of any kind; construction of any kind; link mechanisms; pull levers. They should also never place or remove workshops, doors, floodgates, or traps except in their personal rooms.
- Forbid designations must be respected. If the player forbids a dwarf's personal property, the dwarf can't refuse. He might be automatically compensated in fortress credit, though.
- Only the player can designate rooms, and dwarves can't own or rent areas that aren't designated as rooms. This may require more kinds of rooms to exist, such as a "garden" where dwarves can build private farm plots.
- Labor settings need to be respected somehow. Maybe labor settings apply to fortress-ordered work, and dwarves do private work in their free time which may fall outside their labor settings.

Come to think of it, this could be a good way to have the economy incrementally switch on: As the fortress matures, the percentage of dwarf-hours needed to keep it running naturally decreases, and dwarves will fill in some of their free time with personal projects (crafts, improving their space, or trading) in addition to socializing the way they do now. So unless you're building a megaproject, training a huge militia, or suffering a labor shortage for some reason, your dwarves will eventually start making things to sell to each other or to caravans. They will build skill doing this, and will tend to do it in areas that use their existing skills, so you could sort of shape the private sector economy by training dwarves in skills you want to see.

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This might put the player in the Fun position of having enough dwarves, but being too low on resources to pay them for any work. Here again, the government makes a promise for future delivery of goods, in the form of promisary coin. The idea being that in better times, the dwarves can come and trade those coins in to the Treasurer for meals, crops, or metals that they might want for their personal use.

This is the old economy system, going back to the 2d version: dwarves are paid in fortress credit, which they use to buy their stuff. There were some problems with the implementation (notably the fixed price structure for rent) but as an economic model it was a good fit for a small isolated outpost.

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Then we have a system with at least two forms of currency, the food coins from the farmer, and the unspecified coins from the treasury. The treasury coins need more clarity, so let's say they trade for a bar of metal, as chosen by the player when he mints them.

I think you're getting your wires crossed here. First, the point of having a banker (someone who creates money for the community) is to avoid having Farmer Fikod write his own credit, which is then of questionable value. Instead, at the start of the season, Farmer Fikod writes a hundred plump helmet IOUs to Baron Bomrek in exchange for coin (or paper money or a letter of credit or whatever) to pay his expenses for the year, and then at harvest gives a hundred plump helmets to the Baron, who sells them back to the community.

Second, I'm not sure I see the point of coins backed by bars of metal. A coin is a bar of metal. The coins, in this case, are backed by the entire fortress economy.

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The player is free to mint way more coins than there is metal to trade, which brings up more opportunities for Fun. If a dwarf goes to cash one in when there's no metal to back it up, what happens? "Come back later" can get old, and so it should probably cause an unhappy thought. So if the player chooses to set up unbacked coin, and not bother to back it up later, then the citizens could experience a lot of bad thoughts as they attempt to trade their money in for metal. They might even be less inclined to accept government coin while they are experiencing a bad thought from unbacked currency.

Why are all these citizens trying to trade their fortress coins in for metal bars? What they should be doing, if they have a surplus, is trading in for luxury goods, better rooms, materials for crafting, and so on. If none of that stuff is available, then they should start getting angry over being underpaid for their work.

231
DF Suggestions / Re: Down with ramp channeling
« on: November 07, 2010, 11:57:05 am »
I like the system as-is, but it's kind-of annoying. Well, in freezing biomes, why not make stairs? or not under open air? But to the point...

I think that these designations need to be implemented in a "channeling" sub-menu:

Gods, no. Not another sub-menu. ("Oh, you want to dig a hole in the ground? Press D, H, and then what kind of hole did you want to dig? One with a ramp leading out of it, or one with smooth sides? Do you want to dig cautiously? Do you want to dig a hole with a ramp cautiously, or dig a hole with smooth sides cautiously? Maybe you'd like to dig an "up-ramp" instead?) What we have right now is a standard way of channeling, which can, with one extra step, be converted into a different way of channeling.

As much as I dislike this suggestion (because digging a hole in the ground that's deeper than you are tall without standing in the hole makes no sense, and because it seems to be born of fussy perfectionism, and most of all because it involves reverting to the 40d way of doing something and 40d sucked), making it a sub-menu is worse.

You can't make everyone happy by just throwing everything in and giving them their choice of it. Game design is an art of limiting choices and imposing tradeoffs. In Halo, I can only carry two weapons at a time. Besides making for interesting tactical choices, this greatly improves playability because I only have to think about two weapons at a time. I don't always have to consider whether I want a rocket launcher right now.

(About ladders: They solve the realism issue, but not the gameplay issues: (1) If the ladder is an object of furniture that you place in the hole, someone has to go down into the hole to place it, and also to remove it, which means you can't get it out. (2) If it can be placed and removed from an adjacent square, half the time they're going to guess the wrong side and go down into the hole to remove it anyway. (3) They would have to be placed manually because dwarves have no awareness that another dwarf is trapped in a hole. (4) If ladders exist, your one-deep trench of invincibility starts looking a lot less secure.)

232
DF Suggestions / Re: Adding slings ( think David vs Goliath)
« on: November 07, 2010, 04:05:09 am »
The fact it varies linearly doesnt matter. I'm not measuring it at each instant, I'm measuring what it would accelerate it by over the whole time. And newtons third law. Equal and Opposite. If it takes 400 pounds of force, to pull a string back, then the string is pulling with 400 pounds of force.

But you would have to measure it at each instant. The string exerts some force on the arrow at each instant for some finite length of time, and the area under that curve is the momentum of the arrow at the end.

It would be a little more practical to calculate the force as a function of draw position, and integrate that to get the kinetic energy of the arrow. What really doesn't work is to set the force equal to 400 pounds all the time and assume an arbitrary time. What, the string pushes back with 400 pounds no matter how far it's drawn? So if I touch the string it will punt me across the room?

When you calculate that an arrow flies at 23,000 m/s, you're doing something wrong.

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Once my force stops, it's gonna flip back with 400 pounds of force, which, will then transfer to the string which it is pushing, and as it's not pushing back any, it accelerates away. Newtons third law. I don't see why you cant see this.

That's not Newton's Third Law. Newton's Third Law, in this case, says that whatever force the string exerts on the arrow, the arrow also exerts back on the string. This is irrelevant, but it does show a problem with your arrow moving at 23,000 m/s, which is this: my mass is about 2000 times the mass of the arrow, so the recoil of the bow would throw me back at 10 m/s.

Of course I'm also putting 5 million joules into the arrow, which means that every time I shoot I'm burning about half of my entire metabolic intake for the day. And it's going to explode on impact with the force of a kilogram of TNT. What you're describing is an antitank weapon made out of a bent stick.

233
DF Suggestions / Re: goblin trade
« on: November 07, 2010, 02:32:04 am »

They could ransom children back to you.
Or sell you slaves.

Buying your children back is kind of a neat idea, and you could also get slaves they'd captured elsewhere, or even goblin slaves who had run afoul of Goblin Justice (such as it is). If your civ doesn't practice slavery, I imagine the slaves would just become free citizens. (From the player's perspective I don't think there's a difference--they already "voluntarily" do whatever you tell them and don't have to be paid.)

234
DF Suggestions / Re: Air Pressure and Steam
« on: November 04, 2010, 11:23:51 am »
Well gas or steam pressure dont actually need a to calculate some "confined space". This stuff has to act like water just without gravity and surface tension thus a pressurised cloud of gas will expand. That said it might be a bit hard on the computational time but could work with Toadys waterphysics.

The water physics cheat a lot by assuming an incompressible fluid, and if you do this for air (1) you're wrong and will fail your fluid mechanics exam and (2) nothing interesting will ever happen because the static pressure of air is nearly equal everywhere. To make air pressure matter, you need thermodynamics (how much waste heat does that room full of smelters produce, anyway?), dynamic pressure (whoa CPU), or some way to mechanically compress air in a sealed space.

It also helps that your entire map isn't covered with 50 z-levels of water, whereas it would be sitting under a huge column of air.

235
DF Suggestions / Re: Down with ramp channeling
« on: November 01, 2010, 01:53:08 pm »
But the loss of functionality is the problem here.

I don't care what the old command gets called, I don't care what the new channel command gets called, I care about the lose of functionality.

The loss of functionality was intended, as it was making a particular siege-defense strategy too easy. "More functionality" is not necessarily a good thing. This ain't a spreadsheet.

236
DF Suggestions / Re: Keep Good and Evil Spheres
« on: October 31, 2010, 02:09:23 pm »
I was unaware that many societies consider murdering celestial beings acceptable. Thanks for clearing that up.

Quite a lot of mythologies feature gods murdering other gods, without either of them being regarded as evil. All of the usual Greek gods (the Olympians)* had a hand in kicking the crap out of the Titans and throwing them into hell, but this doesn't make them "gods of evil". Loki isn't a god of evil; he's a god of trickery and cunning, which might read as evil to a culture that values forthrightness, but he doesn't embody all the qualities seen as evil in Norse culture (he's not an oathbreaker, for example).

The only Western religion that has a straight-up god of evil is Zoroastrianism, and even that's debatable: Angra Mainyu might not count as a god (in either the comparative-religion or the Dwarf Fortress sense) since nobody worships him.

* Except Dionysus, who is a special case.

237
DF Suggestions / Re: Air Pressure and Steam
« on: October 22, 2010, 01:17:20 am »
In roman time, pressure was used for mining. 


That doesn't make sense. If you pour water into the tunnel the air will just float to the top. And if it didn't, the pressure you'd achieve would still only be the height of the water column * density of water. The Romans did use hydraulic mining (diverting or damming streams to wash soil and gravel away to get to the bedrock) but it doesn't cause the hillside to explode like you've described.

238
DF Suggestions / Re: More Diverse Catapault Ammunition
« on: October 16, 2010, 03:54:51 pm »
On how to do this interface-wise:

My favorite option would be a q-menu command on the catapult for "take ammo from stockpile". This way you can put a pile of (stones/apprentice-work -copper serrated discs-/dead goblins/barrels of forgotten beast ichor) next to the catapult and you're guaranteed that your siege operator won't waste time running down ten flights of stairs to get the one perfect rock to shoot at the goblins. He'll go to the pile, grab something, and load it up, and other dwarves will keep the stockpile full with normal hauling jobs. And you have the (now very well-developed) stockpile controls to decide what objects are eligible for throwing.

Another way would be a flag similar to the dump, forbid, and melt flags, but that seems more cumbersome.

239
DF Suggestions / Re: Electricity
« on: October 16, 2010, 05:44:54 am »
So the first electrostatic generator was made in the 1660's, but steel was first commercially produced in the 1800's. Avoiding the Baghdad battery issue right now, let's discuss that the Egyptians, Greeks, Romans and Arabs knew of electricity and its conductivity through metals before 0AD. The Greeks were using shocks from electric fish to try and cure headaches and gout.

Magnetism was a well known effect, in the beginning of the iron age. Why? Because non-quenched iron becomes magnetic along its length.

Steel was first commercially produced around 300 BC in India. It wasn't mass-produced until the 1800s because that's when mass production was invented.

And knowing about electric fish and compass needles does not amount to a technology. It's a long way--a couple thousand years, even--from building any kind of electrical machinery, which, let's face it, is what people are thinking about when they talk about "electricity in DF".

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Besides the fact that there's steel, perpetual motion, adamantium, etc that makes no sense in a 'middle age' setting.

Steel existed in the Middle Ages, perpetual motion is technically a bug, and adamantine (note spelling, please) is a fantasy setting element. The real Middle Ages didn't have kobolds, either.

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We're discussing a material property here. Even if he doesn't want to provide a use for electricity in the game it should still be in the game for a simple lightning system.

The simple way to simulate electricity is to add conductivity and dielectric constant as material properties and use Ohm's law everywhere and this will not simulate lightning. Assuming charge somehow builds up in the sky, it will either stay there forever or uniformly bleed off through the air, depending on whether the air is conductive at all. I suppose you could build a copper spire to the highest z-level and short out the entire atmosphere, which would be Fun, but other than that, it won't do anything.

The only way to get lightning, short of a really beastly physics simulation, is to special-case it as an effect of rainstorms. While it's slightly useful then to have electrical conductivity to determine where the lightning is likely to hit, thermal conductivity is a decent approximation, for reasons I don't feel like explaining right now. Whereas once electrical conductivity is in, we'll be deluged with suggestions like the ones from when the 3D version was new and everyone went crazy over the material raws: "Hey, saltpeter is in! We can make gunpowder! And pitchblende--we can extract uranium! Hey, Toady, the game does simulate radiation poisoning, right? Can I build a nuclear bomb to use against the goblins?"

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Rain provides no danger in the game, when it should be accompanied by lightning and Dwarves being ground-dwelling creatures should be at risk if they're not properly building their caves. Above-ground Dwarves should be at risk of their wooden forts being struck with lightning and burning to the ground. You know the real risks medieval societies faced.

The real risk from rain should be flooding, since you live in a hole in the ground. Hardly anyone builds aboveground wooden forts anyway--wood is too scarce for that.

"But you can..." "But maybe you're playing some weird challenge game..." "But maybe you've modded the game to be Human Town and you have no miners..." But in its basic, as-distributed form the game doesn't really support wooden forts as a construction style. So spending a hundred hours implementing another framerate-killing layer of physics simulation, so that someone playing a specific marginal strategy can have the satisfaction of watching it burn down in a physically realistic manner, doesn't seem like a great use of developer time.

People play challenge games, but the point of a challenge game is that the game isn't exactly designed for that. It's designed around its core concept, which is still (I'm pleased to note): Dwarves. They build a fortress.

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The Power element as is is completely deniable in game. You can build a wooden fort in a serene area and live off of above ground farming and survive off of leather and crossbows. Or you can ignore the entire wood economy by digging deep and finding magma. A single Dwarf can move Magma up a pumpstack if you take the time and you could ignore perpetual motion in the same.

And yet it's in there because it's appropriate to the setting and concept of the game.

Right now, mechanical power can be used for only two things: pumps, which are extremely useful, and millstones, which are pointless. Toady has talked before about extending this to more kinds of machinery, like conveyor systems, elevators, and mechanized workshops. All of those could be electrical but there's no reason they have to be. They can run on wind power or some guy turning a crank.

The machines that require electricity are the ones that are blatantly out of setting, like telephones and lasers. They don't belong in the game. The cleanest way to keep them out is to avoid anything electrical.

240
DF Suggestions / Re: Terminology
« on: October 15, 2010, 05:37:06 pm »
I am really disappoiinted the King/Queen isn't called a Thane. I think that should be changed ASAP.

I'm not sure why they would be. Historically, "thane" is roughly equivalent to "knight": a noble who serves the king in a military capacity, and may also hold title to land. If anything, it might apply to the mayor or captain of the guard after the King arrives.

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