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Messages - Sowelu

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6811
Other Games / Re: WURM Online
« on: January 30, 2009, 02:21:50 pm »
Wurm is not 3d.  The mines kind of look like 3d but they're not--try making two tunnels cross each other at different levels if you don't believe me.


6812
DF General Discussion / Re: Illegal instruction
« on: January 30, 2009, 02:19:41 pm »
Just a random guess but try 40d instead of 40d9?

6813
DF General Discussion / Re: The NEW Future of the Fortress
« on: January 30, 2009, 02:18:38 pm »
Sorry, I was "Archive Binging" and I mistyped/Freudian-slipped trawling.
On the subject of archive binging, I just finished El Goonish Shive, including the fillers and NPs. I am a webcomic addict...
I've read all of the following, in no particular order. Quality may vary, and some of these no longer update.
Spoiler (click to show/hide)

If you liked El Goonish Shive, you might like DMFA.

6814
Other Games / Re: WURM Online
« on: January 30, 2009, 02:05:36 pm »
More pros and cons:

Wurm has awesome terrain and weather.  At least by my standards.  When I hopped on a while back, I met people on this mountainside at night, and then we went and watched the sun rise from a mossy hillside...it was truly mindblowing.  ATITD can't compare to that.

Also, ATITD will suck your time in repetitive tasks.  It's not as varied as Wurm, I think, even if it IS deeper.  Be prepared to make a lot of bricks and grow a lot of flax.

6815
DF Suggestions / Re: Hauling Skill
« on: January 30, 2009, 01:51:33 pm »
Room for improvement:  Since "many-to-one" is a bunch of stuff stored in one stockpile which is NOT just one square but many, can't "one-to-many" or "one-to-one" take from, say, two corpses lying literally right next to each other?  Maybe there can be a certain radius inside which you run a VERY short A* to ensure there's connectivity, and then treat them like the same point of origin.  Would only run that to look for other nearby stuff after picking up the first item though, no point in scanning the whole map for items close to each other.

Maybe you mean something different by "connectivity," but if you just mean strict accessibility -- the connected component numbers exist for the purpose of pathfinding feasibility checks, so that shouldn't be necessary.

I think the game uses short-range floodfills for impromptu pathfinding, like for flying creatures attacking from the air -- maybe those would work best for finding nearby haulables.

Yeah, short-range floodfills was what I was after, was just fumbling with the words.  It's well and good to know that there's another prickle berry seed two squares away, but if it's on the other side of a wall, then you're no longer taking them both from the same place and you need to think harder about what you're doing.  When taking haulables from one place and distributing them to many destinations, you probably want to stick with picking up items within a couple steps of your origin.


6816
Other Games / Re: WURM Online
« on: January 30, 2009, 01:04:54 pm »
ATITD has no combat whatsoever.

It does have crafting that's part of the game instead of a vague numerical thing.  Want to make an awesome hatchet (for chopping trees instead of people, naturally)?  Get some iron and pound it into something like the hatchet shape.  And the closer you get, the higher its quality.  It's not like Wurm where it takes your anvil quality, your hammer quality, and your skill, and poof hatchet.

6817
DF Suggestions / Re: Hauling Skill
« on: January 30, 2009, 12:47:43 pm »
This is a classic hard computer problem.

"Hauling many thing to one place" is a little simpler.  But there's a huge problem in that dwarves don't know how long it takes to walk from point A to point B.  It's totally believable that a dwarf would say "Okay, I'm picking up this seed from a table, to take to the seed stockpile that's just through that door.  Oh hey!  There's another seed two squares away!  Let me walk over and get that, then take them both to the stockpile."  Except the second seed is only accessible through a very long path.

I guess there's an argument that, as long as you don't carry so much that it reduces your speed, you can't actually increase the total time to get all the items into the stockpile this way (since they're all going to the same place eventually).  Huh.  Yeah, even if there's items laid out like A.....stockpile.....B, then if you pick up A then B then go to the stockpile, it at least can't be any slower than A-stockpile-B-stockpile.  That seems important.  So even in that degenerate case with the two seeds last paragraph, there's no travel time hit overall.

Other issues:

While it's possible to do Travelling Salesman on a small number of items going to the same location, it's still slow if there's real pathfinding involved.  If there's not, it'll be kind of stupid and the worst-case will be no improvement.  I don't know what average-case will be like.

If you allow haulers to carry so much they're slowed down by weight, the worst-case goes from "no improvement" to "huge penalty", and that is VERY not okay.  IE if A.....stockpile.....B is two lead statues instead of seeds.

Trying to figure out "many-to-many" instead of "many-to-one" is much harder, because again, it's quite possible to make the walking distance higher.  Also it's a lot of calculations, because you're saying "Okay I now have item A, going to place M.  What nearby items need to be hauled?  Okay, item C is X distance away, going to N.  I can go ACMN or ACNM.  Which one is better?  Are there better other choices of C and N (other haulable items) that are faster?  Can I chain multiple things?  Now do I want to pick up items ABCDE-MNOPQ or ABECD-OPNQM?"

One-to-many is not too bad; it's about as good as many-to-one.  If you pick up a piece of loot from, say, a body, it's easy to say "what else in this square is haulable".  Then it's a reasonably simple travelling salesman to figure out a one-digit number of destinations, not bad.  One-to-one (all that guy's clothes into one stockpile) might even let you carry a little over the weight penalty level...just a little.  Because you can easily algorithmically establish how much stuff is optimal.

Room for improvement:  Since "many-to-one" is a bunch of stuff stored in one stockpile which is NOT just one square but many, can't "one-to-many" or "one-to-one" take from, say, two corpses lying literally right next to each other?  Maybe there can be a certain radius inside which you run a VERY short A* to ensure there's connectivity, and then treat them like the same point of origin.  Would only run that to look for other nearby stuff after picking up the first item though, no point in scanning the whole map for items close to each other.

I fear that people may be disappointed at first when masons don't grab multiple stone to work on, or farmers don't take multiple seeds in one trip or harvest multiple plants at once--if this is hauling, it's JUST hauling.

If a dwarf goes to nap or eat or drink when on a hauling job, multi-hauling makes it very easy for a hauling job to only move one object FARTHER away from its destination.  This has to be accounted for somehow.

This would tie up more items at once, because there'd be more hauling tasks going on--more items get claimed for hauling at a time.  And it might be a problem if someone starts hauling your only piece of wood, then decides he's also going to take this craft to this stockpile while he's at it, oh and do this other thing before he takes the wood where it's going...


...But still, after looking through the algorithms I'm thinking of, I'm VERY confident that as long as you aren't doing many-origins-to-many-destinations hauling, and your dwarves never go above their encumberance threshold at any time when multi-hauling, you can mathematically guarantee a travel time decrease from very simple algorithms.  Hauling multiple items finally has my thumbs-up (for whatever that's worth).

6818
Other Games / Re: The Roguelike Development Megathread
« on: January 30, 2009, 12:19:30 pm »
Something I wanna point out to this thread:

Look how technologically UNadvanced DoomRL is.  Sure it has sound and music, but by and large, it's the least advanced roguelike engine ever.  There's like ten enemies, very wimpy inventory, very few stats, you can't go back levels and the levels are so totally simple...  And somehow it's a huge pile of fun (if very difficult), because it knows what it's trying to do, and it does it well.

The world needs more short roguelikes.

And your game doesn't need to be very advanced at ALL to work.  Figure out a fun core gameplay and go from there!

6819
Other Games / Re: Thomas Biskup thinking of releasing ADOM's source code.
« on: January 30, 2009, 12:02:00 pm »
Oh awesome!  I kinda hope he does release it.  And I think he just might.  I'd love to see what the obfuscations around the SoO and stuff look like in code.

6820
DF General Discussion / Re: PEW PEW! Bay12 Outage Checking program!
« on: January 29, 2009, 08:19:19 pm »
traphic?  WTF was I thinking?

Anyway, you're wrong...  It does work that way.


It doesn't work by analyzing random BAT files and saying "oh gee, this user is pinging something, it must be hostile".

6821
DF General Discussion / Re: The NEW Future of the Fortress
« on: January 29, 2009, 08:18:01 pm »
"trolling" as used on newsgroups was originally taken from the fishing term, in the context of "fishing for a response".  It's still valid for any time you're wandering the depths of something murky.

6822
DF Suggestions / Re: Emphasize Shift-5 and Ctrl-5 in the Help File
« on: January 29, 2009, 08:15:58 pm »
Ooh!  I never knew this existed.

I'm quite happy with my < and > because I spent so much time playing roguelikes, but agreed, more people could stand to learn this.

6823
Other Games / Re: DoomRL
« on: January 29, 2009, 06:57:48 pm »
Is it safe to try, say, dropping something when you have no inventory?

6824
Other Games / Re: The Roguelike Development Megathread
« on: January 29, 2009, 06:56:52 pm »
Nuuu, the different messages would be handled by the message system, which takes a description of what happens and then writes it out from the player's viewpoint.  Works quite well, as it allows you to focus on other things first before refining the grammar syntax.
Getting hit should work the same way for everyone.

Well, clearly SOMEwhere down the line, the game needs to know "The player hit a monster" or "A monster hit the player".  I guess it does make sense to say "Whenever someone gets hit, call WriteHitMessage(attacker, target)", and then WriteHitMessage compares to see if attacker==player or target==player.

So that actually does work quite well.  Yeah.  :D

6825
Other Games / Re: The Roguelike Development Megathread
« on: January 29, 2009, 06:33:36 pm »
I think the player should definitely be of the monster class.  This way it is much easier to enable monsters to interact with the environment and each other the same way the player does.
The only different would be when the monster calls his AI routine, the player should call the input routine.
You should still keep an eye out for additional input, though, so the player can press 'Q' should he bug into a coma and keep missing his turn.

I'd recommend that "player" and "monster" both descend from "creature" in a simple roguelike, myself.  There's enough differences there.  They're controlled by different routines on their turn, they do different things when they get hit or die (like making different messages), different things want to chase/kill them, etc.

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