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DF Dwarf Mode Discussion / Re: one dwarf challenge
« on: September 03, 2010, 03:53:38 am »
The other six dwarves can just be left outside to die. Make an outside burrow/corral and assign them to that.
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Basically, every unit has two loyalties. One to the fort and one to the parent civ, which are two seperate entities. Imagine what happens if someone becomes an enemy of the fort but still loyal to the civ, while the military are still loyal to both. The soldiers, seeing the enemy of the fort, go to kill them, but because of standard dwarf civ ethics prohibit murder, the guards become enemies of the civ(and may or may not be still loyal to the fort). Now, imagine what happens then.
Once again, I just have to ask why you think permutations have anything to do with anything?The result is that people generating the game's plants are going to place them all in the middle of a vast space. The dwarve's job will then be to bring soil conditions to the middle of that space.
As for having "different types of mud", then of course there's no way to have a different kind of mud for every possible combination of values - if data on the soil is tracked in the "mud", which is a fine way of doing it (although soil layers will need a "topsoil" or similar "floor covering" for their data recording, although we could simply merge that with mud, and create a "soil" item that sits on the floor of any place that has soil beneath it, or is in a cavern by default, and which gets added to the tile when the tile is flooded,) so what we need is simply a soil item that has several variables attached to it that are kept in a seperate area of memory, the way that contaminants already do.
It MIGHT, just might, be possible to make the children vermin, change there tile to a single dot like the rats, and change there name to 'Plump helmet man spawn'.
I MUST TRY IT!
Right after I light a beard on fire...
You can't just create a field of perfect soil in real life by simply dumping all the fertilizer you can get your hands on in a giant pile, either.

Of course "repairs" can happen slowly - that's why I talk about setting limits on how much fertilizer you can use at once essentially one in every four posts. If the most you can add is 10 points of K per year, then the most you can add is 10 points of K a year.
You realize what I'm talking about, here, correct? Why I've talked about changing soil over time, especially nutrients like K, which change only very slightly over time? The number of iterations of possible values is completely irrelevant. And maybe you don't care how many inches wide the United States may be, but if you are trying to do an accurate computer model of the US, such as something like Google Maps, then you have to use some fairly precise measurements, at the very least.
256 points per crop != 256 points per measurement.
Those numbers are meant to be very fluid, and I think we need something like 256 points of data for each crop to have any meaningful ability to measure this changing over time.
...And even then, you have a choice between spreading raw sewage on the fields and composting it first, which makes the manure safer (more crops tolerate it, and it is less likely to spread weeds and pests) but releases many of the nutrients (especially Nitrogen) from the compost. The benefit of this being that it would create a "closed loop ecosystem", where most nutrients stay within the fortress, and also that it would make you choose which fields get priority for the limited supply of fertilizer - do you balance it out, or grow some crops with high nutrient needs and let the other fields suffer lower overall nutrient replinishment, forcing a greater dependency upon Nitrogen-fixation crops and light feeders, and generally sacrificing productivity in one field for the productivity of another.