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Messages - AngleWyrm

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571
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.

572
DF Dwarf Mode Discussion / Re: When Babies Attack.....?
« on: September 01, 2010, 02:54:12 am »
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.

That's just broken; ain't no hem-hawing about it, it's buggered alright.

573
DF Suggestions / Re: Improved Farming
« on: August 30, 2010, 01:05:29 pm »
Those uneducated farmers aren't designing the soil, they are merely using it.

574
DF Suggestions / Re: Improved Farming
« on: August 30, 2010, 12:30:45 pm »
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.

Eventually someone's going to create plants. Those plants are going to live in soil/mud that is one of the many types of rock/soil that are already in the game. Making plants will be a process of matching plants to habitats. And in order to do that, the rocks/minerals/soils in the game should have soil metrics. Mud would then be an instance of some soil/mineral/rock.

Also, as you have indicated, it is simply too difficult to understand the consequences of high dimensions. So you shouldn't include them.

575
DF Dwarf Mode Discussion / Re: Plump helmet man, you are mine now!
« on: August 29, 2010, 11:21:13 pm »
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...

Plump helmet man, you're one of us.

576
DF Suggestions / Re: Improved Farming
« on: August 29, 2010, 10:21:53 pm »
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.

I don't believe that assertion. If I want soil that matches some setting, I can just dump soil with that setting on my fields. If I want to adjust a setting up/down, I add whatever is missing or needs to be countered. And this brings up an aspect I haven't seen in this thread, the matter of moving soil that matches a criteria for a given crop. Maybe crushed Microcline is especially suited to growing UnderLillies. Transferring the rock to the fields could be one way to do it.

We have a wealth of rock types, and each rock type could have basic soil parameters (could be measured as %(max-min) for resolution needs). How many rock types are there? Quite a few ecological niches. It may be that 'mud' needs to be a type of mud, such as red sand mud, or orthoclase mud. Then it could be transportable.

As far as grasping the dimension/resolution problem, here is a picture of a box within a box. The inside box is less than three quarters of the volume of the outer box:

The inner boxe's dimensions are 9/10 of the outer box in all three directions. That means that the volume of the inner box is 0.9x0.9x0.9 = 72.9% of the outer box. Yet even knowing this to a mathematical certainty does not prevent the illusion that it must surely be more. The human brain is not particularly good at handling high dimensions and their results.

A six dimensional box covering 90% of the range in all directions would occupy only 0.9^6=53% of the total volume. 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.

577
DF Suggestions / Re: Improved Farming
« on: August 29, 2010, 08:09:25 pm »
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.

That's just silly. Fertilizing half-way (or even less) short changes the crops in the field. It's not a reasonable thing to do. If I had a field of crops, I would set the land to ideal conditions as soon as possible. The things that are likely to slow progress are the actual execution of labor, which might take days, and the availability of fertilizer, which might be a matter of money, processing materials, or seasonal caravans.

I don't like the simulation of time wasted before a goal condition is achieved. There is nothing for a player to do, so it doesn't have the spirit of a game. It's just modelling Sit and Wait, which isn't entertaining.


578
DF Suggestions / Re: Improved Farming
« on: August 29, 2010, 02:09:02 am »
Depletion can happen slowly, but not repairs. Watering the soil immediately makes the soil wet, with no delay. Same with adding mulch to bulk it up with biomass, or adding fertilizer, or adding any other modifier. The soil is changed with the act of changing it, not as some slow years-long process.

Plants might make slow changes to the soil, but people can make very fast changes.

Also, 281 trillion colors is too much. The human eye cannot differentiate that many colors. 1000 bits of sound resolution is also too much; the human ear doesn't operate at such high frequencies. In other words, there's such a thing as the right size. Just ask Goldilocks.

579
DF Suggestions / Re: Improved Farming
« on: August 28, 2010, 05:21:04 pm »
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.

I have shown the relevance of range of values with respect to the number of crops. Changes over time should be significant, changing the various plant preferences toward the soil. There is no value in merely incrementing an integer; the players will simply start using larger units, such as changes of 25 or 50, because less is insignificant.

As far as measuring the US in inches, the tide changes the width of the US every hour, and the waves change the width every second. It's a false precision.

580
DF Suggestions / Re: Improved Farming
« on: August 28, 2010, 02:07:36 am »
256 points per crop != 256 points per measurement.

Could you go into some detail on this point?
I'm not quite getting what "256 points per crop" means.

581
DF Suggestions / Re: Improved Farming
« on: August 28, 2010, 01:10:07 am »
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.

Six measurements (NUTRIENT_N, NUTRIENT_P, NUTRIENT_K, SOIL_PH, WATER_REQUIREMENT, BIOMASS) with 256 possible values each leads to 256^6 = 281 474 976 710 656, or 281 trillion possible soil conditions. That's too much, and adds only meaningless changes over time. For instance changing the pH from 86 to 87 probably results in no real change as far as which plants prefer the soil, and which plants do poorly in the soil. It's deceptive resolution, such as measuring the width of the USA in inches, or taking someone's temperature to the nearest hundredth of a degree.

To use a scale with 256 points on it, there would need to be less dimensions being measured. The thing to decide "how big" is the total number of soil types. Then you can decide if you want to reduce the number of dimensions, or the scale of the dimensions, or both in order to achieve an imaginary supercube of minicubes in which to store the many types of plants that will be created.

The number of plants that will populate the universe is probably going to number in the dozens to hundreds. Making a space of thousands to tens of thousands would be sprinkling them thinly. It's a good idea to trim out two to three of those variables, and reduce the range. If we settled on just four variables, then to get into the space of thousands to tens of thousands would be something like 10^4=10000, or four variables with a range of ten in each.

P.S. Sorry for your loss. I've had that kind of thing happen to me before and it totally sucks.

582
DF Suggestions / Re: Improved Farming
« on: August 27, 2010, 11:17:27 pm »
Modelling Manure:

If we accept the seven-degree measure of soil as (Nitrogen, Phosphorus, Potassium, pH, Water, BioMass) and use a simple 5-point rating system as {'very low', 'low', 'medium', 'high', 'very high'} then there will be 5^7 = 78 125 possible soil conditions, which ought to be more than sufficient variety for creating ecosystems.

Manure would be used to fertilize the soil. In order to do that, the manure would have a seven-degree measure of what kind of "soil" it is. Then adding manure to a plot could be as simple as a vector addition of (soil + manure) / 2. This would allow manure to pull the soil's metrics in the direction of the manure. If the manure is 'very high' in nitrogen, then the combination would be closer to 'very high' Nitrogen. On the other hand, if a manure is 'very low' in a given metric (maybe it is very dry), then the soil's watered condition would be pulled toward 'very low' Water.

583
DF Dwarf Mode Discussion / Re: Architecture for the new Town sites
« on: August 27, 2010, 10:44:11 pm »

584
DF Suggestions / Re: Improved Farming
« on: August 27, 2010, 07:18:13 pm »
I have two fishermen and two fish cleaners in my current fort of 90-ish dwarves. The four of them produce approximately 1/3 of all the food in my food storage area. I measured this by selling all my fish barrels to the caravan, and it left about 1/3 of my food storage area empty. My farming team consists of six growers, and two each of brewer, cook, and thresher.

...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.

In order to make a "closed loop ecosystem" it should include the consumption and output of dwarves, which suggests modelling dwarf manure. It could also make chickens a valuable part of the system.

585
Here's a thread on making a Danger Room to train up Shield skills; not sure if it's the OP on the topic. From what I've read on these forums, it seems that shield skill is a major asset. Also of note, using wooden training spears should be Mostly Harmless, and I'm guessing leather ought to be adequate. Just lost my current fort to a tantrum spiral, so it's getting to be time to do some Science.

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