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Messages - Uristocrat

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241
DF Suggestions / Re: Connecting Siege Engines to Triggers
« on: December 11, 2011, 03:00:51 am »
A search for "link siege engine" showed that this has come up several times:

aww, you're no fun  :(

One could argue that oft-requested ideas tend to be good ones.  At least, that seems to be the case here.

242
DF Suggestions / Re: Connecting Siege Engines to Triggers
« on: December 10, 2011, 09:25:46 pm »
This sounds like an incredibly !!FUN!! idea.  I approve.

243
DF Suggestions / Re: Animals cleaning the map
« on: December 10, 2011, 09:24:16 pm »
I think it would be very handy if animals would slowly clean up the map for you, such as vultures and buzzards taking away body parts/bones instead of just harrassing your dwarfs outside, after several years in my current fortress iv got 100's of dead goblins out there and it would just be nice not having to take care of all that myself.

That, and some things should just rot away to nothing.  I mean, with exposure to weather and whatnot, those old clothes out there should wear away into nothing at all.  The metal might even rust, albeit more slowly, or even get buried in soil over time.

244
DF Dwarf Mode Discussion / Re: Cyberdorf Systems: Dwarfputing an A.I. (WIP)
« on: December 10, 2011, 09:18:44 pm »
Ah, I see. That looks like it would be pretty easy to dwarfpute, aside from the fact that it would essentially speak gibberish. If I can't get the level of complexity that i'm hoping to get, I might be able to do something with that where specific words chosen by the user tilt the AIs' randomization in favour of certain words. The only trouble with that is it would be difficult to figure out the AI's intentions and the ramifications of those intentions.

All you really need is to make it sound convincingly unhinged.  Make it periodically scream "MAGMAAAAA!!!!!!!!!!" and activate all magma traps and you'll have the perfect Dwarven AI.

245
DF Dwarf Mode Discussion / Re: Incredible siege
« on: December 10, 2011, 03:53:36 am »
Wow, batgoblins.  Who knew?

Forget digging units, Toady should make these more common to spice up sieges.

246
DF Suggestions / Re: This Game Needs An Item Sink
« on: December 09, 2011, 02:36:45 am »
Instructions to the trading party are as follows:
1. "Don't buy any crap!"
2. "As for what you're taking with you, sell it if you can, and if not, leave it on the side of the road."

Yeah, well, they had some very lovely ruby-encrusted flutes and you know how much the Baron loves rubies and flutes, so we just had to buy that instead of the twenty bars of iron they had.  On the plus side, at least we got rid of most of the rock crafts that were filling up the stockpiles.

247
DF Dwarf Mode Discussion / Re: How do YOU protect YOUR fort?
« on: December 08, 2011, 04:41:13 pm »
Cage traps and bottlenecks in early stages. Then I develop armies, and once those are secure I start experimenting with whatever else is handy.

Yeah, I use cage traps in the early game to buy some time.  Then I get rid of them and have a giant dodge-maze designed to be non-lethal for the first drop (and lethal or near-lethal for the second drop when trying to recover from the first).  Otherwise, you cage their leader or something and the whole damn squad of goblins sits there like a bunch of morons.  So now they rush to their leader and fall prey to the traps.  I have drawbridges so that I can send military dwarves down there to kill them personally, rather than letting the traps do everything.  But the maze design ensures that there is absolutely nowhere for the goblins to run.  I *hate* having goblin survivors.

Oh, and I also have a cheap statue surrounded by spike traps to stop the damned trolls that would otherwise spend 20 years kicking down the first dwarven structures they could find.  I'd much rather fight them, but they just stand outside instead of actually invading, which is frustrating.

And then there are the magma death weapons.  I wish magma were slightly more lethal, but at least it's !!FUN!!

248
DF Suggestions / Re: Those two units have different magnitudes....
« on: November 19, 2011, 03:22:32 am »
Actually, 13.5 g/cm³ == 13,500 kg/m³ and DF uses kg/m³.

Yeah, my brain fell over.  I had in mind I was dealing with cubic decimenters (i.e. litres, and a thousandth of a cubic metre) instead of cubic centimetres (1000th of a litre, 1,000,000th of a m³).  So when I mentally inspected the orders of magnitude involved, I saw 10³==1000, rather than 100³<>1000. :)

No worries.  I'm just way too familiar with that because of the mod I made where I researched all kinds of material properties and tried to make them as accurate as I could.  I had to convert g/cm³ (which almost all sources use) into kg/m³ (which DF uses, probably because it's an integer) about a zillion times.  So I don't even have to think about it any more, I just know to multiply by 1000.

And even though this is an old idea, I still have fun reading all the scientific (and !!scientific!!) things people post about mercury whenever this sort of topic comes up :)

249
I finally got around to uploading the V3 RAWs.  They're just a couple of minor corrections based on improved research, but it's better than leaving people to download the old numbers.  Maybe one of these days, I'll figure out what to do with my box of Saguaro wood.... :)

250
DF Suggestions / Those two units have different magnitudes....
« on: November 16, 2011, 04:28:53 am »
On the other hand, it might make easier-retrievable Goblinite, since the dord[1] of mercury (IRL) is about 13-and-a-half g/cm³ (or, alternately, kg/m³, the more SI-styled unit which just happens to be exactly the same in magnitude) , more than any normally available DF metal or alloy that I have thought to look up the figures for, except for gold or platinum.  Even lead items will float in mercury (11.3-ish units on that density scale).  Iron variants, including steel, are almost all a tad below 8 g/cm³.

Actually, 13.5 g/cm³ == 13,500 kg/m³ and DF uses kg/m³.  Lead is indeed lower than mercury, as is silver.  And yes, I really have looked up the solid density of waaaaaaaaaaaay too many things because of DF.

Speaking of which, anyone want some Saguaro wood?  I still have a whole box of it from when I determined that its density was about 430 kg/m³ ... :)

251
DF Suggestions / Re: Random Traffic
« on: November 01, 2011, 03:03:24 pm »
nope, in 20 years we still wont be able to handle a 16x16 embark

Yeah, but only because our quantum holographic processors aren't good at making the relativistic calculations necessary for monitoring the speed of legendary dwarves making rock crafts.

Which reminds me, I should go back to researching solid densities and other material properties.

Anyone want a piece of Saguaro wood to test?  I still have a box full of it....

252
I was asking Dr. Luuvalo whether density values for metal alloys could be calculated with a weighted average (e.g. if you have an alloy of 70% X and 30% Y, then (0.7*density_X) + (0.3*density_Y) would be a good approximation of the alloy's density) when he replied with this PM.  I'm reproducing it here because I think it will be helpful to anyone else trying to understand the material system and calculate material values.

Quote from: Dr. Luuvalo
Yes, that is how I would calculate density for alloys. It probably produces sufficiently accurate values for the game's scope.

Raw values for yield and fracture apparently represent yield strength and ultimate strength (UTS, UCS etc.) in kPa for respective load types. Values for torsion, shear and bending are somewhat redundant, as you can get proper result by using compressive and tensile strengths alone, and Toady has simply used tensile for these. I have no idea what the values for impact mean. Perhaps I should ask Toady about them, though I hesitate to bother him.

The something_STRAIN_AT_YIELD tells us how much the material deforms before yielding, for example iron deforms 0.073% in under tensile load before yielding. It is simply the yield strength in question divided by respective elastic modulus in GPa (Young's for tension, bulk for compression and shear for shear), and then again divided by 10.

I'd guess the MAX_EDGE is just some abstract value used to represent the fact that metals make better blades than say wood.

253
DF Suggestions / Re: Magma setting nearby objects on fire.
« on: September 27, 2011, 02:03:09 am »
Magma already raises the temperature of nearby tiles (including above/below) when flowing.  I believe that has burned a few dwarves before, though I don't remember many actual fires being started.

254
DF Suggestions / Re: Bookkeepers need books for bookkeeping
« on: September 24, 2011, 02:34:58 am »
You'd need to be able to make paper, from logs and/or from rope material, at a paper mill (maybe a special workshop that uses a millstone and power supply).
You'd need to make ink, probably from either dye plants or special ink plants, at a farmer's workshop.
You'd need a printing press workshop.
You might need a new Printer skill/labor.

They don't really need to print copies of the stockpile records on a printing press.  Who would read all of those, anyhow?  They just need someone to write in them, by hand, at their desk.  Grab a few feathers for use as pens (there are many birds to get these from and they wear out with use), use existing dyes as inks, figure out how to make logs into wood pulp, then turn that into paper.  Finally, bind the sheets in leather with a bit of thread and you have a book.  Pretty much everything we need exists, except for a way to make paper.

255
DF Suggestions / Re: Jump Point Search (graph pruning for pathfinding)
« on: September 15, 2011, 04:36:20 am »
OK.  Question about the flying creatures.  How do they move exactly?  If they can move all their (x,y,z) coordinates by 1 at every move, there are 3*3*3=27 potential moves (including the case where the creature actually does not move).  Is that correct?  Or is it the case that when z changes, x and y cannot change (vertical take-off and landing).  If this is the case, I believe the JP method can easily be extended.  If not, then I fear there will be too many successors and it will be hard to reduce them to only one. 

I believe they move in true 3D.  At least, I know of no special rules for moving up and down.  Quietust might know for sure.  Ramps are also weird and I think they allow diagonal movement across z-levels.  At least, that's what I remember reading on the wiki.  So Quietust probably knows, because he tries to verify all the stuff that people write on the wiki.

Do I understand well that these designations are only used for the dwarves pathfinding algo, but that practically, the creatures are unaffected?  Anyway, we started investigating weighted grids and the type of maps you describe should not be a problem. 

Yes.  Actually, I guess there may be an energy cost for diagonal movement, according to some half-remembered comment in some thread by the Toady One, but it was based on some integer approximation of sqrt(2) or something like that.  I don't know that the pathfinding algorithm cares about that, though, I think it only affects movement speed.  Diagonal movement is still faster than moving through two tiles, so I don't think that part really matters.

czolus, the approach you propose looks like the "visibility points" approach.  It can be pretty efficient, but the problem is that, in certain environment, the set of successors of a node can be quite large, for instance in a forest-like environment.  The problem is that you have to store these pairs of points, and this can lead to a prohibitive overhead. 

Interesting, because we do have forests (though players tend to clear-cut them... and then get invaded by elves).  There are also caverns and the like.  Actually, DF maps tend to have a lot of dead space where no one needs to go along with an active core in the fortress where there are lots of different destinations.

And that reminds me of some other things.  For example, Dwarves seem to cache their path and, when the terrain changes, they walk all the way up to the drawbridge (or whatever) and then get confused and find a new path (if they can... they will cancel whatever job they were assigned if it's impossible).  So they only recalculate their path when they actually hit an obstacle, even if the environment changed a long time before they got there.

There are also special rules for doors.  You can make them so that dwarves can pass (but pets cannot) and also lock them so that nobody can pass (though certain enemies can *destroy* them...).  They also stay open for a short time after someone goes through.  So animals, especially fast ones, may slip through while a slow dwarf carrying something walks through the door.  Creatures can path through each other, but it slows them down and they prefer not to.  You will see dwarves tend to walk around each other.  Sometimes, one dwarf will even walk backwards a bit to let another dwarf through.  It's anyone's guess how Toady manages some of this.

There's even talk of adding digging units someday.  That ought to be interesting.  I guess they'd have to assume that they can path through unknown areas... only to find out that maybe they can't, because there could be underground caverns, magma, underground rivers and whatever else in their way.  And maybe the diggers will be able to swim or survive magma... so who knows?  If not, someone would add one like that, I'm sure.

There are also traps.  These are harmless to the dwarves that build them.  Not so much to hostiles.  Except that enemies who discover them spread the word so that future ambushes will *avoid* the traps they know about... if they can.  If there's no other route to your fortress, they'll brave even known traps.  So maybe there's some invisible path weighting going on in there.

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