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Messages - Uristocrat

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46
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 31, 2012, 03:55:39 pm »
Hi

I've never really had anything to contribute to the game before, but I thought that I could help out here.

Of the local trees in New Zealand, I narrowed down to two species. I've left extra info that might be useful in future.

1. Kauri (Agathis australis)

Would be good to include for it's sheer size and bulk. Check out this picture - is that not the best site for an elven tree dwelling that you have ever seen?
The kauri forests of NZ were heavily logged for ships masts and canoes because mature trees were straight with no branches until the canopy. It lives in groves in warm temperate biomes and often occurs on ridges where it out-competes other trees. Up to 50m high. density: 560 kg/m³, Tensile strngth 88MPa. Apparently Kauri has light but strong timber. It produces Kauri Gum but the only real DF use would be small crafts - or possibly used as a sort of gem. Unlike sequoia the tunk doesn't taper much. 50 yrs to maturity, possibly 2000-4000 years to death.

USFS
Wikipedia


2. Pohutukawa (Metrosideros excelsa)

Would be good to include because it has a slightly unusual structure - the main trunk is only 1m high, and then it spreads into many long branches/trunks about 0.5-0.75mø.
Also good as it is a coastal plant that lives on foreshores and sea-cliffs. According to the wiki, it is also a street tree in california and other warm temperate biomes. Total 20m high 35m wide. 950kgm³
up to 1000yrs to death.

factsheet w/density
Wikipedia
Factsheet

Also worth considering:

London plane tree large, fast growing tree
Norfolk pine unusual looking pine tree.

Awesome, thanks!  I want to work on organizing this info more, but I've been having issues because we basically have only half of our people at work right now and I'm hoping for an "early" 1 AM night.  It probably doesn't help any that I'm taking a Ruby on Rails class on the side to help me get out of this hellhole before it goes under :)

But keep posting more info.  Even if it takes me a month, I'll necro this thread when I have time to gather all the info people have + the info in game and put it into tables with the most important properties (material properties, biomes, informational links, etc.) to make it easy for Toady to use this stuff.

47
DF General Discussion / Re: Dwarf AI
« on: May 30, 2012, 03:38:47 pm »
Have you had any luck fixing the cases where dwarves have a valid square right next to them, but insist on mining it out from the other side because of the set order in which they consider valid squares?  If I'm not mistaken, most of the time that would be fixable by having them prefer the closest valid square, where "closeness" is defined as abs(dwarf.x - destination.x) + abs(dwarf.y - destination.y) + abs(dwarf.z - destination.z), which is much simpler than a full path.

Given that the 05/29/2012 devlog now says "relevant designation jobs use the nearest square instead of starting at top left", I will consider this question answered :)  Thanks, Toady!

48
DF General Discussion / Dwarf AI
« on: May 28, 2012, 03:26:57 pm »
Love the work on fixing the dwarven AI!

Have you had any luck fixing the cases where dwarves have a valid square right next to them, but insist on mining it out from the other side because of the set order in which they consider valid squares?  If I'm not mistaken, most of the time that would be fixable by having them prefer the closest valid square, where "closeness" is defined as abs(dwarf.x - destination.x) + abs(dwarf.y - destination.y) + abs(dwarf.z - destination.z), which is much simpler than a full path.  Or is there some case where that heuristic fails?  It seems to work for the common cases I have where you're mining out hallways, at least.  There are other possible AI improvements, too, like having your miners get "first dibs" on any new mining jobs created when they mine out a square.

And speaking of AI, what if the goblin squads automatically "promote" the next goblin in line whenever the leader is killed or unable to move (caged, no legs, etc.)?  Then they could keep their follow the leader logic and just have a new leader to follow.  Or are there complications that make those ideas unworkable?

49
Diplomats will come, anyway.  They won't leave until they have a chance to complain to the mayor or whatever about how they've been waiting, and haven't been able to see them for the past 5 years, and they'll just keep waiting until they go insane if they have to. 

There is, unfortunately, no way to stop that that I know of.

Do we know what they path to at all?  I seem to remember that they can talk through walls....

50
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 28, 2012, 02:59:22 pm »
I note a previous post above where someone noted that friction settings below "highest" don't seem to do much.  Can anyone elaborate on this?

I've just dug a huge track system to the lava levels, consisting of 4 tracks in parallel.  It had to navigate through the pillars in the caverns to avoid breaching them (I'm in a haunted, zombie-filled biome but that's another story).  As a result, there are large stretches of straight ramps followed by U-turns on the flat.

Of course, trucks sent down this derail at the first U-turn.  I've tried putting a stop at the bottom of the ramp on the flat with "higher" friction, but it does nothing.  I can't seem to put track stops on the ramps.

Any ideas to stop the derailments?

Walls around each individual track.  That will be tricky with so many side-by-side tracks, but maybe you can split them off somehow.

51
I think someone actually did mod coal dust, actually.

52
DF Suggestions / Re: Crowdsourcing
« on: May 28, 2012, 03:26:59 am »
I see that my little project, which only amounted to gathering and organizing a few uncopyrightable real world facts is already mentioned.

But there's also Baughn's code on GitHub, which is more of a contribution.

53
DF General Discussion / Re: Mersenne twister in df
« on: May 25, 2012, 03:41:11 pm »
I understand that but how are the random numbers used?

They're used to make random decisions.  For example, during worldgen, to decide whether or not to make a river, mountain, etc.  Or when in combat, to decide if an attack will hit or not.  Say that your dwarf should have a 70% chance to hit.  You generate a random number between 1 & 100.  If you get any number between 1 & 70 from your RNG, you call it a hit.  The numbers between 71 and 100 count as misses.  So the random numbers help you tell the computer to do things sometimes, but not always.

Think of it as telling your computer to flip a coin to decide what decision to make.  The random number is, essentially, the result of your coin flip.

54
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 25, 2012, 04:27:24 am »
Great info, thanks!

I had hoped to harvest all the data out of this thread and organize it by now, but unfortunately I haven't been getting home from work until after midnight lately.

The next step will be to gather everyone's list up, get some basic info about each tree put into a grid (DF biome, material data, color, etc., with blanks for unknowns), then consider how 'notable' the trees are, whether they serve some important function (e.g. adding variety to a biome that has few trees, whether they're strange or unique, etc.) and what kinds of trees are over/under-represented overall.  Then to discuss it all for a while and turn that into some raws on DFFD.

55
DF Suggestions / Re: Treat orphaned babies as hospital patients.
« on: May 23, 2012, 03:30:59 pm »
Actually, rather than having mothers carry them around, leaving babies in the hospital (if one exists) would make a lot of sense.  And if there is no hospital, they should leave them in a bed they own, or barring that, some barracks and carry them around mostly as a last resort.

Then again, a number of players like using babies as shields....

56
He might be confused because there is a Java decompiler called jad.  It really wouldn't help fix a mummy curse, though.

DFHack is the only realistic hope.  Having a "remove mummy curse" function would be a very useful plug-in, I just don't think that anyone has written one yet?

57
DF Suggestions / Re: Let's Work on More Realistic Trees
« on: May 20, 2012, 03:40:45 pm »
Is this project still alive? Or is it dead? has he thoughts within his head

So anyway, I was checking out the material strength tags, namely the
Code: [Select]
[IMPACT_YIELD:10000]
   [IMPACT_FRACTURE:10000]
   [IMPACT_STRAIN_AT_YIELD:1000]
   [COMPRESSIVE_YIELD:10000]
   [COMPRESSIVE_FRACTURE:10000]
   [COMPRESSIVE_STRAIN_AT_YIELD:1000]
   [TENSILE_YIELD:10000]
   [TENSILE_FRACTURE:10000]
   [TENSILE_STRAIN_AT_YIELD:1000]
   [TORSION_YIELD:10000]
   [TORSION_FRACTURE:10000]
   [TORSION_STRAIN_AT_YIELD:1000]
   [SHEAR_YIELD:40000] used pine
   [SHEAR_FRACTURE:40000]
   [SHEAR_STRAIN_AT_YIELD:1000]
   [BENDING_YIELD:10000]
   [BENDING_FRACTURE:10000]
   [BENDING_STRAIN_AT_YIELD:1000]
parts. As I understand, IMPACT_YIELD and IMPACT_FRACTURE relate to Yield strength and Ultimate strength, respectively. The compressive, tensile, shear, etc etc yield and fracture values, which are only apparently used during wrestling, all relate to their respective ultimate stress and strain values, I believe. I'm afraid I don't fully understand Toady's system. It would have been easier if the values that define material strength were the various moduli (Young's, Poisson's, etc.) along with their respective ultimate stress/strain values, which would determine fracture points and so on. I'm not sure. Maybe that's how it's set up right now. I mean, IMPACT_ELASTICITY probably refers to Young's Modulus. I'm not sure. Again, I'm not really a modder, and even if I was, I never learned anything from my Materials Science course.

I know, this is probably a bit off-topic, but it's an interesting thing to look at. It's not terribly important right now, since most of these tags aren't really being used to their fullest extent, but I think that this should be a next step somewhere down the line, don't you think?

It's alive, I'm just working on other stuff too.  Started a new class, but will gather this up when I have more time :)

Anyhow, you're right that some of the stuff is confusing.  I looked into it too, but haven't had much in the way of materials science.  The wiki article has more info.  I'm not sure why that article is listed as being for an old version of DF, though, given that the properties have not changed since then.

If you can find any way to translate all that data on wood strength which is linked in the OP to the terms DF uses, feel free to explain it to us.  I'm no expert, but the people I talked to seemed to think that the properties related to metal strength and didn't make much sense for wood.  I don't know if you can help DF make sense of them or not, but if you can, please share your calculations with the rest of us! :)

58
DF Dwarf Mode Discussion / Re: The "How Does Minecart" Thread
« on: May 19, 2012, 02:35:13 pm »
Why don't you just transport a few tiles worth of magma *up* 100z and use it to place magma workshops near the surface?

Because that's not as fun!

What do we have minecarts for at all if we aren't going to do unnecessarily complex giant logistics circuits with them?

So we can attack the circus with whales? :)

59
DF Dwarf Mode Discussion / Re: Disappointing Artifacts
« on: May 19, 2012, 02:24:29 am »
One of my dwarves just cheerfully made my fort a wooden earing with a wooden picture of his best friend on it.

Who later made an amulet. With the other dwarf's picture. I want to murder both of them.
...And then every year after that for the entire length of your fort's lifespan you'll be cursed to have shitty artifacts with pictures of one of them dying horribly. Calling it.

I say you kill both of them by equipping two military dwarves, making them beserk, seperate the two friends, dump one soldier into each and have them beat the friends to death with there friend's artifact!

Maybe someone who has a grudge will end up with a fell mood and kill one of the two to make an artifact?

60
DF Suggestions / Re: Ballistae and Catapults
« on: May 19, 2012, 01:26:03 am »
It seems that people are having some success filling minecarts with ballista bolts, then sending them down three ramps or so, into a fortification.  Apparently this is far more effective than actually firing them out of your ballistae right now.

So this suggestion is probably more of a bugfix:  the two just need to start using the new projectile code :)

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