The only definition of combat my suggestion would need is any situation where there is a combat action initiated (like a detected pathing action made by an entity with the intention of initiating an attack, or any instance of targeting for attack). Combat would end after a few ticks with no combat actions. As far as I can think right now, there wouldn't need to be any more specific a definition than that.
Well, that might work...I'm still doubtful about if time slowing down every time something attacked something else would be good, but at least you've got something workable.
It is a clear fact that the dwarves don't have 30 lunches and naps per month, so it's obvious that there's some kind of compression/abstraction going on already[1]. With 12 minutes to move a tile, a dwarf would need an hour just to walk around a table[2]. It becomes clear that you can't have any complex combat manoeuvres with that speed[3].
1. So? Why should dwarves even have circadium rhythms based on the rising and setting of a sun that they almost never see?
2. 48 minutes =/= 1 hour, and that's assuming they don't just walk over the table...and that tiles are table-sized...and that you're ignoring various issues with tile-based movement...
3. Why not? Personally, I like the way it is now. IRL, battles (or at least sieges) could last for days, and the current system allows even little skirmishes to feel epic, not to mention you can easily get through the fort's first year in a couple hours, tops (assuming real life doesn't intervene too much...) Personally, little details like "three meals a solar day" and "fights last only a few minutes" aren't worth taking 72x as long to get anywhen, so I'd probably (almost?) never willingly use the A-M speed.
1. It's not a deliberate design choice, but a way to cope with the notion that it's not desireable to model every breakfast for gameplay reasons. Elves and humans run on the same system, and it can't be ignored there either. In any case that's just an obvious way to see that time is already compressed in fortress mode; another would be the lack of day and night.
Alright, so instead you want to model every breakfast. Intriguing.
Sorry if this is misrepresenting your ideas.
2. Assuming a chair included, both of which are tile-sized in the game, and tile-based movement is the only thing available. But alright, let's say "a quick walk around a 3*3 bedroom", to check the engravings for example: that would take 96 minutes.
First off, saying that "The way movement is tracked in the game proves that it takes an hour to walk around a table" (your quote, more or less, and also off by 12 minutes) is like saying that "The way falling is tracked in the game proves that goblins fall a story, stop, fall another story, and so on until they hit the ground and explode." Second off, alright, maybe walking around a bedroom in an hour and a half is unreasonable, but it never ruins immersion for me. And figuring out a
good "amount of time it should take" more or less requires figuring out how big a tile is. So how big do you think a tile is?
3. The situation as it is has been perfectly adequate up till now, but only because interaction with the outside world was negligible. We only got one caravan per season, mostly irrelevant diplomat meetings and invasions that came like clockwork and were randomly generated on the spot. If we are to have as much interaction with the outside world as Toady intends, the synchronisation of fortress and overland actions needs to be implemented adequately. He was aware of the potential problems it would cause years ago already.
How, exactly, is this an issue again? A messenger comes, takes [maybe 100 tiles from edge to fort, times 12 minutes per tile] about a day for a messenger to go from "Hey! There's a messenger out there!" to "Excuse me, sir, but our village is under attack," assuming no "running or jogging for faster movement" thing gets implemented. Seems reasonable. Yeah, getting the militia organized enough to go anywhere could currently take a week, but that's a separate problem that needs to be solved. Your idea is roughly akin to solving the issue of a leaky rook by putting several layers of cloth over the spot on your roof--sure, there isn't a leaky roof anymore, but there's more problems now, and you'll need to get that leak fixed sooner or later anyways.