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Messages - GreatWyrmGold

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51376
DF Suggestions / Re: Making bronze colossus
« on: June 16, 2012, 08:20:26 am »
Bronze colossi had to come from somewhere, no? Perhaps it would be a secret--Olith McMage discovers how to imbue a massive bronze (or other material?) statue with life, writes it down, has hometown destroyed next morning. Urist McBandit or Urist McTreasureHunter looks around in some old ruins, finds Olith McMage's notes, and brings them to the mountainhomes for treasure and glory. Boom--dwarves can make bronze colossi!

And I never said you could control the colossus...

51377
DF Modding / Re: phoenix
« on: June 16, 2012, 08:11:09 am »
There's a few things you can do.

Materials can have syndromes attatched. Syndromes can't raise the dead, but they can do some things. Like transformations.
You can create ITEMCORPSEs of, say, boulders that evaporate at room temperature.

51378
DF Modding / Re: Looking for suggestions
« on: June 16, 2012, 08:06:00 am »
One (theoretically) simple idea might be to change the genre of DF from fantasy. One that I've never seen is a western mod. Like, with goblin cattle-rustlers and elvish cowbiys (herding actual cows) and revolvers and...

Hm...I might have to take that idea, actually.

51379
DF Modding / Re: Modding Help
« on: June 16, 2012, 08:00:50 am »
Start small. Make gnomes also able to appear in the FOREST civ, or add a reaction that makes a new mystical alloy, or something small like that. Once you get the hang of the small stuff, you can apply the skills you learned from that to bigger stuff.
That's my advice. Oh, and keep the wiki open.

51380
DF Modding / Re: Community Mod
« on: June 16, 2012, 07:53:42 am »
I've got a couple ideas, but I'm going to wait to see if there's any kind of theme going here before solidifying them.
Oh, god, I hope there's a theme...

51381
DF Suggestions / Re: Making bronze colossus
« on: June 16, 2012, 07:42:15 am »
I'm not sure about needing to feed golems fuel. There's other entertaining ideas I can come up with, like:

--Golems need to be tended to every so often, or else they'll start to go haywire.
--Golems do whatever they were programmed to do, nothing else, and they follow it to the letter. This can range from considering the militiadwarves cleaning up berserkers in the dining hall to be as much the enemy of the fortress as the berserkers themselves to continuing to dump ore down a chute when your legendary smith or whatever is already at the bottom, bleeding out from the chunks of ore already on him.
--Golems break down normally. If a mechanic doesn't maintain it regularly, they stop working.
--Golems are mostly free-"willed"; the dwarf that gives them life can affect their thought processes, but can't control them. Enchanting golems at low skill levels has a good chance of being deadly...

5asdffda5: I'm not sure about such ungodly levels of material required. 5-10 bars of bronze, a few masterwork mechanisms, blood sacrifices, and an inability to control the resultant bronze colossus should work perfectly well.

51382
DF Suggestions / Re: more versatile vermin
« on: June 16, 2012, 07:29:28 am »
Another thing to consider about farming vermin is that they're hard to keep in one spot, and you need a LOT to feed anyone. The first problem is especially important, because no insects (well, pretty much no insects, and who wants to eat bees?) can be tamed and few other vermin-sized animals can be. And, considering the sanitary conditions of both RL medieval European nations and DF dwarven fortresses, it might be hard to raise uncontaminated vermin, especially ones that naturally feed on "filth."

51383
First off, how would this arrangement be? Especially with the new historical migrants, I get migrants who are cousins or second cousins or uncles or grandparents or whatever of each other. It would be even worse if two distantly-related groups had a mutual relative migrate in.

Second off, I personally find arrangement by profession to be very useful. I know there are some situations in which it would be useful to know who all is in a family unit, but there are better ways to do it (such as a family tree you can view from the dwarf's v-z screen) than messing up the units screen.

I dunno, maybe I'm too used to excel spreadsheets where you can sort by column. Basically it would rock if you could switch between having them organized by profession or by family. Would be interesting if you could some how easily export an excel file of your dwarves basic information on this level.
I'd be interested to hear what all you would put on the spreadsheet, but that seems off-topic.

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It would simply work by having all the people in one family tree be listed together on the list, followed by the next family tree and so forth. Think of each family tree as a profession category as the dwarves are grouped in now.
Alright...that doesn't seem helpful. After all, about all dwarves except the Starting Seven are related, thanks to them being descended from a small(ish?) number of dwarves from the start of wordgen. In addition, the units screen wouldn't be able to say how they're all related with the idea you're saying. Maybe if somewhere it had a little note next to each dwarf's name that said the relationship with the highlighted dwarf...

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I nickname children with a short form of the mothers name.

So, in my current fort the children of my first Mayoress, are M1, M2, and M3

'Bedazzler' my legendary gemcutter/setter has children nicknamed B1, B2, B3, B4, B5, B6, B7, B8, B9, B10, B11, B12, B13, B14, B15, B16, and B17. (with their own beds/dining/etc near their mother/father)
This actually might make some sense. Thanks.
Bluntly put, auto-assigning nicknames is about as good of an idea as auto-doing anything that requires player control to make sense.

Again, what we need is some kind of separate function to display relatonships. Changing up the unit screen isn't the way to do it.

51384
DF Suggestions / Re: RUN AWAY! INTO THE WILDERNESS!
« on: June 16, 2012, 07:05:45 am »
Of course, if the threat is something like a squad of goblin lashers or a hydra, and it's directly between the fortress and the dwarf...well, the A Note to Urist thread would be filled with notes of how dwarves ran directly past enemies to reach the fortress instead of staying out of range until the trap got them.
Dwarves should prefer running into the fort over running in random directions, but even if not panicking (in which case all bets are off, of course), a dwarf should be able to realise that running directly away from enemies is sometimes the best option.

51385
Hm, maybe, but what about distance? The way you describe it, it sounds like it would take the same amount of time to go from point A to B if they're adjacent as if one's at the surface and one's at the magma sea.

Distance would make a difference.  I am glad you asked because I didn't feel like I made it clear enough...
Then I'm glad I asked it, too.

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Anyway, the way I suggest it, you have point A and B on the same accessibility map.  Distance would be calculated either by a similar pathfinding algorithm as what is currently in place (which might partially defeat the purpose of my accessibility map idea, though this might cut time down by eliminating many other possibilities) or a simple calculation of linear distance maybe modified by some other parameters... I'd prefer the former.  Anyway, you have that calculated the instant an entity needs to get somewhere, then the distance is divided by the the speed of the entity to get how many game-time-units (ticks) the dwarf would take to appear from point A to point B. 
This would sort of abstract out the possibilities of having travel interrupted if things remain in dwarf mode time (as during the time between initiating travel from point A and arriving at point B, with my suggestion, the dwarf would effectively be incorporeal (teleporting)), but I think that is acceptable if we are talking about short distances encountered when having to navigate through a fort that is not under attack or something.  If time is switched to adventure-mode-time during travel (while the dwarf is effectively incorporeal), what could then happen is the game could just put the dwarf a percentage of the way to the destination proportional to the amount of time that had already passed since entity started travel over the total calculated amount of time to travel from point A to point B calculated beforehand.  That might make a slight lag when changing between time-modes, but it probably would be acceptable since it would pretty much be performing just as many calculations during that time switch as what the game normally does now in a given time tick.  I hope I make sense.  It makes perfect sense in my head, at least.
I understand your idea now, at least.

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EDIT:
The dwarves spending so much time hauling is an intentional design choise so that your fort looks bussy.
Oh, I really hope that's not the reason behind that design choice.  Just doing it to make things look busy is LAME in my opinion. 
However, I agree with your emphasis on the importance of hauling in the game.  But, speeding movement up would not at all diminish this importance at all.  It would remain just as important, and hauling-related-technologies would still be huge game changers and time savers.
I think that doing it "to make things look busy" is not nearly as "lame" as you imply. After all, forts are supposed to look busy, no?
Also, I'm a bit fuzzy on what your suggestion is. Is it slowing down the in-game clock in Fortress Mode to more like Adventure Mode, plus time-skips, or is it what we have now plus accelerated mode?
What I am suggesting is keeping dwarf-mode time as it is right now, but with the option of toggling the game to Adventure Mode time at will and perhaps automatically during combat.  No accelerated mode, though I am not against the ability to time skip in addition to this.
[/quote]
Ah, I see now. Thanks for clarifying. This seems reasonable, now that I understand your idea. (I'm not sure about switching to adventure-mode-time, or doing anything, immediately when "combat" occurs. Sieges, maybe, but "combat" can be anything from the goblin siege, your militia, and a titan having a three-way (that...came out wrong) to Urist McGenius falling off a bridge abd triggering a combat report.)

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To do this would require the following in order to keep things rectified between Adventure and Dwarf modes:
1. Adventure mode hunger/thirst/sleep requirements implemented in Dwarf Mode
2. Increasing the amount of food/water units harvested when harvesting a tile of plants/butchering an animal/getting water from a well to accomodate 1.
A possible issue with these: Would the food units be compressed when moving from Adventure-Mode-Time (which I'll herein abbreviate AMT) to Fortress-Mode-Time (FMT), or how would you have hunger dealt with at the FMT level?

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3. keeping entity movement speed per game-time-unit the same in dwarf mode as it is in adventure mode (make dwarves move as fast in Dwarf mode as in Adventure mode)
This seems fairly sensible.

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It would also require some sort of abstraction of fluid mechanics... but this could still work with keeping fluid in dwarf mode as is, though it would be ridiculous.
Andeerz, we've already got an abstraction of fluid mechanics. I see your point, though...

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More plump helmets would need to be harvested per tile. That also means that fewer seeds would need to be made per plump helmet, or else that more seeds would be needed to plant one tile with plump helmets. And what about animals? Are you going to up butchering returns? But wait, bones are tied to the same system that creates meat! So, either we'd need to accept having a lot more bones and such plus a little tinker, or we need a major tinker with butchering returns. My point is that everything needs to be changed if the timescale is, or else nothing works.

I am completely ok with this as it would just be a simple change of parameters.  No need to change the number of bones, just change the number of meat units.  And for organs, make them divisible, which wouldn't be implausible.  It could be coded in minutes, though it would probably take a few days or weeks of playtesting and debugging to get stuff realistically balanced.  But that's what we players can help with with our feedback!
Again, the code that says "This body part gives 1 meat, this body part gives 1 meat...for a total of 14" is the same as the code that says "This body part gives 1 bone, this body part gives 2 bones...for a total of 20," or whatever the numbers might be.

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I am suggesting changing four other things, though:
1. hunger/thirst/sleep requirements
2. Adding a toggle between adventure-more and dwarf-mode time (1 tick = ~1 second and 1 tick = ~1.2 minutes respectively...)
3. Increasing the amount of food/water units harvested when harvesting a tile of plants/butchering an animal/getting water from a well
4. keeping entity movement speed per game-time-unit the same in dwarf mode as it is in adventure mode

Let me know if I need to make anything more clear...
Nah, I think I get your idea now. It seems like a pretty happy medium between the two sides.

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So...you're tending towards the "Slow down FM to AM speed" side of the argument? Sad, it means I need to argue with you.

Nope.  I am not suggesting that.  I am suggesting keeping FM and AM speed just the same.  Just change the movement speed in dwarf mode to that of adventure mode and do the other things necessary to make it all work which I mentioned above in this post.  The only huge obstacle I have yet to think through well is fluids... though, again, I could be missing something else that makes my suggestion completely not feasible.
Also, both my suggestion and the OP's suggestion, as far as I understand it, would not make the game take any longer (barring any sort of increased computer resource requirements that might kill framerate...).  In fact, my suggestion at least might actually speed up stuff since getting from one place to another would be faster... though this might be offset by increased sleep and eating requirements.  Overall, I think overall time requirements for getting a fort running would end up being the same...
...Do you want me to repeat my argument from the post before yours, or do you mean "Toggling won't make the game go longer?" The latter seemed obvious to me.

Frizzl: Thnks for the big update from computer science.

51386
Maybe. I'll probably wait until the spoilers don't all fit on one page; for now, working on this means I'm adding to it.

51387
DF Suggestions / Re: More Realistic Trees
« on: June 15, 2012, 10:53:14 pm »
Congrats for realising before anyone could reply!

51388
GWG: Nobody wants that. I think the reason we've been talking past each other is that you seem to be thinking that the player would somehow be limited in time skipping just because they had more than one thing going on in the fort at once.

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Sure, with time-skips, you can argue that you would be able to have your fort skip past the time you spend waiting for things to get done, but whose fortresses are only doing one thing at a time?

Perhaps you should explain why you think the system would be limited in this way, because I'm the OP, and I have no idea where you got this idea from.
Simple. It's not needed, but...let me give an example.
You want to build a dining room. You choose an area to dig, so you have stone to make furniture, and you make furniture from the stone. As it is now, it's easy to order the furniture as the stone gets mined, but if you were time-skipping, either you'd do it so much that you'd really not be much better off, or you'd have to wait until the end of the room-mining phase to make the furniture. That's assuming you can even set controls for time-skipping to "When this designation completes."
I could provide a longer and more detailed explanation, comparing a fort being created as it is now to how I imagine it would be if you needed to use time-skips to move in any sort of swift manner, but until then, just imagine doing a dozen tasks of the dining-room level of complexity or greater at once.
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Here's your example:
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after digging out the start of your fortress you are planting crops, building workshops, filling bedrooms and dining rooms with beds and tables and stuff, et cetera.
Designate dig; Skip until done. Set farms, workshops, beds, tables, and chairs to be built; Skip until any one of these things is done. If it's the farm that's done, assign crops. Workshop, assign jobs. Bed, designate dormitory. Table, designate meeting hall. Set whatever else you want to be done as well. Skip again until the next thing is done. See? You can keep skipping even if your fort is working on more than one thing at a time. Please don't take this example to be a set-in-stone procedure that everyone would have to follow like you did with my "check in and see what your dwarves are doing at various times of the day" example.
Alright, that moves towards the "enough time-skips that it's not really a lot better than doing without" end of the scale. And, of course, you'd miss out on watching your little maniac-depressive alcoholic midgets get over their issues and turn a dangerous landscape into a functioning fortress. And all of that is, again, assuming that you can program the time-skips to both be complete when X jobs are done and when one of a number of tasks is complete. The latter might not be hard, but the former would probably require a level of continued simulation above what's otherwise needed for a simple "Skip ahead X weeks/months/years" system would, making every time-skip take longer.
None of this should be taken as an argument against time-skips, only against a system that required them to get anywhere at a good speed.

Alright? Have I made my point? Do you want an extended example comparing a hypothetical player who is a lot like me making a fortress of some kind in the current system and n the proposed slo-flo time system?

51389
First off, how would this arrangement be? Especially with the new historical migrants, I get migrants who are cousins or second cousins or uncles or grandparents or whatever of each other. It would be even worse if two distantly-related groups had a mutual relative migrate in.

Second off, I personally find arrangement by profession to be very useful. I know there are some situations in which it would be useful to know who all is in a family unit, but there are better ways to do it (such as a family tree you can view from the dwarf's v-z screen) than messing up the units screen.

51390
DF Suggestions / Re: Imperative mode
« on: June 15, 2012, 05:43:25 pm »
It's alright. Everyone makes mistakes.

Except me. <--- Oh, look, there's a mistake of mine right now!

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