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DF Modding / Re: Modding AI
« on: June 14, 2012, 10:23:48 am »
There's a few tags (like LIKES_FIGHTING or NOFEAR) that modify a creature's behavior, and altering personality does some stuff, but that's about it.
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Oh, I see. Currently the latter.Wait, hold on, I would have thought that groundwater would spread out to more or less wherever it could. Why shouldn't the aquifers spread to the map edges, barring impermeable rock or something in the way?They would. What I'm wondering is if the distribution of permeable/impermeable rock and soil is realistic. If you could "reveal" the area underneath a given stretch of land in the real world, would the water-bearing soil layers just go on homogeneously for miles? or would they be more broken up by other (possibly impermeable) types of earth?
Pause: I suggested pretty much this a bit ago.Damn.


Alright then, consider my previous post to be an elaboration on paragraph 5 of This excellent post by GreatWyrmGold which everybody should now go back and read if you haven't already.Alright, then. Thanks for the compliment.
Everyone has their strengths. It's important to be able to listen to those whose strengths are your weaknesses.QuoteWhy not just every n(10^x-1) ticks, and have 0 be impermeable?Yeah, that would simplify things. My math intuition isn't great; It never even occurred to me to subtract 1 from x.
This wasn't a critisism, merely an idea to help reduce FPS load. The idea is that fewer random numbers needed == less FPS drain.QuotePause: I think that, rather than having every tile checked for a chance like I suggesed above, every 6X6 or 12X12 tile should be checked every so often and have a chance to put a puddle there.Yeah... um... yeah...![]()
I don't. About all I know about computer speed is that fewer calculations == faster computations == higher FPS ==QuoteBy material. It's probably easier to remember.Oh, absolutely, each material should have a permeability defined in the raws. I was more speculating about the quickest way for the fluid simulation to *access* that number during gameplay.QuoteMaybe...no, if it's calculated at varying speed that won't work. I have no idea.I know right?
I'm really hoping there is a better way to do it than attaching a counter to each tile. If that were the case, then the extra overhead per map square probably wouldn't be worth the CPU cycles saved, but at the same time I would really hate for an aquifer to take up just as many cycles as a similar amount of freestanding water, despite flowing so much more slowly. I'm basically hoping someone with some crazy knowledge of optimizing C programs wanders in here at some point.

Wow.some infoOh that is beautiful! And they come prepackaged with exponential values too! It looks like 4 bits per map square would get us all 13 of those values, with 3 left over for whatever we can think of.
http://en.wikipedia.org/wiki/Hydraulic_conductivity#Ranges_of_values_for_natural_materials
that's basically a velocity value. The range is huge.
I can't keep up with the discussion... the speed is too much for me ><. Well, okey, the truth are that I'm a bit rubbish at programming even if I might understand some of the underlying mechanics I usually wander away in speculations and whatnots.Hey, I'm none too good at computer programming either. I'm still sticking around. You know why? Well, in part because of the big, complex posts I made, but also in part because every debate needs someone who doesn't know enough to know that an idea is stupid, just in case it's not. Two is better than one. You can stay. Heck, maybe you'll even learn something!
Although I like to try to contribute to the discussion, really loves where this is going, I'm going to keep an eye on it instead and see if I can find away to contribute.
In the middle ages it was disease and famine that did alot of people in while they were young or getting on in years (probably around late 40s and up.) Hell even in the BC area of time if someone made it past early childhood they could live into thier 60s or older in some cases. Barring getting killed because you cut your hand or got a splinter. Or getting shot in the face, being stabbed, beaten to death, or killed in a job-related mishap.So...let's say that the realistic, midieval-era, maximum age barring luck, good or bad, is around 2/3 of the larger maxage (~80 for humans, ~110 for dwarves).
Usually the starting 7 are in thier 60s to 80s, placing that as the dwarven middle aged. With my humans the average was 33 among the founders, with the oldest in his early 40s. As far as those swordmasters go I'm expecting old age to cause them to keel over any minute now.I'm sorry to hear about the swordmasters. May their deaths be swift and glorious. Andhoo...that means that, assuming the rules are tailored so that dwarves tend to keel over from some illness a few years after their 100th birthday, you've got around 20-40 years before you need to worry about sudden death, and probably at least a decade before they're severely impaired by age. They might start weak, but once A. worldgen accounts for these issues with elderly survival and B. Starting Seven Selection takes population ratios into account (ideally estimating on the lower end of average, since the elderly are less likely to uproot their lives), then you'll get to avoid most aging penalties most of the time for at least a few years, AND most people will get to see the aging mechanics in action before their fortresses implode in an orgy of fire and violence. Mostly win-win!
Since I have a deep-seated respect for veterans..... I'd have to say Urist McHauler can go screw. I'd rather have my dwarves disturbed by my Militia Commander's laughter as he recounts that time he bisected two goblins and strangled a kobold while he bit its arm off.Anyone who can bisect multiple goblins while strangling a kobold and biting its arm off has my respect. Unless, of course, he was just telling a tall tale.
And in DF, you gotta respect veterans. How the hell they managed to live to even become infirm enough to be more of a liability would be a stunning achievment. Although a super active dwarf, like a solider or mason who has to lug heavy stones around constantly probably wouldn't have too many issues in the DF world.Unless they got old war wounds or whatever from their years of stressful work.
I've got a married couple of humans who're in keel over dead territory (mid 80s!) who chopped a goblin siege to ribbons. With freaking copper swords no less. Hell they weren't bugged in the slightest when a ghost scared a 16 year to death in front of them.That...is the kind of thing that should be fixed. Few medieval people reached 80, let alone were in goblin-chopping shape at that point.
Bah, I'm ranting. A slow physical stat decline for dwarves in thier 130s on would probably be good to simulate it (dwarves can live between 150 and 175, barring "fun.") since earrlier would hurt your starters a little bit if it were in thier 70s or 80s, since that's middleaged for dwarves. Comparitivly, humans got a max of 120, also barring battledeaths or other things and thier middle aged is of course at late 20s to early 40s (one of my founders was 28, the oldest was 43.)Hm...Well, first off, I wouldn't put the start of modern human middle age until the late 30s, but if dwarves would start in their middle age, it might get...complex. I think someone should look up just how long people lived in the real-world middle ages, then we can compare it to the DF!human maxage, and compare those figures to dwarven maxage to estimate a good age for (normal) dwarves to tend to die at. Legendary and military dwarves should have some kind of trait to boost lifespan; maybe legendary dwarves should get lower penalties based on the number of legendary skills they have, and military skills should train physical aributes enough to help really strong dwarves stave off the effects of old age. Ideally, kills would provide enough of a boost to skill or something so that your dwarves that kill a hundred goblins also get to live longer.
Ah, Corai, you're always so...amusing.-Snip-Humans-Retire into a form of nobility.
Elves-Lay down near a tree and slit there throat once unable to work, letting the tree feast on the nutrient filled corpse.
Dwarves-WORK UNTIL DEATH.
Kobolds-Nom nom yummy old guy.
Goblin-Nom nom yummy old guy.
Thats how I think retirement should work.
-snip-I love it so much when people start arguing and realise they were in agreement all along. The last part, at least.
Ah. I get what you mean now, and I agree.