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Messages - GreatWyrmGold

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51451
DF Gameplay Questions / Re: Find necromancy towers
« on: June 13, 2012, 04:00:11 pm »
First off, it's "Muchas Gracias." "Mucho" is singular, and "Thankos" is clearly-plural gibberish.

Second off...yeah, what they said. The problem with modding is that the necromancy secrets are procedurally generated in worldgen, so you can't change them.
You can make custom ones, but the tower requirements are hardcoded.
Unless you use custom worldgen settings and turn them off, the vanilla procedural ones are stillgenerated.

Thank you all I'll let it run for the 2000 year really long history and see what I get :)

First off, it's "Muchas Gracias." "Mucho" is singular, and "Thankos" is clearly-plural gibberish.

Second off...yeah, what they said. The problem with modding is that the necromancy secrets are procedurally generated in worldgen, so you can't change them.

I know It's Muchas Gracias (I would of probably of spelt it wrong but meh :D )
Heh. Well, I hope that knowing how to spell "Muchas Gracias" will help you in the future.

51452
DF Gameplay Questions / Minecart Device Designs
« on: June 13, 2012, 01:34:11 pm »
If and when (okay, when) my current community fortress, Zonnish (it's over in the Community Games and Stories subforum; we've got tons of unclaimed dwarves!) falls, I had a couple ideas about what to do with the next one. One idea Ihad was to make a fortress suspended high above the ground, with goods shuttled from pod to pod via flying minecarts.

1. How fast of rollers, over how long of a "runway," does it take to propel a minecart over how long of a gap?
2. Is there a minecart terminal velocity of some kind?
3. What other neat devices can you think of to make with minecarts?

51453
DF General Discussion / Re: Things there's no word for in Dwarven
« on: June 13, 2012, 12:56:07 pm »
One.
The.
Of.
Antidisestablishmentarianism.
A.
Six.
All those little words really add up.

51454
DF Modding / Re: Custom reactions involving bones
« on: June 13, 2012, 12:18:07 pm »
Yea only way to use bones 1 by one is to make a custom tool/toy/item can a reaction that uses [REACTION_CLASS:BONE] and creates a 1:1 ratio of bones to new item, so a stack of 8 bones will make 8 of that item, in which you use those seperate items as reagents. More work, but it gets what you want.

Edit:
It's not as hard as it sounds
Hold on, WHAT?!? Awesome! I can make bone blocks at a ratio of less than one yak per block!
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Maybe 3 units of bone per block...

51455
DF Modding / Re: Community Mod
« on: June 13, 2012, 12:01:34 pm »
What, how, and why? Especially why.

51456
Just thought of something: Did my dwarf get a kill pre- or only post-mortem?

Also, I'd like a new dwarf. The first engraver/something else to migrate to the fort, ideally with low combt skills, likes writing, named GreatWyrm[preferred metal/ore/gem/stone, in that order]. S/he had known the old GreatWyrmGold and wants to avenge...her? death.

51457
DF Suggestions / Re: Dawrvern retirement
« on: June 13, 2012, 11:39:50 am »
Anyway, how many dwarves have you seen die of old age anyway. It's not like it's a common occurence.
Depends on how you run your forts, I've managed to see my dwarves die of old age.
Certainly, they should. Eventually. Once/If we get dwarven forts to not fall in under a decade to various causes. Especially since few people IRL reach "max age" before succumbing to some age-related complication (cancer, arthritis, alzheimers, etc), especially in ages where these conditions didn't lead to special care.
Certainly, things like this should be considered in worldgen.
I'm not sure, but it feels like things like natural death get considered during worldgen.
Also, peaceful forts in Calm/Low Evil regions should tend to see more natural deaths. Even if there are regular goblin invasions.
I'm not sure, but the fact that humans can live to over a hundred fairly frequently, barring wars or famines, seems to suggest against that.
And, while I can see fewer violent deaths in calm or good regions, death by predatory beasts is far from the leading cause of death in DF. It ranks right above old age and right below KBB. More dwarves are killed each year by marauding kobold thieves than by wolves, although certain scavangers stealing food isn't uncommon. My point is, while natural deaths from entirely natural causes should happen, in DF's world, "natural" deaths (e.g. "One quite naturally dies when a goblin sticks a scimitar into a vital organ") complicated by natural causes (e.g. joint issues impacting agility) would be more common.

51458
DF Suggestions / Re: Imperative mode
« on: June 13, 2012, 11:30:28 am »
While some of this can be roughly done already, it would be nice to be able to do so more directly. Of course, as you're supposed to be the fortress's nobles and not the dwarven hivemind, if the dwarf felt that the action violated his beliefs or hopes of personal safety, he should ignore it.

Not to be rude...okay, that's a bad way to start, but I'm having trouble thinking of a way to say this in a way that can't be seen as rude over the toneless, expressonless internet. Your title suggested something like a different game mode and your OP made the suggestion sound like the basic mechanics of Fortress Mode. Detail is imperitive on the suggestion sub-forum. Next time, try to explain exactly what you're imagining. It saves everyone time and you embarassment.

51459
DF Suggestions / Re: Skill level descriptive name overhaul
« on: June 13, 2012, 11:25:08 am »
Whether to use these exact terms... As it happens, those five categories without the numbers correspond to the five quality categories (- + * = ☼ ). That's why I proposed them, in addition to their direct link with the relevant output, the fact that the players are likely to know them and they use little space on the screen.
Try not to take this personally, but...I have thouroughly debunked your idea of using quality symbols as skill levels. Again, it leads to a loss of detail, is misleading (which you claim not to care about, as obviously no one would expect those to typically correlate with the actual qualities of goods), and makes DF lose some of its vermilisitude.


51460
So, I've got a lot of ideas, but I don't want to flood the board with a bunch of topics, so I'm just going to combine them here. I'll update as I think of more ideas.
...Somehow I get the feeling that these are going to be ignored (if not by the forum, then at least by Toady), but meh, may as well post them anyhow.
Now, now, don't be so negative.

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AI: Dwarves knowing where other creatures are when digging
By this, I'm mainly referring to the, um, "quirk" dwarves have, where they're perfectly happy to channel the ground right out from another creature's feet (or another dwarf!), which often leads to injuries (from a single z-level fall ::)), and on rare occasions, deaths. This makes flattening a landscape either take forever by having one or at most 2 dwarves channeling, or be incredibly perilous for your dwarves.
Single z-level falls do not noticably harm creatures. Aside from this, yeah, a bit of knowledge about what's going to hurt people (e.g. removing constructions in such a way as to cause a cave-in), but it'll take a while--the game needs to be able to distinguish between "stupid" and "what the player wants."

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AI/Combat: Backup weapons for marksdwarves
As the wiki states: "Although it sounds like a cool idea, equipping a marksdwarf with a backup shortsword just in case doesn't often work, as dwarves are just as quick to run up their foes and start bashing them with a crossbow as they are to draw their swords and do it properly." This seems exceptionally silly to me. I propose that the AI be modified so that if the dwarf has another weapon equipped alongside a crossbow, and they run out of ammo, they switch to the other weapon.
Not a bad idea overall, although crossbows are decent weapons in melee against unarmored opponents, especially if metal (their large contact area means they hit vitals more often).

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Interface/Combat/AI: Choosing attack strategies for the dwarves
Now, anyone who's played DF for any halfway-substantial amount of time has likely run into incidents where a dwarf has tried to do something silly, such as grapple a hydra's toe. I propose a system where players can command their dwarves to attack enemies in a certain way. ...ugh, I'm so bad at explaining things. Here's some examples of what I mean.
Go for the kill: Dwarves will prioritize attacking the head, throat, and (if they have a stabbing weapon, particularly a spear) stabbing at where the lungs and heart are.
Cripple it: Dwarves will aim for the arms, legs, and wings, to try to render a creature unable to move or attack properly. They would prioritize slashing attacks when available, to outright sever limbs. They might occasionally try to gouge out the enemy's eyes.
Smash it apart: Dwarves would prioritize blunt attacks over edge attacks.
Aim for the weak point: Dwarves will try to aim for the least-armored part of an enemy's body.
You get the idea.
Good idea, complex, eventually planned.

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General: Size representation
I personally think that huge creatures, like dragons and bronze colossi, should actually take up more than a single tile, and maybe even more than a single z-level. It just seems silly that a giant dragon can fit down a corridor only wide enough for a single dwarf to fit down. In addition, tall enough creatures, such as- again- the bronze colossus should be immune to drowning from 1 z-layer of water, but be submerged by 2. (I know that bronze colossi don't breathe, but it's the principle of the thing.) On top of that, tall creatures should be able to step up single z-layer cliffs even if they don't have ramps or stairs.
Planned, but it'll be a while. For instance, even ignoring all else, think of interface issues. How do you represent a nine-tile dragon, or a three-z-level, four-tile colossus?

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Combat/Interface: Assigning civilians armor
One thing that's always bugged me is that you can't assign dwarves armor unless they're in the military, leaving them almost completely unprotected during something such as an ambush. I suggest that players should be allowed to assign civilians armor, or even better, assign them equipment.
Yeah, it'd be nice. I'm not sure how many forts have armor to spare, though. Maybe the ability to assign equipment dwarf-by-dwarf?

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AI: Cleaning up
Dwarves seem to be resistant to the idea of cleaning and putting clothing where it belongs, and so on. When they're told to bury a body or dump a rotting goblin corpse, they should actually do it, not just kinda put it off until there's nothing else to do. I can't count the number of times I've had to unassign every single job except for burial just to get a single dwarf to bury someone, and even then they don't always do it.
For me, dwarves are perfectly willing to dump items and do other hauling, even the non-haulers, whose hauling labors need to be turned off. (The exception, of course, being those dwarves without functioning hands.) It works well for me.

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Combat: Throwing
Do I need to explain this one? ...Yes? Fine, fine... Throwing is hilariously overpowered. You can injure enemies by throwing teeth and even WATER at them. Obviously, this needs to be balanced. (As much as it pains me to say it, because throwing in Adventure mode is a godsend.)
At high skill levels, sure. At low ones? Good luck even hitting.
This issue has been WAY toned down since the old days, when a fluffy wambler could decapitate a bronze colossus.

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Pathfinding: Jumping up small ledges
If a dwarf has functioning arms/legs/hands/feet and is at least average size, they should be able to jump up and grab the edge of single z-level cliffs, then pull themselves up... or occasionally fail to do so and fall back down, possibly leading to fun if you're really (un)lucky. This goes double for Adventure mode, where short cliffs constantly seem to get in the way, at least for me.
Dwarven parkour? Um, no. I can see elves and goblins climbing up ledges, but dwarves wouldn't unless they had to. I agree with adventure mode, but how many 1-z-level ledges are there? Oh, and BTW: Planned.

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General: Grasping categories
Grasping mouths, tails that grab by wrapping around the item/enemy, grasping feet, and so on, all of which would be independent of one another, so that you couldn't, say, dual wield a great axe with your mouth and tail, as well as item restrictions so that you couldn't use a shield with your mouth.
You try holding a knife in your mouth or foot. It's better than nothing (like if your hands have been disabled), but knowing dwarves, they'd stick their axes in their mouths despite the combat penalties. Maybe mouths could be used to sorta-grasp for dwarves that can't hold things in their hands, but that's about it.

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Combat: Knockback and throwing/firing across z-levels
Being able to shoot over walls in an arc, or getting knocked skyward by an attack. Fairly self-explanatory.
"Getting knocked skyward by an attack?" Unless you're a cat being attacked by a bronze colossus, an adventurer being thrown from a dragon's maw, or Team Rocket being zapped by Pikachu, there's no way that'd happen. You can get knocked over and back, and sometimes even flung a bit into the air with enough of a size differential. Arrow arcs would be neat, but (seeing as you can't see your target) not much use, so it should wait until projectiles fly in better arcs.

51461
Do bags not have the same issues as barrels? IE: They aren't carried around the fort to pick up stuff?
They will be carried around to pick stuff up.  The issue I ran into with 34.07+ is they decide to put seeds in the stockpile, so they get a bag from the seed barrel, and go pick up seeds - all good so far.  Then, after picking up the last seed, they drop the bag where that seed was and go fetch the barrel so they can put the bag in it.  Then, once the bag has been put in the barrel, they return the barrel to the seed stockpile.
I also find it annoying when a dwarf harvests some plants and leaves them in the fields to grab a barrel. Or when they grab a whole seed barrel for a whole seed. Or when they leave some nice whip vines outside to run inside to grab a plant barrel to store the vines in. Basically, while the "hauling containers to grab lots of items at once" thing is a good idea, we have only single items commonly enough to make that as much an irritant as a positive.

51462
DF Dwarf Mode Discussion / Re: Fey Mood Farmer?
« on: June 12, 2012, 07:23:22 pm »
Not as much as possessed smiths, albeit in a more overt way.

51463
DF Suggestions / Re: Aquifers - a suggestion
« on: June 12, 2012, 05:26:28 pm »
Let me just quickly clear up one misunderstanding from early in the thread thats been bugging me:
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Of course the reason why DF handles aquifers as being spawned from water producing stones might be because it hits an edge, practically an empty void, and would dry out without these stones.
You're *way* overthinking things. Like so many things in DF, the current aquifer setup is just a placeholder. The reason their behavior doesn't make sense is because Toady hasn't yet gotten around to giving them "real" behavior. He might not have even gotten around to *considering* what that real behavior should be (which makes it *our* job :) ). On the one hand that means that we're basically free to propose any redesign we want, on the other it means that anything we propose is going to take more CPU cycles than "fuck it, just spawn water" currently does.
Aren't we already pretty much doing that?

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Also, aquifers don't always stretch all the way to the map edges. The fact that they *usually* stretch that far might indicate some shortcoming in the world geology. If possible, some geology-minded types should get DFHack, embark on some varied locations, run "reveal" on the map, and report back on whether the distribution of liquid-permeable rock and soil is realistic in DF.
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?

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I want moving groundwater!

I like the idea of making things permeable to liquid, and then using the existing liquids code to make water move through soil, and letting aquifers be a natural result of that flow instead of artificial constructs. Just for fun, I'm going to throw out a possible implementation to discuss:
Pause: I suggested pretty much this a bit ago.

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Implementation:
Give each map tile a permeability representing how quickly water flows through it. Permeability would be determined more or less by what material that tile is made of. Lets say we have 8 levels of permeability to start with.
When it comes time to run the water simulation, water in completely empty space gets calculated every n ticks, and as tiles become less permeable the CPU calculates their flow on progressively rarer occasions. Try the following on for size (According to the wiki: 1200 ticks per day in fortress mode, 33600 in a month, 403200 in a year.):
  • 0: calculated every n*1 ticks. Water flows freely, as through empty space.
  • 1: calculated every n*10 ticks. Flow is impeded but continuous, like water flowing through a fortification, or a pipe (if we ever get plumbing...)
  • 2: calculated every n*100 ticks. Leaky roof. Loose sand. Will flood a tunnel almost immediately.
  • 3: every n*1000 ticks. Soil. Water filters slowly through. Workable, but requires constant pumping if you don't want the place flooded.
  • 4: n*10000. Loosely packed soil and rock.
  • 5: n*60000. Thicker soil or rocks.
  • 6: n*100000. Thickest soil. Very slow. I've heard that in real life it can sometimes take months for water to seep all the way down to an aquifer, but I can't find any useful sources of information on this. How long does it take water to get through different types of soil?
  • 7: Never calculated. Waterproof. Ex: Obsidian, Resin or tar-sealed walls
Why not just every n(10^x-1) ticks, and have 0 be impermeable?

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Advantages and cool stuff:
Lets combine this aquifer idea with one other simple change: Cause rain to leave behind the occasional 1/7 or 2/7 water puddle on the ground. Suddenly we get some very cool results.
Pause: 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.
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  • Aquifers could be drained for mining, but the difficulty is in proportion to how wet the area is. Armok forbid you try to drain an aquifer on the beach, or on an island.
  • In very heavy rains the aquifer could become fully saturated, resulting in the flooding of low-lying areas. Over-saturated soil would start to exude water, causing stagnant pools to form naturally rather than on embark, and causing the soil to be wet and swampy. Once the microgeology simulation is a bit more detailed we might even be able to get natural springs.
  • Aquifers could be emptied through overuse, allowing wells to run dry. In dry climates the player would have to protect their aquifer and maybe even look for ways to manually recharge it (Like pumping from a  river in a neighboring biome).
  • Picture this: A rainstorm occurs in a mountainous area of your site. Since water can't drain into the impermeable rock, it water builds up and starts flowing, forming a short-lived stream down the mountain (and possibly a mudslide in future versions, once mud becomes a fluid!).
Heh. All of those sound...amusing. You've really thought this through.

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Questions:
  • Should permeability be stored per map tile, or per material? In programming terms, if we're going through every map tile once per tick, is it ok to call better to access tile.mat.permeability a few billion times? Or is it faster to just access tile.permeability? and is that speedup worth adding an extra 200KB per embark-square to a site?
By material. It's probably easier to remember. Maybe giving each tile a specific value on embark would make it faster; I don't know. If so, try that, but I think that, for reasons of simplicity, each soil or stone type (as well as everything else that walls can be made out of) shoud have a specific permeability number.

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  • How many levels of permeability should there be? This is particularly important if we are storing the information in individual map tiles. Too many permeability levels could push a lot of embarks over the 2gb limit.
  • Is my n*x progression reasonable? It will probably have to be adjusted depending on how long it takes water to flow through different real-life materials.
Hm. Well, I suppose it could be something like...well, one level for impenetrable, and a total of 2^n-1 others, so...sand, soil, clay, permeable stone, stone, wood, metal...seven layers of permeability plus impermeability should work fine.

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  • I just realized that I can't think of a way to ensure that flow in a certain tile is only calculated ever n ticks without putting a counter on each individual tile, which would be a nightmare. I'm going to post this anyway, and really hope that someone can think of a way to make it work.
Maybe...no, if it's calculated at varying speed that won't work. I have no idea.

51464
link is in the first post already, GreatWyrmGold
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 :-[
Well, how'd I miss that? Sorry.

51465
...Why so I am. How's he doing?
Not dead yet?

Your sort of alive... your locked in the caverns though 'cos a troll turned you into a zombie, updating in a sec ^_^
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Oh
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Um...
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Can I pick a new dwarf when my turn comes?

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