51481
DF Modding / Re: Community Mod
« on: June 11, 2012, 10:24:33 pm »
Oh, no...
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Can we get some kind of list of everyone who's dwarfed, or are we expected to choose a dwarf once it's our turn?
Sure I'll compile as list as soon as it's my turn. But it's likely best if you request yourself being dorfed or if you dorf yourself. Infact, I may just create a "requested dorfs" list for anyone who has not yet been dorfed so overseers don't have to read through pages of this thread looking for dorfees. What kind of dorf would you like? And what should he/she be named?
I'll do my best.You know what at least part of the reason is? No one had the time to try random recipies to see if any of them were useful, and they had no reason to think that rock salt+coal+heat=explosive. Those both hold true for dwarves.
Ok bear with me please. I need a bit of help from you. And please understand there is no hostility & I mean no disrespect in any way, but try to help me understand your stance on this.
The first line at the top of the page says:Half of those are fantasy elements, the other half are bugs or half-implemented features.QuoteSlaves to Armok II: Dwarf Fortress is a fantasy game. You can check it out at www.bay12games.com. Feel free to discuss any aspect of the game here."is a fantasy game." No mention of history anywhere, furthermore while many properties of the game are based on the real world like matter densities, geology, etc. The game itself still isn't about the real world. So where amongst all the Elves and Dragons, and Atom smashing Bridges, and perpetual powered waterwheels. is the notion that with all the other far more exotic reactions and inventions in the game that something so small becomes unreasonable just because we don't know if it was thought of by humans in real life?
I am respectful of your stance and trying to be as accommodating as I can providing level and thoughtful responses to your questions and challenges, But I think it would be beneficial for me to understand your reasons for your stance. Please and Thank you.Alright. There are three major reasons that I think dwarves should not be able to make sodium:
So, the difference between (in a HIGHLY simplified, and made-up-numbers, situation) 15% -goods-, 30% +goods+, 40% *goods*, and 15% =goods= and 10% goods, 15% -goods-, 25% +goods+, 35% *goods*, and 15% =goods= (both of which have a median quality of *goods*) is completely irrelevant to you? Then why do you care about skill levels at all?Better equipment matters. However: A. Differences of one quality level are nowhere near as important as pure dumb luck; B. my point was that, if DF was in the real world, one could only decide that this gauntlet was a +gauntlet+ and this a *gauntlet* by assigning arbitrary values of some kind, and they wouldn't agree more than slightly with the "real" values, due to the gradual continuum--my POINT; and C. you can't assign equipment quality in the arena....quality doesn't mean anything in the DF world, just to us people playing DF. Presumably, the best +gauntlets+ are not noticably different than the worst *gauntlets*.Equip a squad with +equipment+ and another one with *equipment*, and let them go mano a mano in the arena. You'll notice the difference.QuoteNot much. That's another of my points.QuoteSo what's the difference then with an adept and a proficient mason?Quote...Mmm, this guy is a talented mason... does that mean fine, good, superior and if so, what can I expect on average?It means he's good but not the best, and that he'll churn out fair-quality stuff (if not the best).QuoteOkay, thanks for repeating what you'd said earlier. How is this not just a way to get a theoretically better idea of what you'd produce with this one dwarf?Quote"An indication of what they'll make" is very different from "an exact numerical breakdown of their production". My suggestion was "just show the quality symbol of the median quality they'll produce". That way the number of levels will be reduced by culling the ones that don't cause a measurable difference. In addition, you can mess around with the skill gain rates and the skill labels will still be useful.QuoteI don't want exact prediction of the output, where did you get that idea? The output is a bit randomized depending on skill level, so it wouldn't even be possible. That's not my intention or goal, why are you arguing against it?You might want to be a bit more clear. "Have dwarves show the average quality of goods they produce instead of their skill!...No, I didn't mean that I wanted a good indication of what they'd actually make. How could you think that?" is basically how I'm reading you.Quote"Keep them at all costs?" What cost is there in wanting to keep the current, non-misleading system? It, in fact, avoids costs of confusion, impossibility-to-figure-out-exact-levels-of-skill, and Toady's time, and loses...what, exactly?QuoteYou can't think of any situation where they are important, but still want to keep them in at all cost??Quote...So you can distinguish three or four different skill clusters... Using the quality symbols would indicate five or six different skill levels. Tell me again, what's the use of the extra ones we have currently?I can distinguish between all skill levels, not just clusters. It's more an issue of where on the continuum they fall, and if it matters that much, again, I can check the q-P page to see an exact listing of skill levels from dabbling to legendary. Not that I can think of any situation where it woud be that important, but it would be IMPOSSIBLE to distinguish between adjacent skill levels with your system unless they happened to fall on either side of an average quality level divide.QuoteTo continue the analogy, your suggestion is like if each of those dozen words in Chinese corresponded to one of three or four words in English, and if everyone already spoke decent Chinese.QuoteWe're not talking about people here, but robots (it's a program). Just program them to speak straight English...QuoteIt would be, if there were only a dozen words in Chinese, most people knew most of them, and Chinese people came with a little book that they handed out reminding you of what the word mean.QuoteAnd, as I noted, not only have they been in DF a long, long time, you can check the exact order by glancing at the profile of any workshop and hitting the + and - keys!That's like saying: Chinese is perfectly understandable for everyone, you can always look up the words in nearby dictionary..QuoteNo, I didn't. I want to be able to tell exact skill levels, because that's A. more useful, B. more realistic, and C. more detailed.QuoteNo, it's *you* that wanted to know exactly at which level good items would be consistenly produced - which the current system doesn't allow either (nor should it, deviation from the mean is a feature): so that's not an argument against what I propose.QuoteYour point? That seems to do nothing but show that even you know how stupid it is to show average qualities!Quote...Even legendaries make *items* at times. You'll never be sure.QuoteWhy is it not relevant?Quote...Again, just because we only see a level of quantums as far as quality goes does not mean that less than a dozen types of shale mugs, or iron gauntlets, or whatever, exist. We're only supposed to know what our dwarves know...Difference between actual facts and player knowledge is not relevant here. For now, in DF, an +iron sword+ is always an +iron sword+, with consistent combat modifiers and values between all +iron swords+.QuoteAgain, showing the median item quality, like you suggested, would be misleading because the item quality is so varied.QuoteTo say nothing of how meaningless the average is when low-mid skills produce masterworks and the highest skill levels still produce mere superior-quality goods...Who are you arguing with? because it's nothing I said.QuoteSo...if you know that it's a wrong, misleading figure, yet you still support it?QuoteWait, you want the game to tell you average quality, but you don't care that it's a grossly misleading figure?It's not my goal to give an exact numerical breakdown of production, just to give an indication. The median is not misleading if you know you can expect some deviation from the mean. Again, that's how the game is, that has nothing to do with labeling.QuoteAgain, if it matters that much, you can check. And, also again, skill has an influence on quality, but other factors (like hunger, thirst, drowsiness, and especially pure, dumb luck) make any kind of figure of average quality almost completely useless and highly misleading.QuoteAnd what do you mean, "an arbitrary, confusing, superfluous bunch of named levels in between?" To start with, in between what?In between the way they matter (influencing quality of production) and what we want to know about a skill (how it influences production). Currently the skills influence quality, we have to learn the order of the skills by heart and deduce the quality that skill level will deliver from the relative place of the skill names. Just put a straight indicator of quality produced there and be done with it.Quote...Why? Because, again, higher skills = higher average qualities...by fractions of average quality, bear in mind.QuoteAll there is is a slowly graduated scale of chances of making various qualities of goods.So one wonders why you absolutely want a discrete breakdown of that gradual progression into arbitrarily named chunks, that are hardly discernible. What are the differences between a talented dwarf making mugs and a proficient dwarves making mugs? If you can't tell, there's no use in having different level names.QuoteAnd that would be ok, because the difference would be negligible. With your arguments you should be pleading for displaying the skill xp directly, because that's the only way to always find your most experienced dwarves.QuoteForsaken1111:Not really, but if we wanted to gurantee that only our highest-skilled dwarves were working in the workshops, we'd be able to tell the difference. In your system, they'd both be +dwarves+ or something.
It's better than the current version. But, IMO, if we need to number the levels to distinguish them, it's a flashing indicator that they're useless. Does anyone treat a talented and a proficient dwarf differently?
Numbers being in the system you were pointing to as proof that the current system is, quote, "useless." And what would I need to do to prove that I know the current skill levels well enough for to be useful.QuoteAnd "Hey, someone came up with a slightly better system with numbers; the current system must be useless!" argument is stupid.Numbers? Where? Anyway, show to me that you actually know the difference between the skills.. that would show that at least one person used them.
Okay, first off, I do often use specific skill levels--whenever I want to make sure that only the best stonecrafters craft stone, for instance.QuoteIf it was true, we'd need to look at the wiki every time we tried to tell if the dabbling mason was better than the legendary one.As shown above, you yourself can tell only four or five skill clusters apart, and you don't treat talented and proficient dwarves differently. You don't look up skills, because you ignore them anyway beyond the major groups... which would be preserved in the way I would do it.
[/quote]QuoteOnly an idiot would be that bad, or even to be unable to tell which of two dwarvesis more skilled if there's at least a couple divisions of rank between them. Oh, I'm sorry, Mr. Silverionmox, does that describe you?Now you've convinced me and everyone.