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Messages - Maklak

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616
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 18, 2013, 02:21:42 am »
> My only caveat is the low oil conversion rate...I would rather not have a Stable's fuel needs be filled by a few plots of synth-reed.
1 Synth-reed already can be converted to 1 oil or 5 synthcola and the rates to convert them to biofuel are the same. Personally I'd rather go the alcohol route than the oil route in any case, because I need drinks anyway. You just have to keep the rare Sparkle Cola Rads away and that's it.

> > Well, if not training holo-gems than some other kind of training reactions for crafting would be nice.
> I'll consider it, but the cutie marks for those labors are rather common as well.
Good point. With the upcoming update to Dwarf Therapist they'll also be easy to find.

> This caste is racist, earth ponies are already at a major disadvantage skill gain wise and then this keeps popping up when I browse the castes.
Lol, I disagree. Besides, those are rare and the only good things there are: Observer, Diagnosing, Wound Dressing, Viewrange 30, Cleric Apprentice, Antimagic Apprentice.
I'd rather keep castes like this one than get a taste of your proposed hairdressers and other military fodder.
Besides, I could understand "Earth Pony wannabe", but "a racist jerk"? It is impossible to come to such a conclusion. 

Fluttershy was supposed to be an Earth Pony and Pinkie Pie a Pegasus, which would make a lot of sense. Granted, we wouldn't get the "Yay" and Hurricane Fluttershy, but there would be other jokes.

The magic guide is less than adequate. It doesn't say what spells are mutually exclusive. It doesn't even have durations and cooldowns, depending on who's casting it. That makes it even more incomplete then Replica refusing to put cutie mark descriptions along with caste descriptions in his caste guide and mocking me for even telling him to. Destruction spells lack their severity. With all this said, there is enough information in there for this to be useful, but there is much room for improvement. 

Wow, there's a lot of creatures with some level of resistance to magic. Too many in my opinion, but it won't make such a big of a difference. By the time anyone has spells, the security should be ready to handle such threats without them.

"Apprentice level ponies will just learn spells from their school faster." No, apprentice+ get progressively better versions of the same spells. According to Lycaeon they can also learn one additional school of magic, but I haven't been able to find how this works in the RAWs and didn't do any tests.

617
If you put a dwarf in exile, it should also affect dwarves close to him/her. Like if you exile a dwarf with a family, the direct family would leave too (not cousin, aunt, uncle, etc.).
This has nothing to do with my suggestion.

618
DF Modding / Re: Creating creatures from workshops and harvesting magma
« on: January 17, 2013, 02:46:44 pm »
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Also, if dwarf-healing is a problem why not make dwarf transform a small nearby creature that is usually either healthy or dead. Chicken maybe?
Funny you should say that. FoE mod settled for dogs for cyberdogs, slaves for robobrains and chickens for everything else (all kinds of robots). Slaves are the most problematic since they either insist on drinking water and eating food or on dying, which is annoying.

619
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 17, 2013, 03:41:40 am »
> Biofuel rates
If I could make 1 biofuel out of 1 oil, I would just spam synth-reeds. Note that it takes 5 synth-reeds to make 25 alcohol, that makes 1 biofuel, but 1 synth-reed to make 1 oil. I would need to play to get a "feel" for this, but reducing the oil requirement per biofuel to 4 or 3 could be a good idea, because that way going through the screw press would be more efficient. Otherwise it is better to just make thousands of alcohol from all kinds of plants and biofuel from there. NVM, this was accounted for in Neowulf's proposal.
I disagree with so much tallow to make 1 biofuel. It takes a while to process it and the most I ever had was less than 200. All the alcohol the stable produces is fairly weak and it should take less tallow than alcohol to make biofuel. How much tallow should I need to make a flamer canister anyway? 50+ is too much. 10 is too easy. 20-30?
I would also prefer a better conversion rate between biofuel and flamer fuel canisters. Maybe not 1:1, but almost. Not that it matters that much, people will either use flamers and produce their own canisters or skip them and convert flamer fuel to coke.

> > A set of gems/reactions to train carpentry, masonry, stonedetailing, and the crafting skills would be nice.
Well, if not training holo-gems than some other kind of training reactions for crafting would be nice. Such as "waste 1 material, produce 7 evaporating boulders, learn skill 4 times as fast".

> Scrap produces every normal metal except nickel, bismuth, silver, and gold. Silver and gold are easily added with a tiny chance, just assume some scrap includes old jewellery. And nickel/bismuth could be added with zinc's chance, just for completeness.
I disagree with this. Firstly because those would only ever be trace elements. Secondly because you can make alloys out of ores at the smelter / magma smelter. With an "everything" ore, you could spam things like rose gold, which is ridiculous. Lycaeon likes patching up exploits like this.

How about moving all ammo-related reactions to the Reloading Bench? It would un-clutter the prismatic forge a bit... ah, right, you need fuel or other source of power to make bullets. Not a problem with Gunsmith's Forge, but Prismatic smelter doesn't need fuel.

Since skill gain depends on the number of items produced, copper / aluminium goblets is a good way to train up a munitions pony.

Philosopher's garden trains concentration and observer among other things, which seem to influence the number of XP gained from military demonstrations. I think observer also helps spot ambushes.

I know it isn't even remotely possible, but it would be great if coiled wiring could be built into floors and walls and transmit electric power and data. You could build things like a maneframe with 40 terminals.

EDIT: It would help if either the VR simulator or the Armoury trained Dodge.
Maybe we should get 2 upgrade slots: 1 for Power / Scorpion Armour, one for minigun / flamer battle saddle? But that would screw up the assassin class.

EDIT2: I updated the military training section of my guide.

620
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)
« on: January 17, 2013, 02:52:35 am »
I told you my program was quick and dirty, without command line options and what have you and I thought "$ ratings <in.txt >out.txt" was clear enough. Why write functions to use files when you can just redirect input and output streams :P

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seems the whole purpose of this discussion was to have a model where learning rate was worth less the closer to the legendary +5 experience cap a dwarf is... anyway it seems to me the rest of this averaging with 'regular' (which appears to be current/total xp) is exactly what was meant with combining an experience rating with a simulated rating, so i guess this is proof of concept? again this could be expanded upon to allow a user defined weight or ratio to value the 'regular' vs simulated ratings. that might just be overkill though, i'm not sure it needs to be that flexible.

Yes, except for the current skill level I'd use interpolated levels, like 8.1, not however much XP that is. In theory if that was the only criteria the order would be the same, but when you're aggregating with other things, it is the level that matters, not XP. If you sort by XP, then adding 2k at low level may mean 2 or 3 level ups, while at Legendary it may be one. This is an undesired property. Skill level and not XP directly is what decides the quality of items, so skill level is what should be factored in.

Yes, I eventually settled for one formula based on interpolated skill level and one formula based on current xp and skill rate (where skill rate matters less and less the higher the xp), both aggregated into the goal function.

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I also did something that maklak would hate.  I wanted to see what would happen if I used these %'s as a basis for factoring a standard % against, respective columns are the last 3.
Not really what I was expecting...  Not dynamic enough (my modification).  I think the formula requires more than a simple a * b to do what I was hoping for...
Good, now you understand why I was so against it. I foresaw it wouldn't work.

The sim1 formula takes some number of XP, which can be lower than 29000 to get more varied results (see what happens for 5000, 10000, 15000 and 20000, you just need to change "int sim_xp = max_xp;" to whatever you want), multiplies that with the skill rate, then simulates getting that many xp in very small chunks. It calculates the average level by multiplying current level by the amount of xp needed for the next one, adds those up and divides them by total gained XP. Then it normalises that to <0, 1>. This may be the most sensible approach, but the problem of how much XP to earn remains. 29000 is a good value, but it may not be the best value and something less may be better.

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I'm hoping to combine it with my idea of scaling 1 to 100 from 0 to 50%, and from 100 to 500 using 50% to 100%...
we'll see if I can get it done before maklak can comment on it.

I've already commented on it. Anyway, now you can have fun and throw whatever formulas you can think of at the problem and see results, but I very much doubt you'll outperform sim1. I suggest that you make a version of sim1 that accepts sim_xp as the third parameter and run a few tests on that.

It is surprising how coding three functions and a simple loop for main() was something of a breakthrough for this discussion. :D

621
DF Community Games & Stories / Re: Fallout: Equestria - Pineapple
« on: January 16, 2013, 02:41:35 pm »
Why did you compress the time to say, this happens within days? I don't think it would hurt the story at all to have weeks between important things happening?

622
DF Community Games & Stories / Re: Fallout: Equestria - Pineapple
« on: January 16, 2013, 02:16:43 pm »
So now that there's a new version out with enough changes to possibly cause savegame incompatibility, are you going to continue with pineapple? Because I enjoy the story pieces a lot and the stable itself is still in the early stages.

623
Mod Releases / Re: Fallout: Equestria (v0.95b beta) Feather and Flame
« on: January 16, 2013, 02:06:30 pm »
> Heh Mak, neither of the two castes you mentioned are redundant.
Well, OK, but I still don't want classes I have no use for whatsoever. Your stables are basically big farms, but I don't need more than 3 farmers. Well, maybe 5 so long as they are also haulers. My "smiling flowers" go into the military anyway - I have no other use for them and maybe they can cheer up the rest of their squads, or something. 
In any case, with so many castes, you'll always have overabundance of some and lack of others and giving us redundancy on top of that is itself redundant.

> > Well, they are missing cutie mark descriptions, which are in "descriptor_color_cutiemark.txt". That way you could search either by description or by cutie marks.
> Sorry, but no.
It is a good idea, but I can live without it.

> In other news, I'm removing lasers from the protectoponies, as I have not figured out how to stop ponies from trying to stockpile errant laser bolts.
So they're even weaker now? A good salvo from protectorponies and turrets could keep some animals at bay at least. And there weren't even that many laser bolts, at least in my experience. Do the protectorponies at least get a pistol, like the turrets? They should have some kind of ranged weapon.

EDIT: Oh, wow. An update. It looks good, but most of this stuff comes into play mid to late game, so I'd have to play for a few days to test it. I might have a look over the RAWs, but I have some other things to do first.

624
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)
« on: January 16, 2013, 10:09:55 am »
Splinterz, looks like our ideas of how this should work are converging.

If I get the options to sort a column by either skill level or skill rate, well, I'll sort by skill rate (which should be visible in tooltips even for 0 xp), then look at the top and see, if there's anyone with good skill level. There should be few enough for me to decide if I prefer lvl 5, 80% or lvl 0 120%, even without any formula that combines them (but it would be more handy for skill rates than just rates).

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the only reason i see to use both a current xp/total xp rating and a merged xp/skill rate rating with weights applied would be to allow the user to adjust, or flat out remove the skill rate addition to the skill rating for the role. since the skill rate has a direct and significant impact on the experience gained and resulting level, i'm not sure this should even be optional.
That was the idea to combat your lvl 8.1 50% rave vs lvl 0 100% rate problem. You can have skill level formula and skill level plus skill rate formula and weight them. With the simulation approach, you could just lower the number of earned XP. Values within <5000, 30000> seem sensible. For lower ones higher skills would win. For higher ones it could go both ways.

Oh and of course anything related to skill rates should only be visible / usable if any rate for any skill is not 100. That would disable it for vanilla and enable it for caste-heavy mods, which may be what you want to avoid screen clutter. The downside is confusing users who use a mod for the first time.

625
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)
« on: January 16, 2013, 07:50:07 am »
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maklak: no need to get testy. im just trying sh** out (u have a bad habit of commenting negative things even when i posted/realized it didnt work). i have a learning process here.  i havent tried ur latest formula yet.
Well, I suppose maybe I owe you an apology.

For both:
a) Skill level
b) Skill rate, factoring in skill level
You want for the current system with weighted arithmetic means:
1) a value, mapped to <0, 1> and bigger means better.
2) a weight, chosen arbitrarily, but adjustable by the user.

For skill level, I think Splinterz already mentioned having a value that works. I submitted a sensible proposal, where you sort by interpolated skill levels, which may even be how it currently works.

For Skill Rates, I submitted the generalised simulation approach and a method for using 1/x for unfavourable rates.

Weights for aggregating those values into your goal function are something entirely different.

Maybe I should just write a program myself, that takes a file with lines "xp rate\n" as input and prints values for different forumlas in the output.  I'm pretty sure I gad a working gcc on this computer. Maybe even one of them fancy text editors that can highlight syntax.

EDIT: Here is my program with these formulas. sim1 (without slopes) seems to be the most sensible: http://pastebin.com/XAypc3Ka
It can accept a file with "xp rate\n" in each line and produce a CSV that you can use for Libre Office Calc or whatever. I didn't bother with all the fancy things, like options and reading / writing to / from a file, so you have to use it like this: "$ rates <input.txt >output.txt". It ends when a line contains anything but two integers. I didn't even add any safeguards against negative numbers. It is easily extensible with other formulas. Just add more functions.

626
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 16, 2013, 06:44:30 am »
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Extra redundant classes would be pretty neat though, since all the classes are really awesome at what they are good at it would add to the challenge if we had more redundant classes to thin "useful" ponies out, that way you'd really prize fisherponies, smiths and such.
To me there are already a lot of redundant classes. A lot of them have "smiling flowers" or "embodies the Earth Pony nature" or other special talents I'm not quite sure what to do with. I value smiths, especially when I don't have any good ones yet and even more so after I've seen their bonuses to learning speed.

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Keep browsing that stuff, see if you can squeeze something else out of it.
Well, they are missing cutie mark descriptions, which are in "descriptor_color_cutiemark.txt". That way you could search either by description or by cutie marks.

627
> I still wonder what's up with those unidentified "seeds" I keep getting.
There was a similar problem in FoE mod. A reaction to process synh-reeds into oil produced generic, unusable seeds. The fix was to change to:
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:SYNTH_WEED:SEED]
[PRODUCT:100:1:SEEDS:NONE:PLANT_MAT:SYNTH_REED:SEED]
So just look at kitchen, farmer's workshop, screw press and whatever else reactions you have for processing raw food and check if they give the right kinds of seeds.

628
DF Modding / Re: Dwarf Therapist (LATEST 0.6.12 5/23/12 see first post)
« on: January 16, 2013, 02:39:42 am »
Sigh.

Code: [Select]
            lowerValue = exp [x-1];
            upperValue = exp [x]-1;
exp[ x ] is the threshold value and the lowest value for a level, not the highest value for a threshold level. Even so, I gave you a more elegant function to get_skill_level_from_XP(int xp) based on bisection. Didn't it work?
Oh, and that array with xp levels should be outside of any function. Otherwise at least make it static.

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we shouldn't focus on raw 60 exp points, but some sort of curve that is adjusted from 1 to 100% at a low rate (i.e. exponential), and then jumps from 100% to 500% (at a higher rate), of course this has to be considered with the amount of experience a dwarf currently has in that skill... I'm not a math major, but I know an exponential fit based on rate would be the answer.
No, I don't think exponential function is the answer here.

The rest of the simulation program you posted is based on assuming that you get 60 XP per job. A newer version I posted yesterday doesn't care about it. It just multiplies total XP by xp_rate (which may introduce errors due to rounding) and then pretends you get XP in chunks of 1. Therefore it should be quite accurate, regardless of XP per job. I estimated less than 5% error based on levelling up and less than 10% error based on rounding, assuming you normally get at least 10 XP per job.

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heres an idea

rate:
0 to 100% = 0 to 50% (2:1 ratio)
100% to 500% = 50% to 100% (5:1 ratio)

exp = xp / 29000

factored = rate * exp

update:
nm... bad idea. .5 x 100% xp = 50%
Dammit, I told you several times already, why this is a bad idea and you're still fixated on it. You didn't even learn that you should operate on xp left to Legendary +5 as skill rate has no influence on the xp that's already there.
Your method of scaling 1-500 to 0-100 introduces an undesired property: slopes around 100% are different, so 80 skill rate is 40% and 120 skill rate is 55%. Now, 120/80 = 1.5, while 55/40 = 1.375. This is not exactly what you want here.
I've already given you a method to do this using 1/x. It is not perfect either, but at least it uses skill rates in tandem with skill level, as they should be.

629
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 16, 2013, 02:01:05 am »
Littlepip's stable had an apple orchard (which is not the most efficient way of producing food), there was also something about a pegasai stable big enough to have weather in it. Stable-tec's excavation was very fast and I don't see the problem with a stable having a lake.

I've glanced over the manual for Neuroshima "rat" class (basically a bum who searches through other people's trash) and one of the methods of staying alive was to entertain others and be very good at it. Besides, one's job is supposed to be related to her special talent, but doesn't always have to be the case. In the wasteland or even in a stable with limited number of jobs needed and available, one sometimes has to pick bits and pieces from other skills or just do something entirely different and keep entertaining others as a hobby. Besides, Velvet Remedy was partly an entertainer. That said, I tend to have lots of classes I have little use for, like "smiling flowers" or "embodies the earth pony nature".

I don't have a problem with Nurse Redhearts needing more stuff to make. You'll need nor more than three of them anyway and the rest of resources can be spent on something else.

Replica, it would help to put things into perspective, if you added the relative frequencies for castes.

630
Mod Releases / Re: Fallout: Equestria (v0.95 beta) Feather and Flame
« on: January 15, 2013, 12:14:10 pm »
> Kinda weird to see that ponies are 'better' at intimidation then the baseline.
I've already reported this and it will be fixed in the near future, along with EP clothesmaking.

Thank you for your good work, Replica. The caste list is especially useful. Now on how to improve it: 

> Note 1: Values are counted from the default 100%, so a raw value of 110 would be listed as 10% rather than 110%.
This is confusing. I prefer to have the +100 already there and not have to remember about it.

It would be more useful to have a table with EP and UP rates for all skills next to each other, like so:
Spoiler (click to show/hide)

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