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Messages - Reelyanoob

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121
DF Dwarf Mode Discussion / Re: Stockpile Hacks: The Undump
« on: September 03, 2011, 07:36:42 am »
Has anyone tried a floor-grate instead of the hatch? For the 100-tick delay on opening?

Combined with a slighty longer run-up e.g. 2 cell stockpile before the grate, this should see a great reduction in the amounts left on the pressure plate.

122
DF Suggestions / Re: Logs and Blocks
« on: September 03, 2011, 07:06:16 am »
I'm thinking about modding this in, not the tree house but, I could go to the raws, add an object called wood plank, so 1 log -> 5 planks
Ummm...Lumber Mill modz

Already exist.

123
DF Suggestions / Re: Skill Consolidation
« on: September 03, 2011, 06:31:11 am »
If and only if you get the magical combination that works out for what you need.  Otherwise it's just another skill you have to grind up before getting consistent high quality.  I personally foresee a lot of migrants like glass armorers and leather carpenters.
Now that's just being obtuse, those combinations wouldn't even exist in the RNG for a start. Unless Toady One was an idiot, and we KNOW that's not the case. A computer program can tabulate only allowed possibilities very easily. Also, rates of skill gain can be tweaked, and ALL relevant skills to a job cross-train simultaneously. There's no need to assume they're being serially trained.

But even if the game somehow did generate skill-set like that, a glass armourer is 50% to being any type of armourer, a leather carpenter only needs to buff his "wood" skill to be making wooden furniture.

And you're not considering how matrix skills systems work :-

Quote from: Table 1
Materials

Stone
Metal
Wood
Bone

Process

Builder
Crafter
Carver
^ 7 Skills total above, gives a max. of 12 combinations. not ALL of these have to be generated :-

Quote from: Table 2
Mason (Job) = Stone + Builder
Stonecrafter = Stone + Crafter
Stone Detailer = Stone + Carver

Carpenter  = Wood + Builder
Woodcrafter = Wood + Crafter
Wood Carver = Wood + Carver Not Existing in Dwarf Fortress (Yet)

Blacksmith = Metal + Builder
Metalcrafter = Metal + Crafter
Engraver(Metal) = Metal + Carver Not Existing in Dwarf Fortress (Yet)

Bone Carver = Bone + Carver
(Another 2 potential "Bone" combinations. These combinations would never actual be referenced by a job in-game.)
On "Table 2" I've listed the existing professions on the left, and the "breakdown" on the right.
That's 8 existing Dwarf Fortress jobs I've got through already, using 7 skills in Table 1, and the total skill rate gains can be tweaked to match, or exceed the current rate of gain in the game, so there's no logical reason to assume it would take longer to buff these skills. It could be instant as far as the game is concerned. There's also some "unused" combinations which no job in DF currently uses. Some make sense, some not so much.

To say every combination somehow *must* appear makes no more sense than lamenting that you might get fish-cleaner/alchemists or lye-maker/pump-operators.

Seeing as how I can create the exact same list of professions of current Dwarf Fortress on the left, that is what the game can "generate", and auto-magically give the Dwarf the "breakdown" skills needed. So no "glass armourer's" etc, that is an unecessary artifact, not part of this system.

but now there's interlinks between the jobs, both in Materials knowledge, and Process knowledge. Also, having a part-skill gives a boost to ALL related areas, eg having any "stone" skill gives you a boost to doing / learning all the stone jobs. Same with the other materials. Having any "Crafter" skill aids in "crafting" any material. A hypothetical woodcarver would get a starting advantage in both working with wood in ALL contexts but also has ability to learn carving on ANY material. So he'd be trainable to existing related jobs even if he existed but his particular skill combo was not actually implemented in the game.

So a hypothetical glass armourer would NOT be limited to "glass armour". you're not even thinking this through.
He'd be good at ANYTHING GLASS or ANYTHING ARMOUR. Any anyway, a simple job look-up table would mean you only get combinations the game actually uses.

So, effectively, matrix skill structure can mimic the EXACT same professions we have now, but with added skill interlinks. Also, there can still be jobs in the table that use only 1 skill, or 3 skills etc. So those "odd" jobs which don't fit into a "process x material" system don't need to be forced to fit, they can be exceptions or follow their own logic. Other subsets of job skills can even have their own matrix's based on any logical breakdown, or entirely left the way they are now.

e.g. Mining can still be only 1 skill even if others are using the matrix style.

124
Creative Projects / Re: Creating a game with C++
« on: September 02, 2011, 10:09:50 pm »
If you want any help with general c++, openGL or terrain generation, I'm the guy. Also, I'm good at debugging

125
DF Dwarf Mode Discussion / Re: Lightspeed Repeater
« on: September 02, 2011, 09:58:52 pm »
Possibly a faster danger room repeater with this?

126
DF Suggestions / Re: Skill Consolidation
« on: September 02, 2011, 08:22:21 pm »
Just be aware that if you atom-smash your, lye makers, for example, you get MORE lye-makers in the next migrant wave. Because the game notes that you have a "shortage" of that skill.

Keeping them and re-training them, or making them haulers, makes the game think you've got enough, so you get other skills instead.

One thing that would help with this is being able to request immigrant skills through the liason. That's in a another suggestion though.

I do actually think the matrix-style skill system would help things, e.g. a woodcrafter crosses over into carpentry, metalcrafter crosses over into the other metal skills, etc. Wood burner and furnace operator would cross over too.

127
DF Suggestions / Re: Task Cycling and Saved custom stockpile settings
« on: September 02, 2011, 08:06:37 pm »
Ummm... nope. You can 'R' on as many as you like, it bumps each one to the bottom of the queue after finishing it.

128
DF Suggestions / Re: Barbershops
« on: September 02, 2011, 08:05:30 pm »
I'm pretty sure I heard of someone who moddded dwarf beard's to be shearable. Unfortunately right now shearing will only ever work at the "farmers workshop" so theres no way to fake a custom "barber's shop" that's functional rather than decorative.

129
DF Suggestions / Re: Logs and Blocks
« on: September 02, 2011, 07:47:46 pm »
You know, with some AHK and tweak's tile-edit, possibly could hack that tree-house sort of thing into existence on a map ;)

130
DF Suggestions / Re: Task Cycling and Saved custom stockpile settings
« on: September 02, 2011, 07:21:19 pm »
It already does this ! (The repeat thing)

BTW - for fat and tallow stockpiles I have made a macro which tags everything for you. It only works completely correctly with df31.25 vanilla though, and you have to tell the macro (viz VB script) how many Bogeymen and FB's appear in you creature list.

I can look up this macro for you, i posted it several months ago

Here it is, BTW this needs to be run under windows, it generates a number of macro's using text processing, including separate fat, and tallow stockpiling, and a "wax and pudge" stockpile for if you have bees, and/or wamblers.

You need to edit the settings in the VB script and re-run for each fortress/world to get the tallow/fat stockpile macros just right. They all have different #'s of bogeymen & FB's, which you need to look up in the game (inside the create stockpiles menus). The bogeymen/FB entries appear in pairs "XX fat" followed by "XX tallow" you need to record the number of pairs.

http://www.bay12forums.com/smf/index.php?topic=82401.msg2187910

Right now macros are the only way to save specific sets of stockpile settings. The "macros" generated by my script are much hacked and a lot faster than ones made by the regular game. It also makes trade and pressure plate min weight macros for you

Actually I think it's possible that Toady will abolish the old-style stockpiles and incorporate them into zones or something. That would be a good thing, as then stockpiles could be built on bridges etc

131
DF Modding / Re: adding coffee (help please)
« on: September 02, 2011, 06:28:54 pm »
When the new version comes out it'll have ingestion syndromes I believe, and more options so maybe you can make stimulating caffeine beverages then? Let's hope so.

132
Curses / Re: Bugs, UI issues and Minor Suggestions
« on: September 02, 2011, 06:17:42 pm »
Well, how about we mod in a "relationships" screen when you arrow down in the character info screen?

With big groups I can't keep track of who recruited who.

133
My proposition involves no cave-ins, for the record.  It's completely reusable for the purpose of orbital drops.  As for magma sea explorers, that's a bit trickier.  Water acts strange in a cave-in, and almost always appears atop whatever caved in.  This is primarily because cave-ins are instant, while water and creatures take time to fall.  There's also the issue of displacement in the magma-piston style.  And then, ultimately, SMR is all-consuming, and any cave-in that hits it will vanish into the SMR.
Yeah, the only luck I've had is to pump the magma sea away, then floor over the SMR. which sort of defeats the purpose of the drop chamber idea. You can also channel into SMR cells which have not been exposed/visible. This is an exploitable bug to punch through SMR :- Channel into the SMR, this will leave a gap with a ramp, but cannot be used like a normal ramp. Then, put a floor on the original level you channeled (it will be perfectly safe, but say "Magma Flow"). After flooring, you can drop a cave-in through the SMR cell. I got different results depending on whether I put a support below the cave-in (resting on the 'floor' i built) or hung the cave-in from above.

I forget which is which (support below or support above), but one way plugged the gap (it ate a multi-z-level cave in column and turned it into a single 1x1x1 cube in the original SMR location of normal stone - i think this was the "dangling" cave-in). The other way the column broke right through the SMR and landed all the way on the ground of HFS.

134
DF Gameplay Questions / Re: Stairway clusters vs single stairway - why?
« on: September 02, 2011, 05:31:10 pm »
I do not understand how the path finding in this game works, but I would have assumed too many stairs would result in too many redundant pathing possibilities. Do many routes to the same place not cause problems, or does having an open plan, like in your cylinder (which I admire) somehow negate the issue?
It uses a version of A* with weighting (e.g. traffic designations)

Branch nodes in A* are ignore unless they look better than the current 'best branch' so they tend not to be explored. A* sorts all possible nodes in a list which tracks # of steps to get to that node from the start + estimated # of nodes remaining (in practice the estimate is a "crow flies" estimate).

On an open plain with no obstacles A* always paths straight to the finish with no deviation, even though there are numerous possible routes.

Going by A* logic, if the target was NE of the stairwell, it would search downwards along the NE corner of the stairs, ignoring the other stair cells (because they are further away from the target than the NE corner). Seeing as how every target cell is NOT on the  stairs, there will always be 1 particular cell of stairs closer to the destination than the others. So it's not an issue.

The only issue is that A* is not too smart, so it might search NE of the stairs on the wrong level. Making the stairs High traffic might help pathing for very vertical layouts. This can backfire, so don't overuse traffice designations, e.g. don't put red right next to green or it might spazz out a bit (thinking that changing levels is a short-cut to something on the same level)


I was working on an A* simulator a while ago, I might have to fish that out and develop it as a layout tester for Dwarf Fortress


135
Curses / Re: Conservative Crime Squad, Take 3
« on: September 02, 2011, 05:13:14 pm »
Wouldn't Conservapedia be a great source for CCS issue descriptions? They're pretty unabasedly far right biased, with the right sort of jingoism.

Gun Control :-

"liberals push gun control because it increases the dependency of voters on government for protection. "

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