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Messages - Zemat

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301
DF Suggestions / Re: Pie in the sky daydreaming: DF as an AI testbed
« on: April 24, 2008, 11:52:00 pm »
Sorry to revive this old thread but it just occurred to me the same idea of applying Genetic Algorithms to DF. I wish to put my two cents and flesh out this a little bit more and make it feasible and easy to implement.

First of all. Maybe in real life GAs are overrated. But, I believe, they are mostly being used in the wrong way (Disclaimer: I'm a GA researcher). Regardless, in games and simulations GAs have a lot of potential and, unlike Neural Networks, are very easy to implement and use. Already some games like Europa Universalis: Rome implement simple GAs so that ingame characters inherit traits from their parents.

Toady already uses parameters to define the personalities and base skills of each dwarf so implementing a crude but functional GA wouldn't really take too much effort. Selection and fitness functions aren't needed at all because the game itself and the players do all the hard GA stuff already. So really all that Toady needs to do is just implement a way so that dwarves inherit some of their parent's attributes and Voila! DF has a working Genetic Algorithm!

The idea is simply to use a combination (crossover) of the personality and physical parameters of the parent dwarves to generate a child's parameter values instead of just randomizing them each time a new baby is born. A little mutation could be added so that each new child doesn't end up being just a clone of each parent. Also, dwarves could have initial bonuses or penalties that could be inherited, like a tendency to get sick more often or heal wounds faster or learn faster. A single parameter could act both as a bonus/penalty for two different stats (like intelligence/strength) so that a fortress doesn't end up full of dwarves having the best stats in all categories after some time.

Think of this. If a player plays a survivalist fort where dwarves have a hard time surviving they will end up being hardy and brute dwarves that survive anything and don't get stressed up but are hardly sociable or creative just after a few generations. While a player who manages too well it's fortress will end up with highly creative and productive but ultimately wuss dwarves that will succumb to a rather mild siege if the player gets caught off-guard.

[ April 25, 2008: Message edited by: Zemat ]


302
DF Suggestions / Basic Scriptable AI
« on: October 23, 2007, 07:26:00 pm »
I searched but the search terms for AI scripting are too varied so, if it has been mentioned before, sorry.

It would be good if there could be a way to create simple ai scripts for particular creatures as part of the modding capabilities instead of just modifying flags so that a modder could integrate some basic logic operations that could trigger flags or actions for custom creatures. For example, certain flags could be activated for a particular hunting creature like this (Pardon my ignorance of the use of actual DF flags):

If [CARNIVORE] and [HUNGRY]:
  [RECKLESS]

So that the creature will not flee a battle when particularly hungry.

This system could also be used to integrate custom conversations so that modders could integrate to the game more complex random quests without the need for toady to do all the job by himself.


303
DF Suggestions / Re: Goblins as a playable race?
« on: August 04, 2007, 07:59:00 pm »
If goblins are unable to build big steam mechas, zeppelins or other kinds of infernal but clunky machines of doom, I won't bother with them. Also, they need to  be able to designate torture rooms and have their own torture workshop where to build all their torture implements and machines. Goblin "nobles" demand it!

304
DF Suggestions / Re: Moving sands
« on: August 02, 2007, 11:27:00 pm »
It could create more minijobs but no necessarily so. cleaning up minor sand mounds is a job that could be handled the same way that blood cleaning is done now. No need to assign specifically any dwarfs to it. Big mounds of sand, which effectively act as rock walls, could be dispersed into minor sand mounds by miners just like if they where digging up a cave in.

Besides, a good cave-fortress in the dessert would be dig far down into solid rock where there's little amount of sand. Not just built near the unstable sand surface.

Just imagine this:

The adventurer almost reaches the core of the abandoned fortress of the late Urrït dynasty. Where the rumors say that lies the treasure rich tomb hall. Just ahead lies an open space with the floor covered in sand. No creatures or beast appear in sight.

The adventurer takes a few steps into the sand when suddendly he feels his like walking over a soft mattress. Only that this "mattress" of sand is starting to engulf him. Late to break free, the adventurer wonders worryingly if his quest will end sunken in the desert.

A few agonizing minutes later the adventurer falls into another chamber filled with sand right below the one he was before. Feeling and outburst of joy, the adventures starts laughing without realizing that this new chamber has no apparent exit, and the sand surrounding him is shaking softly. Revealing four giant scorpions just recently awakened by his laughs. Maybe the idea of a death by suffocation inside the bowels of the dessert wasn't so bad after all.

[ August 03, 2007: Message edited by: Zemat ]


305
DF Suggestions / Moving sands
« on: August 02, 2007, 08:09:00 pm »
I was imagining an scenario where dwarves build a fortress below some desert's sands and quickly tought about several kind of traps involving sand. So it would be nice if cells full of sand have a quasi-liquid behavior. For example. When digging down into the sand and finding an inner cave, sand would pour in making small but noticeable mounds which could slow movement or block building plans if not removed. During cave-ins the effect would be more noticeable filling almost completely caved-in chambers. Sand then would have to be removed with buckets or collected in some way. Also ponds could be filled with sand to create quicksand traps (if there are no natural quicksands already).

This is fairly minor but it would make creating fortresses in different locations more interesting. I think every biome or location should bring something different and interesting to fortress building.

[ August 02, 2007: Message edited by: Zemat ]


306
DF Suggestions / Re: AI..
« on: July 31, 2007, 01:48:00 pm »
In that regard. There should be a separate skill for swimming. That way, dwarves that are skilled swimmers would control better their movements and last longer. They could even enter willingly into the rivers and ponds to cross them or recover sunken items.

To train the swimming skill, dwarves may go into shallow ponds that are designated as recreational pools (equivalent to a statue garden or zoo.)


307
DF Suggestions / Re: Sliding walls/floors
« on: August 02, 2007, 12:50:00 am »
quote:
Originally posted by Jifodus:
<STRONG>Actually the design is sound. Didn't you notice the door at the bottom?</STRONG>

Yeah you are right, haven't noticed until now. Still without the contention walls the magma would have receded a few cells in altitude to fill the empty space. Although that isn't necessarily bad.


308
DF Suggestions / Re: Sliding walls/floors
« on: July 30, 2007, 02:36:00 pm »
quote:
Originally posted by Markavian:
<STRONG>Better to flood the area with magma me thinks!</STRONG>

Hey, it's not about sliding walls being practical. It's about them being awesome!  :p

[ July 30, 2007: Message edited by: Zemat ]


309
DF Suggestions / Re: Sliding walls/floors
« on: July 30, 2007, 12:27:00 pm »
quote:
Originally posted by Asehujiko:
<STRONG>
code:

X
X  ########
X  #ó_____+_@@
X  ##>##### \X
X  ##>#####  X
X~~##+#####~~X
X~~||||||||~~X
X~~||||||||~~X
X~~||||||||~~X
X~~||||||||~~X
XXX||||||||XXX
XXXXX+XXXXXXXX
X____>_______X
XXXXXXXXXXXXXX

X=rock
~=magma
#=artificial rock
_=floor
@=dwarf
o=lever
+=door
>=stair
|=rail</STRONG>


There would be a flaw with this design. Assuming the railway is empty space the magma would fill the space left by the elevator and into the corridor below the flow.

Accounting for this:

code:

X
X  ########
X  #ó_____+_@@
X  ##>##### \X
X  ##>#####  X
X~~##+#####~~X
X~#||||||||#~X
X~#||||||||#~X
X~#||||||||#~X
X~#||||||||#~X
XXX||||||||XXX
XXXXX+XXXXXXXX
X____>_______X
XXXXXXXXXXXXXX

By the way, if the sliding movement is slow (2 or 3 seconds to move a distance of just one cell), it could give time for liquids like water and magma to flow smoothly into the railway space. This could even replace completely floodgates. Also it would make the whole operation more dramatic (room walls slowly crushing invading goblins).

[ July 30, 2007: Message edited by: Zemat ]


310
DF Suggestions / Re: Sliding walls/floors
« on: July 30, 2007, 12:09:00 pm »
quote:
Originally posted by Haedrian:
<STRONG>Would the door CRUSH anyone?    ;)</STRONG>

If the drawbridges are anything to go by, YES!

Imagine the Death Star's trash compactor. Add a trapped tentacle demon for even more fun.

[ July 30, 2007: Message edited by: Zemat ]


311
DF Suggestions / Sliding walls/floors
« on: July 29, 2007, 06:18:00 pm »
This is related to what's already mentioned in the dev notes about secret doors but it would be awesome if you could open a big enough space and designate and entire section of wall or floor to slide into the open space from any direction (left, right, up, down, above or below) via a mechanism. This could be used for a great deal of purposes like acting like secret doors, trap-floors, elevators, etc. And anything that is over the moving floor or wall should move along with the section. this include statues, bridges, even workshops. The amount of mechanisms needed could be proportional to the amount of space that is needed to be moved. So that the amount of time and work needed for it's completion would be also proportional to it's size.

Example:

Closed chamber:

code:
XXXXXXXXXXXX
XXX     XXXX
XXX     XXXX
XXXX   XXXXX
XXXXXXXX===X
XXXXnnnX===X
XXóX   XXXXX

XXXXXXXXXXXX


X : Wall
ó : switch
n : statues or something
= : railway linked to mechanism

Open chamber:

code:
XXXXXXXXXXXX
XXX     XXXX
XXX     XXXX
XXXX   XXXXX
XXXX===XXXXX
XXXX===nnnXX
XXòX   XXXXX

XXXXXXXXXXXX


All this would make fortresses more enticing for adventurer mode exploration.

I realize this would disrupt heavily the connectivity map but maybe the connectivity map could be expanded to hold information of the moving section on both states and only use the information of the current state. Of course I don't know anything about the connectivity map so maybe I should refrain commenting on it.

[ July 29, 2007: Message edited by: Zemat ]


312
DF Suggestions / Clothing suggestions
« on: December 16, 2007, 01:20:00 pm »
This is just a small suggestion.

Maybe the thoughts related to clothing and their condition should be tied also to the personality of dwarves.

This could make some dwarves ignore the fact that their clothing is old and tattered or that they are nude while other dwarves (nobles) will get angry because they don't have clothes appropriate for their status.

I think this will balance things out a little and will prevent the now classical fashion holocausts that seem to happen too often in some fortresses (mine for example  :p).

[ December 16, 2007: Message edited by: Zemat ]


313
DF Suggestions / Re: Advanced sieges
« on: July 26, 2007, 05:09:00 pm »
quote:
Originally posted by Grek:
<STRONG>If you havn't read it yet, you should use ctrl+F to look for keywords involving your idea like seige, armies and moat.</STRONG>

Thanks for the tip!

By the way. I just used it to search for keywords related to sieges, armies and moats and so far the only related thing I have found is this:

altering landscape for siege purposes

Which frankly sounds too broad, so I think suggestions like the one I made still apply if only to specify what could be considered as "altering the landscape for siege purposes".  :)

Anyway, just to flesh out things more. I think dwarves, or invading armies for that matter, should be able to build portable stuff that can be packed and carried away like small wooden bridges and ladders, or even full encampments.


314
DF Suggestions / Re: Advanced sieges
« on: July 26, 2007, 10:51:00 am »
Whoops!

I skimmed the full list stopping to read anything related to armies and sieges, trying to find any mention of it. Yet I missed it. Sorry.

Anyway, the list of stuff is so ginormous that is difficult for first time posters like me to read it in full and in detail in just a few days/weeks   :p.

[ July 26, 2007: Message edited by: Zemat ]


315
DF Suggestions / Advanced sieges
« on: July 26, 2007, 03:08:00 am »
Aside from what's already mentioned on the bloats about invading armies using siege weapons (battering rams, etc). I was thinking that maybe invading armies (specially those crafty goblins) should be able to build or bring in special siege structures like bridges and ladders to bypass moats and walls that don't touch any ceiling or even climbing towers from the outside. Of course, invading armies would take their time installing or building those. So that dwarves have time to apply counter-measures or simply try to destroy them.

By the way, competing dwarven kingdoms should be able to provoke a siege also. This would bring the extra element of enemy miners trying to bore holes in unsuspecting places to surprise well defended fortresses.

[ July 26, 2007: Message edited by: Zemat ]


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