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Messages - LumenPlacidum

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211
DF Dwarf Mode Discussion / Room valuation techniques
« on: October 02, 2008, 12:56:27 am »
I've been giving some thought to the notion of how to evaluate the quality of rooms in the fortress and I'd like to share my current thoughts on the matter.  It seems like a more processor-intensive solution isn't a horrible idea since the value of a room changes very infrequently.

There are some basic ideas that I'm trying to incorporate into my method:
1) Big rooms tend to be higher-valued.  Or, at least, small claustrophobic rooms are lower-valued.
2) High-quality materials that go into a room reflect the overall quality of the room.
3) Interesting architectural designs should make for higher-quality rooms.
4) Emphasis should be placed on the effective and dramatic placement of furniture.

Then I got to thinking that maybe (1) is not really about the overall dimensions of the room.  A common theme in architectural design is that a space does not have to be big to feel big.  Peoples' perceptions of the space really change the way they appreciate it.  As such, I think value of a space should depend on the way it's actually perceived.  Essentially, when a room is created or re-sized, the game looks at the walkable squares in the room and considers what's visible from each location.  In doing so, the game can see what the big corridors of vision are in a room.

These corridors of vision are essentially line segments within the room itself.  The important part of those segments are the endpoints.  After the game identifies several critical corridors of vision (the longest segments would be preferentially more important), it labels the endpoints of these axes as critical locations.  Furniture placed in a critical location is scrutinized much more by the valuation process than furniture placed elsewhere.  The process would then look at each piece of critical furniture.  Starting with the actual monetary value of the item, this value can be enhanced by considering the visibility of the item.  Open spaces around the item are good.  Materials that contrast with those of other things in surrounding spaces would be a boost.  In this case, special cases can be defined.  A statue would greatly benefit from its surrounding tiles being water in a reflecting pool.

I think every item should detract from the value of items in close proximity, with some exceptions.  Two statues placed side-by-side is design-wise a dangerous thing.  If the quality isn't closely matched and the materials complementary then it doesn't work.  The worse of them brings down the value of the better.  In DF, I think an item should suffer a penalty of a slight proportion of the difference in value between itself and its surrounding items.  This would include engravings.  However, some items are designed to be placed together, like tables and chairs.  These would not decrease value.

The ultimate effect here would be to make rooms with longer lanes that have interesting things at either end more valuable.  This method would be ideal for modeling the display garden of your artifacts, and having the artifacts stand alone in their own exhibit down the hallway where you can see it as you approach.  Rooms like these will start to become relatively more valuable than simply cramming a current room with engravings and hoping for the best.




212
DF Modding / Help with a creature or two
« on: September 30, 2008, 09:20:42 am »
Hey all.  I'm making a couple creatures for the Halloween creature competition, and I need some help figuring these things out.

The first, what I call the Napalmer, is a creature that lives in lava and in sandy deserts.  The basic idea is that it's a creature that's not too big, and while it can manage itself in melee combat, it's primary means of attack is to shoot "napalm" at the target.  It's a four-legged red chitinous creature with a beak that drips a glowing hot liquid.  It has two pincers that maneuver above its head and a dorsal fin that allows it some better maneuverability in lava.  It's fast.

The creature's napalm takes the form of the standard webbing attack, but with the silk set to a very high temperature and set to melt at that temperature.  My original design had been to make it ignite, but the forest fires were stunning and numerous.  The problem is, change of state due to temperature does not seem to happen in adventure mode, and I cannot seem to get these guys to web anyone in fortress mode.  In fortress mode, the webs that start out on the map immediately melt away (when they ignited, they ignited, but this caused lots of bad things to happen).
Spoiler (click to show/hide)

My second creature is dubbed the Ascerbask.  It's a gaunt biped with tattered wings that it uses to shield its body and grab opponents so that it can then sting them to death and eat their bodies.  The special thing about this one is that its bones burn at their ambient temperature, but don't take any damage at that temperature.  I have yet to actually run into one of these guys in the game, but I'm hoping this means that when you kill one, then it will eventually decompose into these eerie burning bones which are, of course, a hazard.  This creature is slow, and will only appear on winter nights in the coldest of biomes.

Spoiler (click to show/hide)

213
DF Modding / Re: A Halloween modding competition
« on: September 30, 2008, 08:01:54 am »
 :( Well, my first possible creature doesn't want to appear in worlds, and my second has caused massive brushfires and asphyxiated.  Does either fire or heat damage fireimmune creatures?  Also, it would seem that strands of silk shot as webbing don't have the same properties as silk left as webbing when the map starts.


214
DF Gameplay Questions / Re: Grim Fortress: Cultivating Fell/Macabre Moods
« on: September 29, 2008, 09:11:02 am »
Once you get nobles, you can give them 1x1 rooms with unfinished dirt walls, and give a peasant a 20x20 fully engraved room with diamond windows.  The nobles will tear out their hair seeing his luxurious appointments.

215
DF Suggestions / Re: If you could have one SMALL thing in DF...
« on: September 29, 2008, 08:48:13 am »
Ability to assign armor/weapons to dwarves, who then keep said armor and weapons in the appropriate furniture that they own.

The descriptive statues one is also really good.

216
DF Suggestions / Re: Searching multiple worlds for given features
« on: September 23, 2008, 08:43:43 am »
Open multiple instances of DF and have each search a different world, then go make yourself a sandwich.

DF is as much or more a world generation simulator as it is a game.  Part of the satisfaction of a game like this is being amazed at the cohesiveness of what the random generators put together.  You don't get everything configured exactly as you want.  It makes it that much more pleasing when you DO get something really exceptional.

The thing is, there are just too many parts to the perfect site for something that automatically includes it to be viable.  These parts include world-gen politics, underground features, soil types, rock types, the bloody patterns the slopes make... I think it's fun to work with what you get, rather than having everything.

217
DF Suggestions / Re: Additional Mechanics/Traps Wishlist
« on: September 22, 2008, 08:52:17 am »
Steam power could be added simply by having steam be pressurized or not.  Steam already exists in the game, it just needs that one addition.  Don't do turbines, but make waterwheels movable by steam flow also.  Then, you have steam as a source of power and/or a source of aesthetics.

Misters, when you get right down to it, are a grate plus pressurized water.  We have these now (they just have the slight engineering challenge of killing everyone).

Also, I'm all for the drive belts.  It's a nice, simple thing to add.

218
DF Gameplay Questions / Re: Creepy Kitten
« on: September 18, 2008, 03:59:08 pm »
Much odder when a cat gouges out eyes with it's tongue after latching onto something's head.

Haha, not a cat.  A kitten.  A tiny cute thing latching onto an ogre's skull and devouring its eyes.  Oh yeah, this is too amazing to not include.

219
DF Suggestions / Re: Implementing Atheism in DF In A 'Unique Manner'
« on: September 18, 2008, 03:22:21 pm »

On the .999r=1 thing.  I always thought the confusion arose because 1/3 of one equals .333r.  So .333r+.333r+.333r should equal 1, but it actually equals .999r.  I'm not a mathematician, so I don't know if that means .999r=1 or what.


You have the gist of it.  1 = 1/3 + 1/3 + 1/3 = .333... + .333... + .333... = .999...

More precisely, you have .999... = the sum as n goes from 1 to infinity of 9*10-n = 9* the sum as n goes from 1 to infinity of 10-n.  That sum is a power series with a ratio of 1/10 and a starting point of 1/10.  It converges because 1/10 < 1, and so it converges to a/(1-r) = (1/10)/(1-1/10) = (1/10)/(9/10) = 1/9.
Returning to the original statement, .999... = 9 * (1/9) = 9/9 = 1.
It's kind of weird, but rational numbers have two ways of being written.  If it helps, you could think of writing 1 instead as writing 1.000...0001 with an infinite number of zeroes between the 1. and the 1.  So, rational numbers are essentially defined to be the limit from above and the limit from below of those two decimal expansions.

Back to on-topic, why not just have atheist dwarfs not have a Worships entry at all?

220
DF Suggestions / Re: Implementing Atheism in DF In A 'Unique Manner'
« on: September 18, 2008, 11:07:51 am »
Oh dear.

Both axioms and postulates are taken to be statements that do not need to be proven.  An axiom is something so basic that it forms the very structure of the field in question and is "common sense."  A postulate is something that is assumed within a field of study in order to split that field into cases where that postulate is true and isn't true.  Postulates tend to be less "obvious" than their axiom relatives.  Example: Axiom - The law of non-contradiction: P AND -P is false (i.e. nothing can both be and not be).  Postulate - The speed of light in a vacuum is constant regardless of your inertial frame of reference.

Logic describes the rules inherent in thought.  Classical logic is governed by Aristotle's Axioms of Thought (of which, the law of non-contradiction is one).
Mathematics takes more axioms and constructs a structure on top of those that is somehow useful.  Mathematics uses the laws of logic, and is therefore a part of logic.
Science takes observations and relies on one particular logical inference (modus tollens) to show when things are false.  Science uses the laws of mathematics and is therefore a part of mathematics, and, transitively, is a part of logic.
Religion does not necessarily claim to follow the rules of logic, and is therefore separate from logic entirely.  This implies that it is not related to mathematics and that it is not related to science.  Since there are quite different rules forming the foundations for their structures, it is not contradictory to consider both fields to be true as far as those fields extend.

Thus, you cannot use science to explain religion, and you cannot use religion to explain science (unless you consider religion a super-field of logic, mathematics, or science directly...).  Each can be conditionally "true" when working in the system related to it.

221
DF General Discussion / Re: Figuring out the world-gen parameters
« on: September 17, 2008, 09:26:43 am »
Can you specify your question please?

Are you looking to find the minimum temperature required to give you glaciers?  Or, do you know that temperature and you cannot implement it because it gives you infinite rejects?

If your problem is a rejection one, then set the game to log map rejects (it creates a file for these in the base game directory) then see what the actual error is that's preventing the map from working.  Otherwise, I believe there's a manual override that can be done in the actual world-generation process to bypass rejects of a certain type.

I'd recommend playing around with your world creation parameters, however, until you get a template that works.  It's nice to have these templates because then later you can go back to them to get a similar world.

Keep us updated on the problem.

222
DF Dwarf Mode Discussion / Re: Would this work?
« on: September 16, 2008, 03:21:55 pm »
The problem with bridges is the delay between pulling the lever and the bridge retracting.  Aren't hatches instantaneous?

223
I think we'll be up to spore 3: "hey you need to buy this expansion pack to get the real experience", before Df is 'done'

Of course, by that time, DF will be 'done' because it will be fully sentient and new versions will be made by the program itself, which it will refer to as its 'children'.

224
DF Adventure Mode Discussion / Re: I got on the human civ screen.
« on: September 15, 2008, 02:49:16 pm »
Really?  Hmm, what tag do I need to add to make goblins a playable adventurer civilization?

225
DF Adventure Mode Discussion / Re: I got on the human civ screen.
« on: September 15, 2008, 02:16:30 pm »
That would indeed be excellent, but unless things have changed, you cannot retire in a goblin town, friendly or not.  And, I've discovered that you CAN retire in an elven town, so I found a world where dwarves are at war with elves and am filling up the elven side with mercenaries.

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