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Messages - SixOfSpades

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676
DF Suggestions / Re: The butcher, the baker, the... candlestickmaker ?
« on: March 30, 2015, 03:11:35 pm »
Candlesticks shouldn't be buildable, in my opinion. Rather a dwarf needing light would carry a lit candle around with them, and place them to light a room (place them as an item, not 'construct' them) - as it would be IRL. Continuing on this I would think a single slab of tallow to produce something in the vicinity of 50 candles, simply to feed the demand.
What I am getting at, is that due to the timescale we would need candles that last several days.  Otherwise, dorfs would be carrying 20+ candles around with them or get nothing done.  Otherwise, they'd spend all their time carrying candles to/from their workplace as they extinguish too quickly.

I see illumination as being the job of children, idlers, and/or a possible caretaker profession, whose other duties include things like Cleaning and relocating animals. It *is* possible to make candles so large that they burn all day. But yes, it'd be far more dwarfy to take advantage of natural cavern illumination (which, like Deboche, I presume will exist), such as transplanting bioluminescent fungus seedlings into stone pots, and then carrying the potted trees upstairs to use as streetlights. Etc.

And yes, Candle <> Candlestick. A candle maker is/was a very viable profession, indeed there were chandleries pretty much everywhere, doing constant business. But a candlestick maker was pretty much capped at something like 2 candlesticks per customer, with no repeat business, ever.

677
Besides, plenty of things are designed to have no meaningful impact on the overall function of society at all--yet everybody still knows about Rubik's Cubes, pointillism, and beatboxing.
Isn't pointillism basically how modern (i.e., dot-matrix and laser) printers work?
Hm. I doubt it was Seurat's intention to revolutionize the 4-color printing process and spark the development of the pixel, but I suppose it's possible.


So long as innovation is not entirely dependent on strange moods, that is good.
Why? The classic idea of an inventor is some dude who gets a crazy idea, locks himself away with a bunch of lab equipment & raw materials, then tinkers & fuddles away for 3 straight days of no sleep, and then finally emerges, triumphantly waving his brand-new widget. The Strange Mood mechanic already fits this to a T, what's not to like about using a mood as the vehicle for invention?

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I do not think inspiration, whether a strange mood or something more subtle, should be tied to the population of the fort directly.  That seems too arbitrary and abstracted to me.
It's meant to approximate 2 ideals: One, that a Strange Mood is something that happens to a dwarf, not to a fort. Rather than "about 1.5 Moods per year, regardless of population", it should be something like "in any given year, the average dwarf has a 0.0075% chance to be struck by a Strange Mood." Two, a larger population means a more varied society, with dwarves from different walks of like having different experiences and telling each other about them. It's this breadth of possible interactions that creates a more fertile ground in which the right combination of inklings can take hold and spark a new inspiration. If your fort consists of just a handful of dudes who do nothing all day but dig, drink, and tend sheep, they're not going to invent jack. But a thriving metropolis, a hub of international trade? New ideas aplenty.

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I think it ought to be tied to autonomous decision making on the part of the dwarf . . . and that this decision making take into account free time and motivation which are influenced by the reality of life within the fort
I don't think DF is ever going to model individual dwarves making intelligent decisions. As we know them, they're perpetually drunk AND retarded AND insane, and we actually seem to like them that way, so I don't see that changing any time soon. Besides, you can't decide to come up with a brilliant invention. Sure, you can tinker, you can run experiments, you can play trial-&-error until the cows come home, but at the end of the day, either you got an epiphany or you didn't.

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. . . for example, being supported by a rich patron or being part of an institution that incentivizes/actively promotes spending time towards creative endeavors... much like, say, Hero of Alexandria was.
I'm not sure keeping track of how "incentivized" every single dwarf is would be the best use of the DF engine. I prefer a less CPU-intensive approach: One of my suggested Innovations was called Academy (and I could even stack another one on top of that, called Philosopher), wherein somebody gets the idea to get MORE ideas. It allows the player to put certain dwarves into a scholarly "squad," wherein their duties will be to simply talk to highly-skilled dwarves, and to each other, increasing the intellectual creativity (and with it, their chances of becoming Inspired) of all parties involved.

678
The main thing I am bothered by is that this suggestion is for a process unique to dwarves and that it is reliant on the "Strange Mood" mechanic which is pretty arbitrary and random in how it works.
Actually, previous comments (not that I'm expecting you, or indeed anyone, to have read them all) have stated that Innovations are not limited to dwarves: Every civilization, of every race, would have its own set of knowledge determined during worldgen. Customizable worldgen settings would allow for different settings of "base" tech level (roughly where everybody is at Year 0), a global rate of advancement (how fast everybody invents stuff after Year 0), and possibly the extent to which a civilization's discoveries will be influenced by that civ's gods (if you don't have a god of agriculture, you might not learn much about farming). Each civ would exit worldgen with an assortment of known technologies--some of which are part of a "required" core (everybody gets enough garments to cover all body parts, a couple of weapons, etc.), and some of which are basically random. Different civilizations might also willingly exchange knowledge with their trading partners & especially allies, and/or forcibly extract it from their enemies.

As for the randomness of Strange Moods, I've suggested making things more regular in a variety of ways. Tie the frequency of Moods (all of them) to the population of the fort: A fortress with 200+ dwarves should have 10 times the strange moods encountered in an outpost of just 20 people. "Regular" strange moods can strike anyone, but only those of above-average intellectual curiosity & creativity can become Inspired. An Inspiration, once it hits, will very likely, but not always, operate on that dwarf's highest-level skill. An Inspiration that fails (for whatever reason) does not cause the death of the dwarf, but rather lingers in the back of his mind, allowing him to try again at some other time.

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I wish to suggest more be done to make the "Inspiration" mood be reliant on more than just random chance as it seems to be in this suggestion right now.
As shown, it's not all random, although some randomness is essential in order to ensure that each fortress discovers technologies that are different enough to make the fort feel different to play, thus making the game more interesting & increasing its replay value. Players are able to influence, but not entirely control, which Innovations get discovered, by locating their most invention-minded dwarves, and training them in fields that can give rise to the desired inventions. All told, this is pretty much exactly how Research & Development is conducted in the real world: Take your most experienced, creative workers, and keep throwing resources at them until they invent something. (Not necessarily what you wanted, but something.)

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It is my understanding that inventing a new technology or making a discovery requires at least three things:
. . .
3. Satisfactory economic conditions for actually building/doing the darned thing the inventor/innovator has an idea for
That is a  requirement for the adoption of a new technology, not the invention of same. In my post yesterday, I mentioned a reaping machine--it was actually invented TWICE before it really caught on, because in both cases, it was invented under conditions with a surplus of cheap farm labor, and was therefore not a meaningful benefit to society--that had to wait until its removal to Australia, in the middle of a labor shortage. Inventors (especially dwarven ones, if what we've seen so far of their mentality is any indication) do not have to be especially concerned with the potential socioeconomic ramifications of their work--only the success or failure of the work itself. Besides, plenty of things are designed to have no meaningful impact on the overall function of society at all--yet everybody still knows about Rubik's Cubes, pointillism, and beatboxing.

679
DF Suggestions / Re: The butcher, the baker, the... candlestickmaker ?
« on: March 27, 2015, 07:24:40 pm »
. . . we don't need an entire profession just for one subset of crafting a single item . . .
Tallow lamps, oil lamps, torches, mining helmets, lanterns, and (once the Magic arc allows dwarves to use gemstones as magical reagents) gem lanterns as well.

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The bonus is that it makes wax crafting and bees slightly less useless.
True. I haven't kept bees in years, but the next time I do, I imagine the first thing I'll do is try to pit an entire hive full of them down onto an already-pitted goblin, just to see what happens.

680
Just to keep you posted, I'm still adding to the list of possible innovations (the most recent one was Lathe), but there's yet more research to be done. I've caught up with every single technology-related thread that the Suggestions forum's ever had, and am now chewing on some books.
How Invention Begins, Echoes of the Old Voices in the Rise of New Machines, by John H. Lienhard is pretty good, but the real star here is . . .
Ancient Inventions, by Peter James & Nick Thorpe. It's got things like brain surgery in India in the 5th century BC, and the reaping "machine" (no actual moving parts, sadly) invented in Roman Gaul in the 1st century AD, and a similar design from 14th-century China, both of which were forgotten until the Roman version was repopularized in 19th-century Australia. Best of all, the book ignores everything after the year 1492, eerily close to Toady's own self-applied cutoff of 1400-1450ish. So just ignore the chapter on Sex Life (which doesn't seem likely to be added to the game) and a couple of da Vinci designs, and the ENTIRE rest of the book is relevant to DF.

Apart from that, the only real change I've decided on is that Inspiration moods should not produce actual artifacts. Let the other moods keep them, and once artifacts gain the magical properties that Toady's been hinting at, that will provide a nice balance between magic and technological innovation.

681
DF Suggestions / Re: The butcher, the baker, the... candlestickmaker ?
« on: March 27, 2015, 03:46:51 pm »
Candles (both wax & tallow), lamps, and the like will almost certinaly be implemented in the Lighting arc, but not before. As for dwarves' darkvision, I expect they will still have it, but they WILL need some source of illumination in order to see fine details. So a dwarf in pitch blackness can move around & even fight, but can't be pleased by a well-crafted statue, even if it's right in front of him.

On another note, a candlestick-maker is a really stupid trade. How many candlesticks could any one town possibly need, and how could the demand for them sustain a craftsman for his entire career? It's not like they wear out.

682
Adding a new type of justice noble, the Detective (or some more period-appropriate name), might not be amiss. Appointed from one of your Fortress Guard (requires Captain of the Guard to appoint), the Detective can perform the labor of Study Crime Scene, with "success" dependent on his analytical ability & Observer skill.

683
DF Suggestions / Re: Do something about Fortress-time
« on: March 21, 2015, 02:14:20 pm »
My suggestion was to . . . makes days, seasons and years longer. That way dwarfs wont take month long breaks every year or so, they would take week long breaks every season or so.
Very true--an actual day/night cycle would be most welcome, at least from me. I have always wondered why I feared the "four minutes or so".

But certain actions DO need to be tweaked, in terms of duration & frequency. Granted, as subterranean creatures, dwarves shouldn't have to be on a rigid 24-hour routine. But tasks like eating, drinking, & sleeping should still all take place on a schedule that's a hell of a lot closer to daily than monthly. It should take less than 2 full days to change clothes. Etc.

684
DF Suggestions / Re: Do something about Fortress-time
« on: March 20, 2015, 11:14:39 pm »
Do you believe that your master mason should take longer to produce a table than your novice mason though?
I believe that my Master should take longer to produce a ≡table≡ than my Novice to produce a -table-. Or, alternatively, make it so that the two craftsdwarves work equally fast (on average) when they're both working to the utmost of their skills: They'll crank out the same number of tables, the Master's just look way better.

And yes, I support the quality/speed scaler, available in both the Manager's screen and individual workshops. (The workshops should also be able to be flagged as being outside the Manager's control.)

685
I think it's a very worthwhile goal to have EVERY reasonable roleplaying situation be a workable DF option. As for embarking as a "nation" already independent from your parent civilization, there could be multiple embark scenarios offered: You've been exiled from the kingdom for crimes unnamed, you're a group of religios heretics fleeing persecution, you've just pulled off a major robbery and are on the lam, etc. (In the latter option, you might have WAY more embark points to spend, depending on how much loot you were able to fence before you had to skip town.)

And mid-game secession should always be a possibility too, though you'd probably need to tell the outpost liaison to his face.

As for starting an actual new civ, though . . . It should be trivial enough to name your budding nation-state, but what about the gods? Will the new pantheon be identical to the old? Would you keep only the more popular ones? Would the game pick a random selection, and fill in the "gaps" with more random picks from your neighbors? If any gods are "lost" in this way, what happens to the dwarves who worshipped them? Etc.

Also, what about existing engravings of your parent civ's symbol? Should they be defaced / "updated" after your secession, or be allowed to remain as part of your cultural heritage?

686
DF Suggestions / Re: Do something about Fortress-time
« on: March 18, 2015, 11:54:51 pm »
Make actions that really should be done every day, like eating, drinking, sleeping, & breaks take only a handful of ticks, and increase dwarves' movement rate, so that they actually CAN hear the lunch bell, head to the dining hall, get their grub, wolf it down, and get back to work in less than one dwarf hour.

Drastically increase the working time for all crafting jobs, so that the mason takes 6 days to carve a stone table, rather than 6 tables per day. While we're at it, make higher-skill dwarves take longer to perform the same task than their Dabbling counterparts: Any bozo can take 5 minutes to sharpen the end of a stick and call it a training spear, but a true master can easily take a year or more to create perfection, and still think it well worth the trade-off.

Make all combat actions happen nearly instantaneously, except perhaps periods of unconsciousness.

687
DF Suggestions / Re: The Hidden Fortress
« on: March 17, 2015, 12:50:56 am »
Goblins don't eat.  That's totally a thing.
Soldier-caste goblins don't eat. But pregnant goblin mothers must consume enough food and drink to equal the potential adult mass of her entire current brood combined.

That's my headcanon, and I'm stickin' to it.

688
DF Suggestions / Re: The Hidden Fortress
« on: March 16, 2015, 08:02:05 pm »
We know that Erebor was not a hidden stronghold for several reasons:
It had the human town of Dale (itself an aboveground and completely obvious settlement) practically right outside its front door,
it was located inside literally the ONLY mountain anywhere around,
it was a major trafficker of all kinds of goods, and exported a good deal of luxury items,
and the side-door is always described with mentions of its great secrecy and camouflage . . . qualities that are NEVER applied to descriptions of the front gate.

As for DF fortresses, I've always found it silly that the goblins & megabeasts magically know not only how many dwarves your fort contains, but how much wealth they've accumulated. It would make far more sense to have invaders only concern themselves with your fort's exports, and regard your fort's population as completely irrelevant--except when calculating your militia's probable ability to repulse attacks. Even better would be for invaders to be attracted to WHAT you're exporting (and/or obviously gathering): Forts with a visibly thriving agricultural industry should be highly appealing to goblins, who are presumably astoundingly bad about growing enough food to feed their innumberable mouths. Bronze collosi, on the other hand, wouldn't care about food at all, but they might have a similar hunger to absorb metal and increase their mass even further, so your metal-bars stockpile might draw them literally like a magnet. Etc.

689
DF Suggestions / Re: The Hidden Fortress
« on: March 16, 2015, 01:43:00 am »
If friends tell friends where your hidden fort is hence the sieges, who tells the dragons and colossi?
Well, either they find out on their own (the dragon flies over your fort, and happens to see a suspicious amount of dwarf vomit and goblin clothings scattered outside), or the goblins tell them voluntarily, or somebody (even a dwarf from your own Mountainhome) tells them involuntarily: "Wait, you don't want to eat ME, I'm just one guy! I know where you can find a lot more, though!"

Alternatively, maybe no one tells the megabeasts. Maybe they (generally) shouldn't be allowed to attack until so many nations have found your fort that its location pretty much becomes common knowledge.

690
DF Suggestions / Re: The Hidden Fortress
« on: March 14, 2015, 02:10:18 am »
You're talking about the Cheyenne Mountain complex (NORAD's secondary command post, built under a mountain in colorado, designed to withstand multiple nuclear strikes if necessary), right? It's not really very hidden. It's southwest of Colorado Springs. Just outside of town. There are roads leading right up a guard post outside the main entrance. There are signs telling you where to turn off the nearby major roads to get there. It was never really intended to be hard to find, just secure against whatever an enemy during wartime might be able to throw at it.
All right then, consider the networks of tunnels dug by the Vietcong:
Cu Chi tunnels
Some areas of the Vietnamese jungle were honeycombed with them, and they had camouflaged entrances, pit traps, barracks, armories, storehouses, and even hospitals. Add a couple of magma forges and some cats & beards and you've got a bona fide DF fort.

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