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Messages - Jurph

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61
DF General Discussion / Re: Diagonal Movement and !!SCIENCE!!
« on: August 03, 2011, 12:42:53 pm »
I like the explanation of the constant-duration first step being "on credit" so that the time costs are assessed after travel... that makes good sense.  Now that we have a reasonable explanation for that phenomenon, it looks like the steady-state results confirm the Pythagorean worldview.

(Out of curiosity, Toady, are you using a true SQRT function for the Euclidean distance, or did you use an approximation like this one to save CPU cycles?)

62
DF Dwarf Mode Discussion / Re: Military leader from start?
« on: August 02, 2011, 09:52:08 am »
Secondly dwarves don't have the sense to avoid a place that is obviously bad for their comfort or life.  And enter the room because that is where they are assigned to train.

A long time ago, I went to San Antonio Texas and spent the better part of a month running outdoors in the 100-degree heat.  When I was not running, I was doing push-ups, pull-ups, or sit-ups.  For extra fun, we'd go run on the obstacle course where we'd climb cargo nets, run across balance beams, swing across stinking mudholes, and do other things that pushed our muscles to the breaking point.  I did not have the sense to avoid it; the government sent me orders and I willingly got on the plane, rode the bus, and stood there on the tarmac while a small man yelled at me and told me he was going to make me into a rock-solid killing machine. 

He did not make me into a rock-solid killing machine, but he did get me down to six-minute miles and I have never before or since had such amazing muscle tone.  It took 30 days.

I talked to a former Marine I know, and he said the difference between normal soldiers and Special Ops guys is basically the number of training reps they do.  Target practice every day would be an unbearable expense if you let everyone train that much, but letting the best of the best go from "Legendary" to "Legendary +5" is worth it.  Having seen what intensive forced training can do for one's basic skills, I generally like to put all of my dwarven military through it just for kicks.  If there was a way to make them do push-ups -- like the old Pump Stack Gym -- I would do that, too.

63
DF General Discussion / Re: Diagonal Movement and !!SCIENCE!!
« on: August 02, 2011, 07:08:16 am »
Lectorog, this is awesome stuff.  I can see that you did two rounds of tests, with dwarves going out-then-in, and I can see that you broke down the results by direction.  I'm a little puzzled by the fact that the first orthogonal round took the longest, and the first diagonal round was the shortest.  Can you think of anything that would explain that?  Maybe observation bias? 

If we assume some sort of measurement bias in the first round -- even a fencepost or counting error could account for it -- then it seems reasonable to conclude that dwarves take about 1.4 (probably √2) steps to move diagonally.  I'm hosting my weekly D&D table tonight, and I've got to do some hardware work on my wife's PC, but I'll try to reproduce your results soon using your arena file. 

If enough of us can reproduce your results, I think we should post them on the Wiki somewhere for all to see, e.g.
Quote
"Dwarves take about √2 times longer to traverse a diagonal tile than an orthogonal tile (Lectorog, 2011) which means that -- just as in our universe -- the corners of a square room are 41% further than the midpoint of its walls from the center point."


OK, I did a full round of testing. Here are the results:
Code: [Select]
ROUND I
Out-In
W:12-12,10-11,11-11,11-11
N:11-12,11-11,11-11,10-11
E:11-11,10-10,11-10,11-11
S:11-11,10-11,11-11,11-11
----
NW:11-11,14-15,15-14,14-15
NE:11-11,14-14,14-14,15-14
SE:12-11,15-15,15-14,14-15
SW:12-12,14-15,15-14,14-14

64
DF General Discussion / Diagonal Movement and !!SCIENCE!!
« on: August 01, 2011, 11:25:09 am »
I was just informed in this thread that diagonal travel cost is not well-characterized, or at least not with any definite proof.  I am a little surprised that this result -- or lack of result -- isn't better understood.  I searched the forums for "manhattan" and "Chebyshev" and did not see any rigorous answer to the question.  Unfortunately, I can't figure out how to definitively pose the question using DF.

So far, the test case I envision goes something like this: a dwarf is caged or locked into a 1x1 cell behind a floodgate.  Two single-tile-wide tunnels are dug: one extends 21 tiles orthogonally; one runs 21 tiles diagonally.  A single tile of food storage is placed at the end of each tunnel and a plump helmet is placed on each stockpile.  The Enrichment Center is sealed off from the rest of the fortress.  When the dwarf indicates hunger, the lever is pulled and the dwarf is released, presumably to seek out the nearest food.

The experiment results may be documented and repeated by moving either of the stockpiles closer to the origin; for example, if a true Pythagorean distance is implemented, we'd expect 10 diagonal tiles to be roughly equidistant with 14 orthogonal tiles.

Has anyone already tried this?  Is my core assumption (dwarves always seek the nearest food) correct, or is there a better thing for a dwarf to seek?


65
DF Gameplay Questions / Re: That darned elusive circle...
« on: July 30, 2011, 08:11:56 am »
Something to take note of is that a square is "technically" round in Dwarf Fortress, since it takes the same amount of time for something to go diagonally as it takes for it to go in any other direction.

Which must mean that circles are squares.

But squares are also circles.


Spoiler (click to show/hide)

Wrong -- diagonal movement costs 1.4 squares of movement.  A nice circle of diameter 15 is rows of 5,9,11, two rows of 13, five rows of 15, two 13s, 11, 9, 5.  It's 7 tiles flat-to-flat, and 5*1.4 = 7 tiles diagonally.  I use it for my cylindrical layouts.

66
DF General Discussion / Re: Viewing Source Code
« on: July 29, 2011, 07:53:55 pm »
It would take forever. Machine code is crazy.


I have no idea what any of that means. I don't even know how a computer could make heads or tails of that, much less a human.

That's not machine code -- that's the Battle of Greenhills the Ringing of Bells, when the orcish army brought their weretigers and dracoliches.  I can't tell if they're in a field or a cavern, though, because it's monochrome and you're not using a tileset.

TRUE FACT: If you generate a large world with the correct seed, every embark that has an adamantium sword will also feature a section where one chamber of the lower depths is laid out so that -- in ASCII -- your view of the chamber is a view of the source code of "The Secondary".  If you defeat every lower chamber on a single large world, you can collect all of the source fragments for "The Secondary".  Visit each of them in adventure mode, and at each site you can collect a token that tells you what to name that chunk of source.  Place all of them in a directory and compile them, and they form The Secondary (aka Month-End Project), a decompiler that can extract the source code from the MP3 of the theme song.

67
DF Gameplay Questions / Re: Cook or stonecraft?
« on: July 29, 2011, 09:16:04 am »
Woodcutter skills up very quickly, and carpentry really only gets you high-quality beds, barrels, and bins... so make your axe-wielding dwarf a 5 Teacher / 3 Axedwarf / 2 armor-user, and then let him go practice chopping trees with his axe.  (If he gets attacked by wildlife this also gives him a fighting chance to survive!)  Around the same time he has cleared the map of trees, you'll have a migrant wave.  If you've planned carefully, his skill points in teacher will help all of your novices level up to the point where they can start instructing each other much more quickly.

Your leader (Appraiser/Judge/etc.) should instead have a smattering of administrative skills.  One point each in Appraiser, Negotiator, Judge of Intent, Organizer, and Record-Keeper; with his remaining five skill points he can be a novice doctor or he can be a 5-point expert in an economic skill like leatherworking.  Since leatherworking can create valuable bags *and* useful armor items, it's a good safe bet.

68
DF Gameplay Questions / Re: Preparing for Mineral FBs
« on: July 26, 2011, 10:00:18 am »
Any particular reason you didn't just breach, wall off a little bit of the cavern then dig out a massive chunk of soil layer/flood several stone layers using a river? Dorf Fort isn't a game you need to speed run. Hell, it's rare that I get the whole of the surface denuded of trees and actually use that wood. If you're doing that, remember that any tree or plant has a chance to be replaced by either a tree or a plant, so be sure to send out plenty of herbalists. Herbalism improves memory, too, which helps prevent skill loss.

I did have a tree farm started up top, and I was picking all of its plants each season to allow the trees to grow.  I always do that fairly early so that I can have plenty of wood around the same time that I breach magma.  As for 'speed run', I prefer to move quickly and deliberately towards my goals in DF... for instance I always buy the maximum amount of raw materials and useful finished goods from each caravan.  I probably could have walled off the cavern (conservative move) but I would have inevitably continued the downward expedition to the magma sea at the fastest pace possible.

I've played the opening game so many times that I like to rush through it for efficiency and focus on the midgame (steel, training Legendary crafters, color-coordinating architectural designs).  I find myself so vulnerable during the early game that I rush through it in order to get to the game that I really want to play.

69
DF Gameplay Questions / Re: Preparing for Mineral FBs
« on: July 25, 2011, 05:13:54 pm »
Since you'd have to dig out the levels below to get falling damage, why not just have the FB fall into a pit and then bring the the ten floors above down on it? Or make a Dwarven Machine Gun, bringing water and magma together on a hole between two hatches, so the obsidian is unsupported by solid ground and immediately caves in? Really, if the game's going to throw indestructible FBs that throw out cave-in dust at you, why not throw several tons of obsidian a second at them?

Mostly for lack of time and resources.  This was an early-game fortress death that I'd like to include in my "what not to do" standard operating procedures.  I'm looking at setting up a one- or two-layer trap system that can hold me until I crack through to magma. 

I think my problem this most recent fortress was that I had already denuded the outside world of trees, and so I thought that I needed to send a fairly aggressive lumberjacking force into the caverns for wood.  (My rationale being that wood would allow smelting, which would allow armor, which would make me mostly safe vs. caverns.)  The conservative play would have been to sprint for the magma and come back for the wood later.  Lesson learned!

70
DF Gameplay Questions / Re: Preparing for Mineral FBs
« on: July 25, 2011, 03:34:35 pm »
Does the [TRAPAVOID] tag make them immune to lever-operated spear traps?  I'm envisioning a "cleansing" corridor leading from my exploratory shaft to the caverns, lined with upright spear/spike traps and loaded with Menacing Spikes.  By connecting it to a lever in the dining hall and setting it to repeat in times of trouble, I feel like I could probably land a few dozen respectable hits.

Thanks for the tips so far.  I'm off to research the preferred methods for generating cave-ins. 

Oh -- if I build a 3x3 ceiling on a support on the cavern floor, and then dig a 3x3 room under the cavern floor, will the cave-in punch through the floor?  If so, will it create sheer walls or sloped walls?  I think I might be able to create a drop-trap that would both cause cave-ins and massive falling damage.

71
DF Gameplay Questions / Preparing for Mineral FBs
« on: July 25, 2011, 12:29:00 pm »
I lost my most recent fortress to a Forgotten Beast made of glass.  Steel axes appeared to fracture-but-not-destroy his body parts, and steel hammers bounced off harmlessly.  He made a mockery of my iron-armored dwarves -- punching them through the head, ripping off limbs, and basically decimating the fortress single-handedly.  Given his ability to shrug off steel weapons, I can't imagine my dwarves would have lasted much longer in steel than they did in iron.  I know mineral FBs are fearsome for exactly this reason... but I had always gotten the easy ones (e.g. salt) so I never had to prepare for them before.  What is the preferred approach for dealing with them?  Do knockout dust traps still work or do I need to do actual crushing damage?  Can an atom-smasher bridge do the trick?

72
DF General Discussion / Re: NY times article on DF
« on: July 22, 2011, 02:35:17 pm »
FYI, the article just hit the front page of bOING-bOING so we should expect to see some curious new players showing up over the weekend.  We might want to create a "if you got here reading the NYTimes article, here's the Wiki and here's your life jacket" thread...


73
DF General Discussion / Re: NY times article on DF
« on: July 22, 2011, 11:45:09 am »
I believe it's also the significant sugar draw of the brain.

I know, at least, that when I do math 7+ hours a day I have to eat 5 meals just to get enough sugar to keep my brain still working.  I suspect he has the same issue, because in my experience it's kind of a universal problem among people solving complex problems.

Stimulants -- caffeine, cigarettes, and worse -- and poor (i.e. high-sugar, low-nutrient) food are ubiquitous in those fields... so it's no surprise that Toady has a bit of that in his life.

The game is fantastic.  I won't throw stones.

74
In a parallel universe, long ago, Fifteen Elvish Ways to Die burned itself into my brain.  It is a quaint and curious mirror image of the tale you have spun here...

75
DF Dwarf Mode Discussion / Re: FPS saving embark
« on: July 19, 2011, 02:40:03 pm »
New question - Will walling off caverns from my fortress speed up FPS? Or making a door and forbidding it, and then setting the entire cavern to 'Restricted' traffic zone.

Short answer: YES. 

Medium answer: Don't bother designating large swaths of restricted pathing; it doesn't buy you much.  Designating high-traffic paths through large open spaces saves you far more FPS.

Long answer: A* (basically!) works by extending a large number of invisible tentacles out from the dwarf, like a root system seeking water.  Each invisible tentacle represents one possible path the dwarf could take while trying to get to the object in question.  The algorithm maintains a set of tentacles of equivalent cost-length, and increments the tentacles' cost-lengths at the same time.  When a tentacle hits a restricted area, that tentacle incurs the entire cost (say 25) at once, and stops growing until the other tentacles have all incurred 25 steps of cost as well.

So if your dwarf is standing in my hypothetical 15-tile-cube fortress, and all the travel costs are either normal or high-traffic, then the very worst case travel distance is 35 and the worst-case cost is probably 60 or 85.  If you have a single-tile shaft leading to your exploratory mining areas / caverns, you can place four consecutive Restricted tiles (cost = 25 each) and make any trip to the caverns more expensive than the longest possible trip within the fortress.  There are upsides and downsides to this.  The upside is that a dwarf inside the cube will never have to search outside the cube for anything he can get within the cube; conversely, any dwarf in a cavern smaller than a 2x2 embark (!) will almost certainly search the entire cavern area before he tries to search the cube.  Again, this is accomplished by locking down four tiles to raise their cost to 100.

If you wall off the caverns, no tentacle can ever reach them... but if you're taking my advice from above, no tentacle should ever need to search those areas unless there is something that is uniquely available in the caverns.

If your dwarves do need to scour the caverns you can use burrows, base camps, and high-traffic paths with restricted gutters (basically three parallel paths of RES/HT/RES) which will shuttle dwarves to the most useful areas like mineral veins, water sources, or flat areas with lots of silk and cavern life.  Using traffic zones to build "rails" in this way can save a bunch of pathfinding costs when you want a dwarf to take a predefined path through a large open area.  This is because the tentacles that try to go off the path are severely penalized, and so the more productive tentacles can look 25x further without the CPU bothering to expand the nonproductive ones. 

(EDIT: cleared up some vague language)

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