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Author Topic: Crisis mode - making time for resolving tight situations  (Read 827 times)

Silverionmox

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Crisis mode - making time for resolving tight situations
« on: July 10, 2012, 04:27:23 pm »

- Dwarves executing military or diplomatic tasks are in crisis mode (this ranges from attacking a creature over a messenger bringing in an urgent message to someone running away from danger)
- When any dwarf is in crisis mode, there are 50 ticks per calendar day instead of 5 (example values).
- Dwarves in crisis mode get a proportional higher amount of actions per calendar day (50 instead of 5, as example).
- Other dwarves get their usual amount of actions per calendar day.
- ALL dwarves have their usual hunger, sleep, production, etc. rates per calendar day

This results in crisis mode dwarves being able to fight and negotiate much more in a short calendar time, while civilian life slows down, so they don't get in the way without becoming less productive.

This solves the problem that sending out a squad (as is a development goal) takes weeks of calendar time to even reach the edge of the map, moving at ordinary fortress mode speed rates (coordinating fortress mode and overland movement). It also becomes possible to resolve minor skirmishes, trade and other diplomatic negotiations in less than a day. It becomes possible to have night and day, and, consequently to attack and have attackers that use the cover of darkness. Messengers could come in with urgent messages, deliver eg. a request for aid, and you could send out a squad the same day. With the current system, that would take weeks if not months: that makes any but statistical interaction with the outside world impossible.

(Came up here: http://www.bay12forums.com/smf/index.php?topic=112537.0)
« Last Edit: July 20, 2012, 10:21:25 am by Silverionmox »
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FallingWhale

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Re: Crisis mode - making time for resolving tight situations
« Reply #1 on: July 10, 2012, 05:10:10 pm »

Gamey and stupid to put it bluntly.
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knutor

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Re: Crisis mode - making time for resolving tight situations
« Reply #2 on: July 10, 2012, 06:49:30 pm »

- Dwarves executing military or diplomatic tasks are in crisis mode (this ranges from attacking a creature over a messenger bringing in an urgent message to someone running away from danger)
- When any dwarf is in crisis mode, there are 50 ticks per calendar day instead of 5 (example values).
- Dwarves in crisis mode get a proportional higher amount of actions per calendar day (50 instead of 5, as example).

Military or diplomatic tasks would need fine tuning.  Every dwarf in some people's fortresses are in the military.  Something as simple as picking up a spent bolt, could be labeled a military task.

I don't want short lived soldiers.  If the aging of soldiers can be thwarted somehow, I'd be for this idea.  Knutor
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Silverionmox

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Re: Crisis mode - making time for resolving tight situations
« Reply #3 on: July 11, 2012, 09:59:13 am »

Military or diplomatic tasks would need fine tuning.  Every dwarf in some people's fortresses are in the military.  Something as simple as picking up a spent bolt, could be labeled a military task.
Yes, the definition of these tasks is where the fine tuning ought to happen. Anything a squad does while they have battle orders could reasonably fall under the definition, so a soldier that's firing away at the enemy in front of the gates could run to the storeroom to fill his quiver without needing two days for it.

I don't want short lived soldiers.  If the aging of soldiers can be thwarted somehow, I'd be for this idea.
They'd age (and get hungry, sleepy, etc.) at the same rate, in calendar days. They just get more actions per day during the crisis.
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Silverionmox

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Re: Crisis mode - making time for resolving tight situations
« Reply #4 on: July 11, 2012, 03:58:09 pm »

(continuing from the other thread)
But what if, say, I have an unguarded bridge, or even just dwarves outside. The enemies would teleport towards them (as by the way fast mode is elaborated in the OP) without giving me chance to react. If you are using the other suggested system(where everyone in PANIC mode doesn't get slowed down), the enemies spotting and chasing them would give them a speed boost compared to the others, giving you no time to get the other outside dwarves (who haven't seen the enemy) inside.
IMO that's appropriate when the enemy is sneaking up on you.

As for this can't be exploited. There's a difference between your suggested mode. Dwarves move faster in the PANIC mode. What about players using caged goblins to scare goblins to work faster, or using a drop tower, or an arena. The arena will especially be a problem, as the game won't be able to tell the difference between a real fight, an arena fight and prisoners escaping. Entering panic mode everytime someone fights would slow down the game to much, especially with hunting.
Panicked dwarves can't execute normal jobs and drop the stuff they're hauling... even disregarding that, every speed increase of some dwarves would be more than offset by the slower speed (per hour played) of the rest.
I don't see the problem with drop towers; triggering crisis mode would be appropriate, otherwise it takes a day for a goblin to fall down to its death.
For the arena we'll probably want to indicate that all combat in a certain zone (or let's use a burrow) is not dangerous. We'll need something like that to have a functioning arena anyway, so that we can actually have spectators that aren't trying to run away.

Third, what about the FPS if the game has to do all those different and complicated checks every tick.
What complicated checks? It has to check whether crisis mode is active to determine the number of ticks in a calendar day, which can be expressed in a single bit. It has to award action points to dwarves depending on their crisis status, which, again can be expressed in a single bit, a flag that can be toggled when the action/job is assigned. Checking two bits per calendar day is not a lot.

Hunting based forts would then move at a crawl, as would forts with an arena, a live firing range or a siege training range.
Hunting, in particular if it's common, can be considered an economic activity like fishing or harvesting plump helmets. A hunter going mano a mano with its quarry is rare enough that it doesn't become disruptive.

Soldiers training can be considered an economic activity, since there's about as much risk involved as with common economic tasks. Any live training would be rare enough to be done as real combat.
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Andeerz

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Re: Crisis mode - making time for resolving tight situations
« Reply #5 on: July 11, 2012, 05:14:30 pm »

Ok... I'll ask what I asked in another thread as it is more relevant here than the other one:

What if the civilian is already on its way to a stockpile to pick something up to haul it somewhere but gets alarmed through whatever means, and when it flees out of danger, it flees towards the stockpile that was its original destination (out of danger at this point) and starts hauling what's in there?  The dwarf would effectively be quicker at getting to its destination and would therefore make hauling in this instance more efficient just because the dwarf was (un)fortunate enough to be in the line of fire.  I know this is a somewhat contrived situation, but it's one that could happen on its own.  And it might be minor in its impact alone, but if something like this happens frequently enough (or people find a way to happen artificially)... every little bit counts!  And it's situations like this where I take issue with your suggestion.
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GreatWyrmGold

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Re: Crisis mode - making time for resolving tight situations
« Reply #6 on: July 11, 2012, 09:21:37 pm »

Gamey and stupid to put it bluntly.
Well-put.

Here's some stuff I wrote in reply to some of Silver's posts, here mostly for his/her benifet.
Spoiler (click to show/hide)

(continuing from the other thread)
But what if, say, I have an unguarded bridge, or even just dwarves outside. The enemies would teleport towards them (as by the way fast mode is elaborated in the OP) without giving me chance to react. If you are using the other suggested system(where everyone in PANIC mode doesn't get slowed down), the enemies spotting and chasing them would give them a speed boost compared to the others, giving you no time to get the other outside dwarves (who haven't seen the enemy) inside.
IMO that's appropriate when the enemy is sneaking up on you.
I have dealt with this problem extensively in the above spoiler, mostly by pointing out some of the things mentioned in a rather far earlier post by Andeerz. Seriously, don't make an argument that is countered by the argument you're trying to counter, it's annoying.

Quote
As for this can't be exploited. There's a difference between your suggested mode. Dwarves move faster in the PANIC mode. What about players using caged goblins to scare goblins to work faster, or using a drop tower, or an arena. The arena will especially be a problem, as the game won't be able to tell the difference between a real fight, an arena fight and prisoners escaping. Entering panic mode everytime someone fights would slow down the game to much, especially with hunting.
Panicked dwarves can't execute normal jobs and drop the stuff they're hauling... even disregarding that, every speed increase of some dwarves would be more than offset by the slower speed (per hour played) of the rest.
You're assuming an awful lot of perfection on the speed synchronization for someone who thinks we need to screw with the base of the game for dwarves to handle time-critical matters...

Quote
I don't see the problem with drop towers; triggering crisis mode would be appropriate, otherwise it takes a day for a goblin to fall down to its death.
How long do you make your drop-towers? IIRC, a tick is around 3 minutes; let's call it 5 to make it even and give you an edge. 10 z-levels is 50 minutes. Nowhere near a day. Sure, a bit more than is needed IRL, but A. some things aren't worth screwing with (and possibly up) the core of Dwarf Fortress's titular mode.

Quote
For the arena we'll probably want to indicate that all combat in a certain zone (or let's use a burrow) is not dangerous. We'll need something like that to have a functioning arena anyway, so that we can actually have spectators that aren't trying to run away.
Frankly, aside from this idea requiring fast-mode combat which kinda makes slow-mode significantly less justified to implement, I'd probably just designate the whole map as said burrow/zone, just so I didn't get a 72x slowdown in realworld speed whenever a badger got angry at a dwarf, or a dwarf fell off a ledge (it happens more than you'd think!), or the CoTG beats a criminal, or c baby bird lashes out at its broodmates, or a tantrumer punches a dwarf, and always lasting until the game decided the combat was over.

Quote
Third, what about the FPS if the game has to do all those different and complicated checks every tick.
What complicated checks? It has to check whether crisis mode is active to determine the number of ticks in a calendar day, which can be expressed in a single bit. It has to award action points to dwarves depending on their crisis status, which, again can be expressed in a single bit, a flag that can be toggled when the action/job is assigned. Checking two bits per calendar day is not a lot.
"What complicated checks?" What do you think slows down late-game FPS so much, goblin sappers getting into your motherboard? Or if you and ebbor mean the complicated checks to decide "It's time to enter...the Slow-Mode zone!", then you might have a point, EXCEPT that you'd have to check a few dozen conditions (probably) for every dwarf. And probably every other firendly unit on the map, if not every moving unit on the map plus sponges and airdrowning whales and fish.

Quote
Hunting based forts would then move at a crawl, as would forts with an arena, a live firing range or a siege training range.
Hunting, in particular if it's common, can be considered an economic activity like fishing or harvesting plump helmets. A hunter going mano a mano with its quarry is rare enough that it doesn't become disruptive.
So, goblins shooting at dwarves or vise versa counts as "Crisis-time!", but dwarves shooting at wildlife doesn't count? See where FallingWhale has a point about your idea? Shooting a crossbow is shooting a crossbow, whether it's to feed your family, protect your fortress, or release your stress over miasma and dead spouses.

Quote
Soldiers training can be considered an economic activity, since there's about as much risk involved as with common economic tasks. Any live training would be rare enough to be done as real combat.
The above issues multiplied, PLUS the fact that live training isn't as rare as you'd think. Many of us currently use it aftr every siege, to empty cages and train recruits, and even if that's not always true there will always be people like that. Respect those who play differently than you!
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Silverionmox

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Re: Crisis mode - making time for resolving tight situations
« Reply #7 on: July 12, 2012, 08:38:40 am »

Ok... I'll ask what I asked in another thread as it is more relevant here than the other one:

What if the civilian is already on its way to a stockpile to pick something up to haul it somewhere but gets alarmed through whatever means, and when it flees out of danger, it flees towards the stockpile that was its original destination (out of danger at this point) and starts hauling what's in there?  The dwarf would effectively be quicker at getting to its destination and would therefore make hauling in this instance more efficient just because the dwarf was (un)fortunate enough to be in the line of fire.  I know this is a somewhat contrived situation, but it's one that could happen on its own.  And it might be minor in its impact alone, but if something like this happens frequently enough (or people find a way to happen artificially)... every little bit counts!  And it's situations like this where I take issue with your suggestion.
Dwarves drop what they're hauling if threatened. Even if someone rigged it up just so that dwarves on the return trip would be scared (which isn't possible because they'd take the shortest route in both cases), they would just increase the calendar day speed of a couple of haulers in exchange for slower production per hour played of the rest of their fortress.
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10ebbor10

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Re: Crisis mode - making time for resolving tight situations
« Reply #8 on: July 12, 2012, 09:24:42 am »

Ok... I'll ask what I asked in another thread as it is more relevant here than the other one:

What if the civilian is already on its way to a stockpile to pick something up to haul it somewhere but gets alarmed through whatever means, and when it flees out of danger, it flees towards the stockpile that was its original destination (out of danger at this point) and starts hauling what's in there?  The dwarf would effectively be quicker at getting to its destination and would therefore make hauling in this instance more efficient just because the dwarf was (un)fortunate enough to be in the line of fire.  I know this is a somewhat contrived situation, but it's one that could happen on its own.  And it might be minor in its impact alone, but if something like this happens frequently enough (or people find a way to happen artificially)... every little bit counts!  And it's situations like this where I take issue with your suggestion.
Dwarves drop what they're hauling if threatened. Even if someone rigged it up just so that dwarves on the return trip would be scared (which isn't possible because they'd take the shortest route in both cases), they would just increase the calendar day speed of a couple of haulers in exchange for slower production per hour played of the rest of their fortress.

However, in the late game or in modded games with extra enemy civilizations, it happens quite often that a player is under siege by lots of enemies. That would, again, slow the game down to a crawl.
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weenog

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Re: Crisis mode - making time for resolving tight situations
« Reply #9 on: July 12, 2012, 09:35:12 am »

OP: You liked F.E.A.R. a lot, didn't you?
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Silverionmox

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Re: Crisis mode - making time for resolving tight situations
« Reply #10 on: July 12, 2012, 11:56:21 am »

However, in the late game or in modded games with extra enemy civilizations, it happens quite often that a player is under siege by lots of enemies. That would, again, slow the game down to a crawl.
That's a good point. Though assuming it's a proper siege, where your dwarves are holed up but not threatened, it would take place in economic mode. Sieging is economic warfare rather than fighting after all. If it's combat still, well, à la guerre commme à la guerre.. Keep in mind that soldiers get killed much faster as well.

OP: You liked F.E.A.R. a lot, didn't you?
Never heard of it.
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weenog

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Re: Crisis mode - making time for resolving tight situations
« Reply #11 on: July 12, 2012, 12:48:57 pm »

OP: You liked F.E.A.R. a lot, didn't you?
Never heard of it.

Silly FPS pretending to be a horror game.  Protagonist had bullet time as a superpower and could activate it way too often.
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Silverionmox

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Re: Crisis mode - making time for resolving tight situations
« Reply #12 on: July 12, 2012, 01:12:07 pm »

GreatWyrmGold:
Spoiler (click to show/hide)
« Last Edit: July 12, 2012, 01:27:30 pm by Silverionmox »
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RenoFox

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Re: Crisis mode - making time for resolving tight situations
« Reply #13 on: July 12, 2012, 03:34:20 pm »

I don't understand how this could be anything but a horrible idea. The fortress mode vs adventure mode timescales are already a bit odd, but having two different timescales at the same time would make the otherwise abstracted time difference stick out like a critical glitch.

Silverionmox

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Re: Crisis mode - making time for resolving tight situations
« Reply #14 on: July 12, 2012, 05:13:59 pm »

I don't understand how this could be anything but a horrible idea. The fortress mode vs adventure mode timescales are already a bit odd, but having two different timescales at the same time would make the otherwise abstracted time difference stick out like a critical glitch.
See it as a slow motion or bullet time sequence in a movie, that doesn't fatally glitch it either. You wouldn't be able to properly see what happened otherwise. The point is, time difference is not abstracted, but ignored. We cope now because interactions with the outside world are isolated occasions, for which timing doesn't matter. This will change when the interactions with the outside world increase.

How would you solve the coordination problem between fortress time and world time?
« Last Edit: July 12, 2012, 05:21:41 pm by Silverionmox »
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