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Author Topic: Project ARM_0k: Dwarven AI  (Read 14940 times)

JacenHanLovesLegos

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Re: Project ARM_0k: Dwarven AI
« Reply #45 on: November 12, 2010, 09:40:28 am »

Clown Launching & With Noble?
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As it turns out, the pen was in fact a poor choice for melee combat in comparison to the sword.
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TolyK

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Re: Project ARM_0k: Dwarven AI
« Reply #46 on: November 12, 2010, 12:27:24 pm »

use fortifications for drainage. just sayin'...
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Yalishandaw

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Re: Project ARM_0k: Dwarven AI
« Reply #47 on: November 12, 2010, 05:03:41 pm »

Drawbridge corridors, you say?  How far are drawbridge launched items... launched?  Is it weight dependent?  Also, I salute you, your awesome plan, and M.A.D. acronym skills(Mega Awesome Dang).
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Naes Draw

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Re: Project ARM_0k: Dwarven AI
« Reply #48 on: November 12, 2010, 05:08:25 pm »

This sounds vaguely like the AI director from L4D. If I'm understanding right, you are designing a game within a game. Or at least designing a scripted level. When you complete this masterwork achievement, I would be honored to have the opportunity to grace it's halls with my adventurers blood.
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Johnfalcon99977

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Re: Project ARM_0k: Dwarven AI
« Reply #49 on: November 12, 2010, 05:19:48 pm »

New verison came out. You may need to restart, but I hope you can countiue with it reguardless. Mind posting a save so we can all try out the unescapable death trap cool idea for a dungon when your done?
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Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #50 on: November 22, 2010, 05:12:07 pm »

Hey, I'm sorry I haven't been updating, real life intervened and I had too much homework.  Also, I've been spending time more on designing the gates.
I've reached a major breakthrough for logic gate technology in general, here's just one example: a Universal Basic Logic Gate.

Code: [Select]
█████████
████╥████
██\╒╩╕/██
██╓╔═╗╖██
█╞╣║☼╝╠╡█
██╙╚═╛╜██
██/╘╦╛\██
████╨████
█████████
☼«☼Dwarf Cake☼»☼[42] Labs present...

Universal Gravity-Based mem(AND/OR/XOR) Gate
Maximum (Practical) Inputs: 16
Power Use: *ZERO*
FPS drain when inactive: Negligable

This is a modular system for a single logic gate, standardized in size.  All craftsdwarfship is of the highest quality.
Using this design, a "circutboard" can be designated and built long before its final purpose is decided.
It has one water input on top, and a single drain on the bottom -an aquifer is recomended and *ideal* for this.

The structure consists of 1-8 holes with hatches (or retracting bridges, if you prefer) in a ring on the floor of a flooded resevoir. (The center tile *MUST* hang from the ceiling or else cave-in!)
███████
≈≈≈≈≈≈≈
≈≈≈¢≈≈≈
≈≈¢I¢≈≈
≈≈╬╬≈≈≈
≈≈≈≈≈≈≈
███████
There are corresponding spaces on the level beneath filled with floodgates etc, and the center tile is a hole.
███████
██╔═╗██
█╔╝╬╚╗█
█║┼.X║█
█║┼╬╔╝█
█╚══╝██
███████
The bottom floor has the pressure plate and 1-8 doors/floodgates to serve as drains -either by opening a passage to the drain, or by simply pulsing to delete water.
This feature is to decreace FPS strain: once the gate's chamber is full, water stops flowing.  This is more useful in gates that won't stay in the activated state for extended periods of time.
If you wish to have the gate shut down automatically, (good when the gate is only activated for a brief moment) then simply leave the drains uncapped.
███████
███████
██╔═╗██
██║^X██
██╚XX██
███████
███████


Each one of the stacks on the top two layers is essentially a gate by itself, but all linked together with a final OR.
Each one of the holes on the floor has its own gate, based upon the theory that a closed door (or raised bridge) below an open hatch will not let water pass.
Using a drawbridge instead of a door/floodgate will effectively invert the signal to it.
Removing the hatch or extending a hallway can change the number of arguments for that section, but no more than three is recommended.

So, it goes like this:
NOT»AND»OR
That happens to be the order of operation for Boolean (binary) logic anyways!  Many an interesting combination can be made with this, for instance:
¢a»╬b\
¢b»╬a_}=a XOR b
.
.
And my personal favorite...
¢a»╬c»╬b\
¢b»╬c»╬a \
¢c»╬a»╬b  }d
¢c»┼a»┼b_/
Equivilent to (!(b||c)&&a)||(!(a||c)&&b)||(!(a||b)&&c)||(a&&b&&c)=d
.
¢c»┼a\
¢a»┼b }c'
¢b»┼c/
Equivilent to (c&&a)||(a&&b)||(b&&c)=c'

A three-bit adder with carry! And in only two gates...
I've got alot more, for instance I have a way to generate a measured pulse with a single gate, an AND gate that can take an infinite number of arguments with almost zero water flow, and a low-flow NOT gate.  The former two use water pressure to function.  But, I've spent over half an hour writing this down already.  I've got more testing to do, and think it might be a good idea to start a new world and build there.  I'd give myself TWO aquifer layers with at least 3-Z in between, get rid of (or just move) the annoying caverns and maybe make more z-levels above ground.  Either way though, there's still more ☼SCIENCE☼ left before I can actually start building... :\
« Last Edit: November 24, 2010, 11:03:19 pm by Arkenstone »
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

TolyK

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Re: Project ARM_0k: Dwarven AI
« Reply #51 on: December 09, 2010, 12:50:33 pm »

holy crap.

*prize*

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Scaraban

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Re: Project ARM_0k: Dwarven AI
« Reply #52 on: January 30, 2011, 10:25:26 pm »

LIVE, THREAD!!! LIVE!!!
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OddProphet

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Re: Project ARM_0k: Dwarven AI
« Reply #53 on: January 31, 2011, 01:36:23 am »

Thank God that we have things like this.  ARM_0k made my day, even though it's in the planning stages.
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Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #54 on: February 05, 2011, 10:49:46 pm »

Since this thread is still alive with people saying how cool it would be, I have to confess that I'm not actively working on it.  :-[

However, this will always be a goal of mine when I play DF; so if I ever do end up making something I'll post it here.

No promises though, I've got a really bad track record of keeping them...  :-\

EDIT:  I have restarted the planning phases.  If significant progess is made in the next month, I'll look into testing the designs.
« Last Edit: February 13, 2011, 10:54:27 am by Arkenstone »
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.

davros

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Re: Project ARM_0k: Dwarven AI
« Reply #55 on: June 10, 2011, 08:15:38 pm »

:O
Even if this never gets built it still is amazing.
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I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Arkenstone

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Re: Project ARM_0k: Dwarven AI
« Reply #56 on: June 10, 2011, 11:55:57 pm »

Sorry guys, no more work on this unless Toady brings in a few new features that'd make it a lot easier; even then, I'll start a new thread for it.  :(
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Quote from: Retro
Dwarven economics are still in the experimental stages. The humans have told them that they need to throw a lot of money around to get things going, but every time the dwarves try all they just end up with a bunch of coins lying all over the place.

The EPIC Dwarven Drinking Song of Many Names

Feel free to ask me any questions you have about logic/computing; I'm majoring in the topic.
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