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Author Topic: Dwarven quality time  (Read 958 times)

Deus Asmoth

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Dwarven quality time
« on: August 20, 2014, 10:25:15 am »

So, I know that there are plans to have dwarves that share a skillset or god associate more, but what about ones that are just friends or lovers? Why not give each meeting hall a higher priority for each dwarf when they have no job/are on break based on how many of their friends are already idling in that room, with a negative modifier for and grudges that are present? It would make it easier for dwarves to build relationships and get married, though whether or not this is a good thing would be a matter of opinion, I guess.

As part of this, maybe add some code that makes friends or lovers arrange to take their breaks simultaneously so that they can hang out more.
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Deboche

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Re: Dwarven quality time
« Reply #1 on: August 20, 2014, 05:49:20 pm »

This makes sense. To some degree, it may already happen, depending on whether a dwarf prefers a meeting hall or a statue garden.
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Chevaleresse

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Re: Dwarven quality time
« Reply #2 on: August 20, 2014, 06:39:21 pm »

This isn't quite the same thing, but I'd like to see more frequent breaks in which dwarves ate and drank.
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Bumber

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Re: Dwarven quality time
« Reply #3 on: August 20, 2014, 06:46:10 pm »

This isn't quite the same thing, but I'd like to see more frequent breaks in which dwarves ate and drank.
Isn't that already increased in DF2014? It causes them to consume a lot more than in prior versions.
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Deus Asmoth

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Re: Dwarven quality time
« Reply #4 on: August 21, 2014, 04:58:19 am »

They definitely eat and drink faster at any rate, though I haven't noticed if they do it more.
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GavJ

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Re: Dwarven quality time
« Reply #5 on: August 21, 2014, 07:02:12 pm »

This isn't quite the same thing, but I'd like to see more frequent breaks in which dwarves ate and drank.
Isn't that already increased in DF2014? It causes them to consume a lot more than in prior versions.
Wiki does not reflect this. If you know the rate is different, please edit the Food article to indicate different numbers of ticks now versus in earlier versions for hunger and thirst to set in. Or if known to be different, but not exactly by how much, replace the old numbers with a statement about unknown but new numbers.

(assuming Asmoth is not correct about it being action duration and not frequency)



@OP, I think several of the things you suggest are already in the game, although pretty sure not the "taking breaks together" and not "negative thoughts from enemies" (<--might actually be now, not sure). Good nuances, those are. I like it.
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Bumber

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Re: Dwarven quality time
« Reply #6 on: August 21, 2014, 10:55:31 pm »

Wiki does not reflect this. If you know the rate is different, please edit the Food article to indicate different numbers of ticks now versus in earlier versions for hunger and thirst to set in. Or if known to be different, but not exactly by how much, replace the old numbers with a statement about unknown but new numbers.

(assuming Asmoth is not correct about it being action duration and not frequency)
I'm going off this post here: http://www.bay12forums.com/smf/index.php?topic=142044.msg5571130#msg5571130
I don't think the farms produce less, but I do believe the dwarves consume more. In v0.34, I often ended up with massive oversupplies of alcohol--I'd just dump the spares in a room behind a locked door to declutter the fort. That hasn't been my experience with v0.40 at all; using a very similar approach I have nearly ran out of alcohol on more than one occasion. I ramped up farm production to 28 tiles and I now have a comfortable surplus that still dwindles rather rapidly if I fail to queue up brew jobs on occasion.

Even if dwarves' appetites weren't modified directly, their behavior certainly was. They no longer spend weeks chugging from barrels, so their "drink" counter gets reset faster, leading them to get thirsty again sooner than they otherwise would have. I haven't performed a full test, but I'd be surprised if this didn't have a notable impact on their alcohol intake.

The wiki, by the way, claims a fully-utilized 3x3 plot *is* sufficient to supply a mature fortress in v0.34.

He claims a 10% increase in a later post, but it feels like more than that to me. Hunting, breeding, and quarry leaf bugs might have something to do with that in my fort, but I can scarcely get enough food/booze for 100 dwarves from 3 3x3 plots. They're unfertilized, but that was never an issue before. Now I even have to supplement with caravans. I'm pretty sure they're devouring all my raw ingredients.
« Last Edit: August 21, 2014, 11:28:08 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

GavJ

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Re: Dwarven quality time
« Reply #7 on: August 22, 2014, 11:14:31 am »

Oh okay, I see the theory then.

They used to spend about 3 days chugging from barrels, so that isn't going to explain a 100% increase by any means, I don't think, certainly not more. They used to, I believe, drink 8 times a year, which would be once per 45 days, so having the counter reset 3 or 4 or whatever days earlier due to faster chugging, should only be an increase of 10-15% or something.

My money would be on farming, if people think they are noticing 100%+ increases. I know he says he doesn't like that theory, but it's the thing that changed by far the most in these versions that's relevant.

OR the interval could have changed as well. Wiki is just copied pasted, needs tedious science to re-check.

Anyway, pretty flagrantly off topic =P I might just go do further discussion in the thread you linked if I find time to look into any of that.
« Last Edit: August 22, 2014, 11:16:25 am by GavJ »
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.