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Author Topic: QoL improvement for Gremlins and wild-caught animal people [QUICK FIX]  (Read 3287 times)

GoblinCookie

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Re: QoL improvement for Gremlins and wild-caught animal people [QUICK FIX]
« Reply #15 on: April 04, 2019, 07:44:17 am »

It "would make no difference if they were not" intelligent? You are disregarding the main purpose of INTELLIGENT, that they can learn and improve skills. There would be a meaningful difference if they did not learn skills.
Also, INTELLIGENT allows them to speak, but that is less important.

That is a consequence of how intelligent is set up in the flawed way it is.

Why shouldn't a wolf be able to learn to bit people better?  When you think about an intelligent being with no entity defining it's languages, professions and so on, the only skills your intelligent being is learning are the exact same skills the wolf should also be able to learn. 

The wolf cannot learn to bite better because the skills are separated from the entities they are not part of.  In order to keep the wolf from learning to smelt metal we make the wolf unable to learn how to bite.  But biting things is not the same kind of skill as smelting metal, the latter requires intelligence while the former does not.

Since in my ideal DF bite is not entity dependant while smelt metal is, the wolf will learn to bite but not to smelt metal, not because we made a list of unintelligent against intelligent skills, but because no entity defined bite as a skill belonging to it.  In the same manner wolves are not intelligent because no entity defined wolves as an intelligent member of it's entity. 
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PatrikLundell

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Re: QoL improvement for Gremlins and wild-caught animal people [QUICK FIX]
« Reply #16 on: April 04, 2019, 08:40:57 am »

Um, no.

When it comes to animals, you may take the view that they naturally develop their innate skills to their full potential, although it would make some sense to have them start at some level and then develop their skill with age. Thus, the current situation might be considered to use a simplified simulation.

It does not, however, make sense to say that Leatherworker Urist, who's made High Boots his whole life, makes a career change to a poet, visits your fortress, and becomes a citizen, at which point he no longer knows how to make High Boots (which is the entity based situation we have now).
Intelligence should be a property of the creature/race, while entities may provide skills they can acquire within that civ (it's really over simplified that you send 7 noobs to set up a site but these noobs somehow know how to make workshops that know how to produce things, but it's probably a required simplification for isolation fortresses to work). In further development DF ought to allow sites and civs to learn new tricks (not only magic ones), such as e.g. how to make things they didn't have the knowledge for previously, e.g. from citizens recruited from other civs (in fact, there is already such a potential, but it's currently limited to arts: poems, music, and dances can be learned from visitors, and this knowledge is in fact individual, not site/civ based).
Slow Learners, meanwhile, might well lack the intelligence to understand some of the more complex tasks, and thus fail to learn "advanced" crafts, and may well be limited in the extent to which they can learn simpler ones.
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GoblinCookie

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Re: QoL improvement for Gremlins and wild-caught animal people [QUICK FIX]
« Reply #17 on: April 09, 2019, 06:05:43 am »

Um, no.

When it comes to animals, you may take the view that they naturally develop their innate skills to their full potential, although it would make some sense to have them start at some level and then develop their skill with age. Thus, the current situation might be considered to use a simplified simulation.

It does not, however, make sense to say that Leatherworker Urist, who's made High Boots his whole life, makes a career change to a poet, visits your fortress, and becomes a citizen, at which point he no longer knows how to make High Boots (which is the entity based situation we have now).
Intelligence should be a property of the creature/race, while entities may provide skills they can acquire within that civ (it's really over simplified that you send 7 noobs to set up a site but these noobs somehow know how to make workshops that know how to produce things, but it's probably a required simplification for isolation fortresses to work). In further development DF ought to allow sites and civs to learn new tricks (not only magic ones), such as e.g. how to make things they didn't have the knowledge for previously, e.g. from citizens recruited from other civs (in fact, there is already such a potential, but it's currently limited to arts: poems, music, and dances can be learned from visitors, and this knowledge is in fact individual, not site/civ based).
Slow Learners, meanwhile, might well lack the intelligence to understand some of the more complex tasks, and thus fail to learn "advanced" crafts, and may well be limited in the extent to which they can learn simpler ones.

It is admittedly complicated but it is very much an improvement on what we have at the moment. 

Leatherworker Urist does not lose his leatherworking skills immediately because he leaves his entity to become a poet.  The reason is that all the statuses that the individual creature holds are already logged together into a single file and the creature can actually learn any skill that applies to any of the statuses which it holds, *provided* that skill pertains to that specific status within the particular entity.  He cannot learn or improve leatherworking while he is a poet, but he keeps his old skills. 

Within the poet entity, the person status is associated with the poetic skills.  A dog cannot learn the skills of poet by joining their band because the status is inherited from one entity to another.  Since no entity exists in the game where dogs have person status, the poets do not teach poetry to their dogs.

[SLOW_LEARNER] still has functionality in that it slows down the rate of skill gain.  The kind of thing you are talking about is better setup so that there is a third status that is neither animal (default status) or person (has full set of skills).  The entity's own definition has priority over the central log of the statuses the creature is capable of.  That means that if a creature considers an intelligent being semi-intelligent they will not attempt to teach them those skills. 
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FantasticDorf

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Re: QoL improvement for Gremlins and wild-caught animal people [QUICK FIX]
« Reply #18 on: April 10, 2019, 03:52:14 am »

[SLOW_LEARNER] still has functionality in that it slows down the rate of skill gain.  The kind of thing you are talking about is better setup so that there is a third status that is neither animal (default status) or person (has full set of skills).  The entity's own definition has priority over the central log of the statuses the creature is capable of.  That means that if a creature considers an intelligent being semi-intelligent they will not attempt to teach them those skills.

Without being so direct, in the same case of logic any [SLOW_LEARNER] creature can become as efficient a worker as a dwarf, in a longer span of time.

A core example is that if you import sentients, they will come with a pre-determined role in the trader caravan, extending all the way down to [SLOW_LEARNERS] since they were made in similar instances to how the generated migrant waves were. A troll farmer (thresher) for instance in brown colors.

Obviously with fortress jobs rather than being taught its just repetition of low tasks, like smelting and reforging the same object with no metal-loss or laboriously crafting stone blocks until they hold a sufficient rank (with their own innate hidden values regarding creativity etc) to be trusted to do other jobs. Gremlins are innate hunters via being able to sneak well so do the only activated job availible to them until they learn their skills on the side like shooting accurately and bashing when out of ammo, but don't have normal roles for a full sentient the only a lack of scope due to coding.

The rest is value changing and labour managers, i enjoy using troll miners for my fortresses to slug away on the rocks.
« Last Edit: April 10, 2019, 03:56:44 am by FantasticDorf »
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PatrikLundell

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Re: QoL improvement for Gremlins and wild-caught animal people [QUICK FIX]
« Reply #19 on: April 10, 2019, 04:12:56 am »

:
Gremlins are innate hunters via being able to sneak well so do the only activated job availible to them until they learn their skills on the side like shooting accurately and bashing when out of ammo, but don't have normal roles for a full sentient the only a lack of scope due to coding.
:
Note that Gremlins are NOT slow learners (nor are Gorlaks or Plump Helmet Men). The handling of Gremlins is just bugged in a number of places (or, put more kindly, the first shot at it was never followed up, possibly because of all the mess that was revealed and would have to be cleared up, and so put on the back burner [hopefully for animal people {etc.} tribes]).
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GoblinCookie

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Re: QoL improvement for Gremlins and wild-caught animal people [QUICK FIX]
« Reply #20 on: April 11, 2019, 08:51:07 am »

Without being so direct, in the same case of logic any [SLOW_LEARNER] creature can become as efficient a worker as a dwarf, in a longer span of time.

A core example is that if you import sentients, they will come with a pre-determined role in the trader caravan, extending all the way down to [SLOW_LEARNERS] since they were made in similar instances to how the generated migrant waves were. A troll farmer (thresher) for instance in brown colors.

Obviously with fortress jobs rather than being taught its just repetition of low tasks, like smelting and reforging the same object with no metal-loss or laboriously crafting stone blocks until they hold a sufficient rank (with their own innate hidden values regarding creativity etc) to be trusted to do other jobs. Gremlins are innate hunters via being able to sneak well so do the only activated job availible to them until they learn their skills on the side like shooting accurately and bashing when out of ammo, but don't have normal roles for a full sentient the only a lack of scope due to coding.

The rest is value changing and labour managers, i enjoy using troll miners for my fortresses to slug away on the rocks.

A lot of that is related to a bug by which intelligent 'animals' are able to work but you are not able to access or change their labour list, because that bit is connected to their status as animals which assumes they cannot work.

On further thought on my earlier idea, I ran into a little snag with creatures migrating between entities, what happens if you migrate from one entity where you have a status to another entity in which that status is defined?

I feel it is to replace the tag based intelligent/non-intelligent universal system with a reference to a separate list of universal social statuses which consists of a list of skills, with the allowed skills defining what the creature can do (a creature cannot do things that require skills it cannot learn).  The entities have a list of creatures whose social status is also defined in relation to the universal social statuses list.

The basic list is negative, it defines what skills a creature cannot learn based upon it's status.  The parallel entity list is positive, it defines what skills the entity will teach and employ that status; the former overrides the latter so if you define a creature in an entity to do something that in the list that it is prohibited to do in the social status raw which it references, they will not learn or use that skill.  This also means however that they will not in their own version of the universal social status teach the skill to the creature simply because it is not prohibited on the list.
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