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Author Topic: Origin Tracking Options  (Read 907 times)

shadow_archmagi

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Origin Tracking Options
« on: September 08, 2008, 08:15:50 pm »

Currently, all corpses are named and corpse-based items are not. (Ie: Zergfest Elfington Corpse vs Elf Bone Bolts).

It'd be nice if I could simply have "Dead goblin" or "Dead goblin marksman" and additionally "Zexhiemler Bonecrusher Bolts."
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invention is every dwarf's middle name
that means that somewhere out there theres a dwarf named Urist Invention Mcinvention.

Granite26

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Re: Origin Tracking Options
« Reply #1 on: September 09, 2008, 08:30:56 am »

I think that's in with bloodstains now, so it might not be too far off?

You want to kill the goblin with an arrow made from his brother's thigh, don't you...

Neonivek

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Re: Origin Tracking Options
« Reply #2 on: September 09, 2008, 08:43:54 am »

Id like a middle ground here...

If it is some nobody then frankly who really needs it... Elf Bone Bracers works just fine

If it is an important enemy such as a King or someone with a Title then alright!
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JujuBubu

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Re: Origin Tracking Options
« Reply #3 on: September 09, 2008, 08:49:09 am »

No .. with his own arm that he lost in the last ambush :)

Actually I dislike the Idea. Thank Armok they are not. Okay it would be nice to tell the bones from urist mcanimallovers old yeller, which I can't use for anything, from usable puppy bones.

But the way stacks are handled now this would make the stock screen even more cluttered than it is now ( especially the ammo screen ) with all the gopher-pelvis bone bolts[2] to the elephant-trunk bone bolts[781].
Making additional entrys for named corpses .. thats what you are suggesting ? .. right ?
would create a greater clutter than stones.
This would bring us dumbos elephant-trunk bone bolts[69]
elephant-bone bolts[281]
buggs bunnys-boner bolts[7]
rabbit bolts[20]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead goblin bone bolt[30]
every fucking dead kobold bone bolt[25]
every fucking dead kobold bone bolt[30]
every fucking dead kobold bone bolt[30]
every fucking dead kobold bone bolt[30]
every fucking dead kobold bone bolt[30]
every fucking dead kobold bone bolt[30]
every fucking dead kobold bone bolt[30]
every fucking dead kobold bone bolt[30]
every fucking dead kobold bone bolt[30]
batman bone bolt[25]
robin bone bolt[25]
catwoman bone bolt[25]
mr t bone bolt[25]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]
every dead elf bone bolt[30]


no thanks ...

but thanks to you I got an idea for a working restacking option :)

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catpaw

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Re: Origin Tracking Options
« Reply #4 on: September 09, 2008, 09:08:54 am »

How about simply listing them as bone bolt, and when you [k] look them at them, have the info available where its from.
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Neonivek

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Re: Origin Tracking Options
« Reply #5 on: September 09, 2008, 09:16:06 am »

Well there arn't even that many important people who attack you... You would have like 5-6 (maybe 10) things made from important enemies
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Granite26

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Re: Origin Tracking Options
« Reply #6 on: September 09, 2008, 09:43:57 am »

How about simply listing them as bone bolt, and when you [k] look them at them, have the info available where its from.

Stacks don't work like that.

Soadreqm

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Re: Origin Tracking Options
« Reply #7 on: September 09, 2008, 02:09:21 pm »

How about a setting in the options screen for how much detail you want about objects? Or just restricting it to adventure mode, like engravings do by default? Interface problems aren't that hard to solve when compared to, say, tracking the source creature in the first place.

This might open some nice options. Like a dwarf buying a bracelet made of some spesific goblin because the goblin killed his brother. Or a necromancer collecting skulls and talking to them to learn things they knew in life. Or a ghost returning to haunt the owner of an earring made of the ghost's fingerbone. Or, as suggested before, shooting someone to death with bolts made of his own arm.
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Granite26

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Re: Origin Tracking Options
« Reply #8 on: September 09, 2008, 02:27:48 pm »

I'm leaning toward not suppressing the information by using some extra objects (could use the same ones as the interface would I guess, though there are all sorts of ways to think about it).

Can't you just create a new "stack" container that would be created by stacking two objects of the same types (bolts, coins, ...) and destroyed when it contains only one object?

This is roughly what I meant by "extra objects", except for the "just" part.  The main point is that it's not only an interface problem.  If items are potentially contained in fake stack items, all the job handling needs to be revised to support that.  It's a bit less of a pain if you restrict to only coins or bolts say, but there are still things to be considered.  Take bolts for example.  Your guy wants to equip some.  First it needs to recognize the container as a valid ammo object.  Depending on exactly what you choose to stack, some members might not be as eligible as others -- what if some in the stack were forbidden, or tasked for a job, prior to stack formation, for example?  Those cases would need to be disallowed or handled.  Then the equipment checker needs to realize he's got the bolts when he places the container in his quiver.  Not so bad, possibly handled by current code, but something to check.  Now he wants to fire a bolt -- shooting needs to be rewritten to support bolts in the fake objects.  Sort of a piece of the quiver code already, maybe nothing needs to be touched at all, but takes some checking and testing.  There are side issues like valuations and stocks screen stuff, which might be handled already, and other thises and thats (environmental functions would need to be taught about fake containers -- rain for example should get the bolts wet, but currently there's no mechanism for jumping through a container on the ground to get the inside stuff wet, I think, since containers are generally real -- not hard, but yet another issue), as well as any applicable storage jobs, which run into some of the first problems I mentioned.  As you get to other objects, like food, you inherit more difficulties (vermin need to see and realize that they can eat food in stacks for free, etc. etc.).  As far as I can tell, the problem is not super difficult, and a lot of the issues just need a nudge one way or the other, or no nudge at all, but there are a Lot of issues that turn this into a tedious and long haul.  There's generally more to do and check than people expect.

I think the gist is, it's going to be a major project to edit the code for it.

shadow_archmagi

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Re: Origin Tracking Options
« Reply #9 on: September 09, 2008, 04:07:20 pm »

I meant "Could we have a button that changes the level of detail" not

"We should have more detail here and less detail here"
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invention is every dwarf's middle name
that means that somewhere out there theres a dwarf named Urist Invention Mcinvention.

Chthonic

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Re: Origin Tracking Options
« Reply #10 on: September 09, 2008, 05:44:33 pm »

Maybe have origin tracked for specific classes of object.  Ammunition is probably not so great, but I'd definitely like all of the totems of named animals/goblins to retain their names . . . maybe shields, maybe cloaks or other clothing (it's so grimly satisfying to turn Lurkingsewers the Saltwater Crocodile [7 dwarf kills] into boots once you finally get him!), and definitely crafts made from bones--with a value bonus for crafts (say a crown) made from legendary or otherwise terrifying foes.
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Granite26

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Re: Origin Tracking Options
« Reply #11 on: September 09, 2008, 06:02:17 pm »

I dunno, once stacks are 'fixed' (I.E. changed from a stack of bolts all needing the same stats to a stack of bolts being a stack of bolts, each with it's own properties), I think keeping the information in the description of the object (but not in the name) would be nice.

Especially if it means you can keep a stack of bone bolts that's 25, with 5 being from Goblin A, 5 being from Goblin B, and 15 being from various elephants you've butchered over the last few years.

I made a post (somewhere) about separating the object from it's qualities, but I can't find it.  Something like:

Quote
Long story short, when a stack of objects is created, create a new item in the object types list, and create a new stack item.  You'd end up with 2 items, one, a full fledged list of all the qualities of the item (create date, etc) in the stack list, and second, a stack item containing a linked list of 25 references to that particular item.

It's a major change to the way stacks are done, but it sounds like that is coming, and this way does a good job of generalizing for the future.  If you generalize enough, you could have stacks of anything without having to code extra for it.