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Author Topic: Any ideas for SCIENCE?  (Read 2696 times)

lue

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Any ideas for SCIENCE?
« on: August 10, 2013, 07:52:36 pm »

I've been thinking now that I'd like to do some SCIENCE, as it seems like something I'd enjoy doing. However, I can't think of anything concrete to test. So I'd like to ask you all: what needs scienceing?

I'm thinking all the likely candidates would be fort-mode stuff, however if there happens to be anything requiring adventure mode, I wouldn't say no to it.

If this topic is really lucky, then perhaps it'd be a good place for anyone to get some ideas. Have at it, Bay12!
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Baffler

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Re: Any ideas for SCIENCE?
« Reply #1 on: August 10, 2013, 08:10:39 pm »

The only currently unknown I can think of the damage modifiers for the quality of weapons. Other than that, nothing jumps to mind. This is a link to the only source of info on the subject I know of.
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chevil

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Re: Any ideas for SCIENCE?
« Reply #2 on: August 11, 2013, 03:13:27 am »

Currently most of !!SCIENCE!! has already been scienced. When the next version comes out there will be a lot things to !!SCIENCE!!.
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AutomataKittay

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Re: Any ideas for SCIENCE?
« Reply #3 on: August 11, 2013, 04:01:58 am »

Most of the SCIENCE I see left to do is some pretty sophisicated stuffs that'd be difficult to do. Like analyzing personality and their effect on working, break and general activity. Yeah, I don't know what's left that's easily doable, though if you just want to try stuffs out yourself, it's good practice.
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itg

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Re: Any ideas for SCIENCE?
« Reply #4 on: August 11, 2013, 06:00:54 am »

I could be wrong, but I don't think there's much hard data on foreign/unorthodox weapons. In particular, I'd like to see some data on picks as weapons. Forum consensus seems to be that adamantine picks ought to be the best because picks use an edge-based attack, but in my personal experience, steel picks seem to do better.

Also, most weapon science I've seen focuses on the extremely unrealistic scenario of equal forces of well-equipped dwarves. I'd much rather see experiments that pit dwarves against their natural enemies, masses of poorly-equipped goblins and megabeasts.

AutomataKittay

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Re: Any ideas for SCIENCE?
« Reply #5 on: August 11, 2013, 06:36:09 am »

I could be wrong, but I don't think there's much hard data on foreign/unorthodox weapons. In particular, I'd like to see some data on picks as weapons. Forum consensus seems to be that adamantine picks ought to be the best because picks use an edge-based attack, but in my personal experience, steel picks seem to do better.

Also, most weapon science I've seen focuses on the extremely unrealistic scenario of equal forces of well-equipped dwarves. I'd much rather see experiments that pit dwarves against their natural enemies, masses of poorly-equipped goblins and megabeasts.

I agree about steel vs bluemetal, steel works more than well enough against invaders and better than bluemetal if the armor is inferior to steel. And equally equipped dwarves removes as much variables as possible and equalizies the playing field for the analysis, goblins still don't even bring leg or hand armor last I checked :D
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lue

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Re: Any ideas for SCIENCE?
« Reply #6 on: August 11, 2013, 04:43:15 pm »

I don't know what's left that's easily doable, though if you just want to try stuffs out yourself, it's good practice.

I had a feeling that I should practice by testing what's already been tested, which would seem to be the way to go here.

The only currently unknown I can think of the damage modifiers for the quality of weapons. Other than that, nothing jumps to mind. This is a link to the only source of info on the subject I know of.

Just based on that list, my guess would be that decorations do nothing, and all the unknown qualities are 1x as well (unless non-integer multipliers aren't out of the question).

Currently most of !!SCIENCE!! has already been scienced. When the next version comes out there will be a lot things to !!SCIENCE!!.

I can imagine the next release bringing legions of "Does it work differently?" tests.

I think what I'll do for now is just get used to running a fort for SCIENCE as opposed to normal play (I'm aware I could probably use a normal and mature fort for SCIENCE, off to the side, but I like the idea of a purely-SCIENCE expedition). Probably test happiness modifiers or something to start.

Keep the suggestions coming though! Perhaps an experienced SCIENCEer is stuck for ideas, and could handle an advanced experiment?
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Tevish Szat

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Re: Any ideas for SCIENCE?
« Reply #7 on: August 12, 2013, 12:36:00 am »

automatic reload time for melee weapon traps?  Wiki currently lists it as "unknown"
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kleril

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Re: Any ideas for SCIENCE?
« Reply #8 on: August 13, 2013, 02:05:45 pm »

Domestication and civilization familiarity. The information on it floating around is pretty vague. How many tamings does it take to progress through each stage? How much of an impact does it have on the taming of individual creatures?
Bonus points for finding a way to get creatures to a 'domesticated' state in game. From what the community has tried, there is no known way to do it. Perhaps DFHack has the power to do it. (Putnam, or some other experienced DFHack folk: would this even be possible?)
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Enemy post

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Re: Any ideas for SCIENCE?
« Reply #9 on: August 13, 2013, 02:13:06 pm »

You could try to find a way to safely remove hearts, at least in adventurer mode. The things are useless bleeders anyway.
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Button

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Re: Any ideas for SCIENCE?
« Reply #10 on: August 14, 2013, 07:41:02 pm »

Try to nail down the causes of the Ghost Animal Trainer and Fisherdwarf bugs.

Not every animal trainer/fisherdwarf that dies and ghosts continues working after death. Does it have to do with their relationships? Their new-migrant status? Their personality? Kill a bunch of dwarves and find out.
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TheDarkStar

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Re: Any ideas for SCIENCE?
« Reply #11 on: August 14, 2013, 09:02:45 pm »

As far as I know, no one knows what causes different types of ghosts to appear (or if they are random). Try testing that.
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Tevish Szat

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Re: Any ideas for SCIENCE?
« Reply #12 on: August 15, 2013, 12:43:51 am »

Domestication and civilization familiarity. The information on it floating around is pretty vague. How many tamings does it take to progress through each stage? How much of an impact does it have on the taming of individual creatures?
Bonus points for finding a way to get creatures to a 'domesticated' state in game. From what the community has tried, there is no known way to do it. Perhaps DFHack has the power to do it. (Putnam, or some other experienced DFHack folk: would this even be possible?)
Domestication is pretty easy, but strictly requires breeding.  You have to tame a mother, and when she has offspring, set them to be trained.  Though born with a training level similar to the mothers, the young can become domesticated/tame, requiring no further training.

If you mean making it so a civ recognizes creature X as Domesticated, allowing future embarks from that civ to bring the creature along, now that would be interesting.
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PDF urist master

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Re: Any ideas for SCIENCE?
« Reply #13 on: August 15, 2013, 05:27:07 am »

determine the bonuses for higher quality armor other than masterwork or artifact.

it's vague on the wiki and could probably be done with a focus group.
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AutomataKittay

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Re: Any ideas for SCIENCE?
« Reply #14 on: August 15, 2013, 05:46:23 am »

determine the bonuses for higher quality armor other than masterwork or artifact.

it's vague on the wiki and could probably be done with a focus group.

I've seen someone determine it back in 31.xx that it was pretty much gradient between standard and masterwork. Though that was probably disassembly. It'd be very hard to do outside of fairly large samples. Arena mode don't allows quality equipment outside of corpseitems. Which's probably why there've been no studies on it, on top of players usually complusively hoarding masterworks :D

And the masterwork/artifact bonus was pretty much given out by Toady while explaining how things works.
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