You are putting words in my mouth and that isnt cool, I said I'm fine with the AI not being able to exploit magic like players can, I didn't ever say I'm fine with them not knowing how to use it, nor did I say i'm fine with them running around killing themselves with it, obviously its not a good thing if they don't know how to use it.
It's not putting words in your mouth, it's an examination of the likely logical consequences of what is being talked about.
I didn't make up the notion of a spell to turn yourself into a plant being put into the game, I simply listed off the many, many ways such a spell could do more harm than good in an AI that, almost definitionally, cannot make the kinds of judgements that would be required to make such an
extremely situational spell do more good than harm.
Getting excited to the point where you lose your critical thought as to the consequences is exactly what I'm chiding against. You're expecting the moon, and then waving your hand and saying Toady will somehow find a way to deliver the impossible in record time. (And you're so excited for what it does in Adventurer Mode, for that matter, you don't seem to stop to consider the consequences in Fortress Mode important.)
And yes, Toady
will break the game with major updates. He does it
every time. Again, I'll just point back to the unstoppable werecritter epidemics that eradicated all civilizations the first update they were added in. Or, you know, the giant flaming mess that was the new Military screen in 0.31.01.
Sure, it might be broken at first, yes toady needs to consider these things, but no, i'm not worried that it will destroy the game and the game will die because toady is too ambitious. Yes he needs to make them really smart if he wants it to not break the game, which is why he mentioned he probably will rewrite the whole usage hints system to prevent these kinds of idiotic things I am not denying that.
Yes you have a good point, but no I don't think toady will destroy his game.
If the argument is about "DESTROYING DWARF FORTRESS FOREVAR!!!1", then you're putting words in my mouth.
However, again, if we're talking about needing to rewrite the AI to actually sanely handle these things, then history has proven that time spent gaming out how, exactly, these sorts of interactions are
likely to be broken, and demonstrating how to pre-emptively fix those problems would be time decently well-spent, and it would also help keep people down on the ground with realistic expectations.
Just looking at how vampires have worked has been a good example of Toady needing to have all the sundry consequences pointed out before he can actually clamp down all the major edge cases: Vampires first came in with
thousands of dwarf skull necklaces, which was totally not obvious or anything, including somehow
juggling hundreds in their hands because their necks were obviously full up on skulls. Vampires at first would
brag to adventurers about their thousands of humanoid kills they got while spending
exactly "5 years" in every job. He only recently set up "vampire hunts" to stop the
depopulation that could occur from a large vampire population in the sewers.
You construe things I say to mean things that I dont actually mean, when I say "partially sane" I meant that they won't kill themselves with it. I didnt mean, "oh yeah its totally okay if they kill themselves with it.", I want them to be smart enough to use it sanely, however I am totally fine with them not being able to exploit it like players can, you cannot write an AI that can exploit things the way a player can in almost any situation, there is a reason the AI in the game "civilization" cheats. ANd why the AI in df will probably need to have some sort of advantage.
You talk as though DF doesn't already "cheat". DF cheats when Toady has to give up on sieges being a challenge, and instead has to create 50-ton flying webbers backed up by fire-breathing T-rexes made of bronze just to keep players from steamrolling everything in the game with steel, training, and numbers that the AI can't hope to match, much less all the sundry automated traps players can throw at it. He adds amphibiousness, heat immunity, the ability to just plain make traps and pressure plates not apply to creatures, adds NO_STUN, and all sorts of other tokens that exist
explicitly to counter common, easy methods of beating the AI. These are all cheats already, that all exist solely to prevent the trivialization of what few threats remain... And even that doesn't work, so the HFS has to rely upon literally infinite numbers of giant flying syndrome-spitters to keep players from trivializing colonizing the HFS.
You trivialize letting DF cheat more than it already does, but what that does is ultimately make the game impossible to play
without exploits. (At least, more than DF already
does demand exploits...) Further, I have to ask how this could possibly be balanced when the game randomly will or won't have magic, or what magic is available is utterly random. Maybe some magic exists as a "hard counter" to another otherwise powerful magic... but just doesn't exist in this one world, so that powerful magic is now unstoppable. (To make an example using extant game mechanics, imagine if dwarves had the power to web, and no other webbing creature existed. Wouldn't that just
slightly wreck game balance?)
You also are trivializing what it takes to make the AI not kill itself with its new powers... because, once again, DF has a really bad track record of introducing new AI routines that
don't involve repeatedly killing anyone who has them until at least a few months of updates. (Again, let's see a show of hands of how many people lost dwarves to climbing a tree and then starving!) You're simply stating Toady can do it without putting any real effort into considering what it takes to actually make such things happen.
The AI rewrites are easily the most difficult thing to balance in any game, and Toady has a tendency to leave things with see-sawing game balance pretty wildly before he tunes things in quite right. Things like trying to find the set of circumstances where turning yourself into a plant wouldn't be rendering yourself defenseless but a clever camouflage are so incredibly nuanced that they basically do not exist in computer games that have people dedicated solely to improving the AI; Again, that's why I had that side-rant about why most computer games just rely upon absolute invisibility instead of worry about sight cones, since it's simply easier to handle.
This isn't hyperbole. This isn't pessimism. This is pattern recognition. The AI for the new magic
will be broken. It's just a question of how absurdly self-destructive it will be.
What I'm saying is that even "merely" asking for the AI not to kill itself with the new magic powers
is still asking too much. The best we can even hope to do is find the most
unavoidably self-destructive things and shout to Toady that he remember to forestall those cases and edge cases.
This is an issue I never thought about, currently the only AI in the game that actually eats is the dwarf mode AI. Creatures in adventure mode dont actually eat (except the player). But letting them always know their powers does seem reasonable enough and is probably the only way to do it without a massive amount of work.
Again, "thinking about it" is what I'm trying to push...
Anyway, creatures in Fortress Mode DO eat, and I'm more worried about Fortress Mode because the interface for controlling Fortress Mode is necessarily going to be more indirect, and therefore difficult to keep sane.
Dwarves
don't even meet their own needs, even if they will complain about not meeting their own needs right now. (That is, dwarves that complain about a lack of socialization will still go to the library to read instead of the tavern to socialize. Dwarves will want to get married when they are asexual or have "commitment issues" that mean they refuse to marry. Dwarves will want to claim items that are in your fortress, but have no AI routine to actually just grab them.) Just because dwarves "know" what is bad for their magic, doesn't mean they will actually avoid what is bad for them, nor will there necessarily be anything you could do to help them avoid those actions. Meat, obviously, would be easy to avoid with fortress-wide bans if it were your primary race, although if you had multi-cultural forts, then things become more and more complex. Also, if the taboo is not food, but no dancing on Tuesdays, what are you going to do, flood the tavern to interrupt tavern-goers every Tuesday? Some players can handle that, but most will need a real interface overhaul to even keep playing the game.
It's honestly these interface overhauls I'd find more interesting than anything. Maybe not as flashy as gaining a new magic spell, but having some real, actual control to direct behaviors with dwarves could yield some extremely useful behaviors for modders or those who are simply inclined towards more elaborately micromanaged dwarven behaviors... although I'll need to put that in the next post.