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Author Topic: Gestation  (Read 3864 times)

granak1031

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Re: Gestation
« Reply #15 on: May 09, 2016, 04:03:56 am »

Bumping this post, because it needs to be reawakened. Also adding a couple related ideas.

A tag using number of ticks would be the most convenient.

Another 2 cents: I don't think laying eggs should REQUIRE Nest Boxes. I think it should be treated similarly to how sleeping is, where the furniture is preferred but not required.
Then make happier animals lay more eggs. This would  allow egg-layers to reproduce properly in the wild.

And for the record: I think a caste-based setup for creature-age stages would be ideal.

I also think having configurable life stages would be also be a good way to go.

In example:

[LIFESTAGE:0:BABY:0]
[LIFESTAGE:1:CHILD:2]
[LIFESTAGE:2:ADULT:15]
[LIFESTAGE:3:SENIOR:65]

The syntax meaning [LIFESTAGE:ORDER:TITLE:AGE].

Conceivably, the [BODY_SIZE:] tags could be absorbed into this.

[LIFESTAGE:0:BABY:0:0:4500]
« Last Edit: May 09, 2016, 04:06:08 am by granak1031 »
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vjmdhzgr

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Re: Gestation
« Reply #16 on: May 09, 2016, 06:19:56 pm »

Bumping this post, because it needs to be reawakened. Also adding a couple related ideas.

A tag using number of ticks would be the most convenient.

Another 2 cents: I don't think laying eggs should REQUIRE Nest Boxes. I think it should be treated similarly to how sleeping is, where the furniture is preferred but not required.
Then make happier animals lay more eggs. This would  allow egg-layers to reproduce properly in the wild.

And for the record: I think a caste-based setup for creature-age stages would be ideal.

I also think having configurable life stages would be also be a good way to go.

In example:

[LIFESTAGE:0:BABY:0]
[LIFESTAGE:1:CHILD:2]
[LIFESTAGE:2:ADULT:15]
[LIFESTAGE:3:SENIOR:65]

The syntax meaning [LIFESTAGE:ORDER:TITLE:AGE].

Conceivably, the [BODY_SIZE:] tags could be absorbed into this.

[LIFESTAGE:0:BABY:0:0:4500]
I'm pretty sure that something like what the body size tokens have for age would be better. Like [BODY_SIZE:YEARS:DAYS:NUMBER], but instead [GESTATION_PERIOD:MONTHS:DAYS:POTENTIAL_VARIANCE] maybe. Ticks are inconsistant between adventurer and fortress mode, which would result in something like humans getting pregnant and then giving birth two days later or something. Also I think most basing of how long gestation is would be based off of real life time, not in-game time, so it would mean you don't have to keep converting time to ticks.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

granak1031

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Re: Gestation
« Reply #17 on: May 09, 2016, 07:54:44 pm »

Bumping this post, because it needs to be reawakened. Also adding a couple related ideas.

A tag using number of ticks would be the most convenient.

Another 2 cents: I don't think laying eggs should REQUIRE Nest Boxes. I think it should be treated similarly to how sleeping is, where the furniture is preferred but not required.
Then make happier animals lay more eggs. This would  allow egg-layers to reproduce properly in the wild.

And for the record: I think a caste-based setup for creature-age stages would be ideal.

I also think having configurable life stages would be also be a good way to go.

In example:

[LIFESTAGE:0:BABY:0]
[LIFESTAGE:1:CHILD:2]
[LIFESTAGE:2:ADULT:15]
[LIFESTAGE:3:SENIOR:65]

The syntax meaning [LIFESTAGE:ORDER:TITLE:AGE].

Conceivably, the [BODY_SIZE:] tags could be absorbed into this.

[LIFESTAGE:0:BABY:0:0:4500]
I'm pretty sure that something like what the body size tokens have for age would be better. Like [BODY_SIZE:YEARS:DAYS:NUMBER], but instead [GESTATION_PERIOD:MONTHS:DAYS:POTENTIAL_VARIANCE] maybe. Ticks are inconsistant between adventurer and fortress mode, which would result in something like humans getting pregnant and then giving birth two days later or something. Also I think most basing of how long gestation is would be based off of real life time, not in-game time, so it would mean you don't have to keep converting time to ticks.

Yeah, I think that would be an even better idea. Could even do it in a slightly simplified form from that. [GESTATION:DAYS] or [GESTATION:DAYS:VARIANCE], perhaps?
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pikachu17

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Re: Gestation
« Reply #18 on: May 10, 2016, 09:47:01 am »

PTW
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Re: Gestation
« Reply #19 on: May 12, 2016, 12:14:47 am »

...I don't think you know what that means. Using real time for gestation means that sitting at my computer looking at a stockpile makes babies come sooner.

Using days instead of ticks gives more accuracy and ease of implementation (not to mention understandability) but loses precision. I think that's a fair trade off.
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Putnam

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Re: Gestation
« Reply #20 on: May 12, 2016, 12:35:58 am »

...I don't think you know what that means. Using real time for gestation means that sitting at my computer looking at a stockpile makes babies come sooner.

Using days instead of ticks gives more accuracy and ease of implementation (not to mention understandability) but loses precision. I think that's a fair trade off.

How would you describe date time vs tick time?

Wait.

Bumber

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Re: Gestation
« Reply #21 on: May 12, 2016, 04:46:11 am »

...I don't think you know what that means. Using real time for gestation means that sitting at my computer looking at a stockpile makes babies come sooner.

Using days instead of ticks gives more accuracy and ease of implementation (not to mention understandability) but loses precision. I think that's a fair trade off.
How would you describe date time vs tick time?

Wait.
I'm assuming his post was aimed at this one:
... Ticks are inconsistant between adventurer and fortress mode, which would result in something like humans getting pregnant and then giving birth two days later or something. Also I think most basing of how long gestation is would be based off of real life time, not in-game time, so it would mean you don't have to keep converting time to ticks.
It should be described as pretty much anything besides "real life time", and especially not in contrast with "in-game time".
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Re: Gestation
« Reply #22 on: May 12, 2016, 07:28:34 am »

Your assumption is correct.
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Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

vjmdhzgr

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Re: Gestation
« Reply #23 on: May 12, 2016, 06:30:21 pm »

I meant that you'd base how long it takes for humans to give birth off of real life. Or how long it takes deer to give birth off of real life. As when it comes to things like these DF is meant to be more simulation than game, so they would be based off of time units like months, or years, rather than a few minutes of running at 500 FPS or something.
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Its a feature. Impregnating booze is a planned tech tree for dwarves and this is a sneak peek at it.
Unless you're past reproductive age. Then you're pretty much an extension of your kids' genitalia

Putnam

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Re: Gestation
« Reply #24 on: May 12, 2016, 06:45:16 pm »

A few minutes of running at 500 FPS is a few months in-game anyway.

NW_Kohaku

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Re: Gestation
« Reply #25 on: May 12, 2016, 08:51:53 pm »

How would you describe date time vs tick time?

The mathmatician's answer would be "1200 ticks"...

And technically, the "growdur" of a plant is measured in 100 ticks per growdur, since that means plants only need to be checked up upon every 100 ticks instead of every tick like creatures do... although a creature would already be check up upon every tick, pregnant or not.
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Putnam

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Re: Gestation
« Reply #26 on: May 12, 2016, 09:07:04 pm »

How would you describe date time vs tick time?

The mathmatician's answer would be "1200 ticks"...

It's 86400 ticks in adv mode.

pikachu17

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Re: Gestation
« Reply #27 on: May 13, 2016, 01:31:56 pm »

To sort of answer to the Days vs. Ticks debate, couldn't toady add a DWF_STRETCH to all uses of ticks?
And since certain creatures don't live a full day in real life, it should use ticks not days.
Sidequestion:can vermin mate in-game(the creatures that live less than day would be vermin, probably)?
« Last Edit: May 13, 2016, 01:34:59 pm by pikachu17 »
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Re: Gestation
« Reply #28 on: May 13, 2016, 03:13:00 pm »

No. They spawn. Their populations might go up though, thus simulating breeding.
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Quote from: King James Programming
...Simplification leaves us with the black extra-cosmic gulfs it throws open before our frenzied eyes...
Quote from: Salvané Descocrates
The only difference between me and a fool is that I know that I know only that I think, therefore I am.
Sigtext!

granak1031

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Re: Gestation
« Reply #29 on: May 13, 2016, 08:25:39 pm »

To sort of answer to the Days vs. Ticks debate, couldn't toady add a DWF_STRETCH to all uses of ticks?
And since certain creatures don't live a full day in real life, it should use ticks not days.
Sidequestion:can vermin mate in-game(the creatures that live less than day would be vermin, probably)?

What if we used both? Something like [GESTATION:DAYS:TICKS] that way it's easier to type out for longer gestation creatures, and still precise enough for the shortest lived creatures.
Basically telling the simulation "Wait DAYS days, then count TICKS ticks."

And to keep it consistent to adventure mode, perhaps he can code in an adjustment for gestation in adventure mode? Perhaps a multiplier for the TICKS variable?
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