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Author Topic: Stress & Psyche: 44.11+  (Read 140152 times)

fortunawhisk

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Re: Stress & Pysche: 44.11+
« Reply #450 on: March 28, 2019, 10:22:58 pm »

It seems like the most effective honeymoon suite has a two dwarves, a 2x1 tavern, with burrows that restrict the dwarves from standing on the same square. With some luck from the RNG, friends are usually possible in 7 days, lovers at around a month, and married at six weeks. I'm sure personalities play a role, but I haven't finished testing that yet.

Example:
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« Last Edit: March 28, 2019, 10:26:45 pm by fortunawhisk »
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Immortal-D

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Re: Stress & Pysche: 44.11+
« Reply #451 on: March 29, 2019, 08:08:22 am »

New information, 'millbuilding' (dfhack named idle activity) drives dwarves to occupy a area even in the most mundane of circumstances, as they while actually standing up don't do much so long as there's a chair or walkable piece of furniture to seat upon wherein they will prefer to stop.

If a chair is adjacent to a occupied museum in a zone, they'll observe the seat, then the objects in a immediate 3x3 around them leading to a big dump of positive thoughts at once, therefore all personal dwarf rooms should have a chair centre & a dining table (to avoid no table bad thoughts when they attempt to eat), but this actually minimises the maximum amount of space and designs you can make for a dwarf to acknowledge, though 3x3's are quite basic and also spacious for a single dwarf and family when well outfitted.

(Chair/Museum Pedistal - Display case = 1 tick)
(Chair/Museum Pedistal - Display Case - Museum Display = 2 or more ticks)

Without a chair/walkable furniture (like another museum pedistal) dwarves wont hold attention there long enough and instantly shift position after a tick, constantly erratically moving about. This might also attribute to why they dont talk so much.

Quote
I believe this is crossover code from Toady messing with nobles on foriegn sites to make them sit at their offices for the player to see in adventure mode, and that it has transferred with the global offsite meeting room behaviour than previous 30. versions, dwarves were never noted to be sitters.
Just saw this, added to the OP.  Again, anyone please feel free to pm me if I overlook new information.

mikekchar

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Re: Stress & Pysche: 44.11+
« Reply #452 on: March 31, 2019, 12:55:59 am »

Good: A "socializing" unit WILL socialize (increase rank) with other busy dwarves if the busy dwarves aren't moving. I tested with units busy with a pumpstack, a library, and a temple. All of them were repeatedly able to form friendships.

Wait... This is amazing.  Do you mean to say that if I build tavern squares in the N,S,W,E directions of my workshops that dwarfs will go and socialise in those squares and make friends with anyone who is working at that workshop???  Because if is, that's an incredibly easy way to make sure someone makes friends: make a workshop only for them, set up a repeating task, close all your taverns except for those 4 squares around the workshop.  Result, every idle dwarf will go and try to make friends with the dwarf in the workshop!
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PatrikLundell

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Re: Stress & Pysche: 44.11+
« Reply #453 on: March 31, 2019, 02:21:44 am »

Good: A "socializing" unit WILL socialize (increase rank) with other busy dwarves if the busy dwarves aren't moving. I tested with units busy with a pumpstack, a library, and a temple. All of them were repeatedly able to form friendships.

Wait... This is amazing.  Do you mean to say that if I build tavern squares in the N,S,W,E directions of my workshops that dwarfs will go and socialise in those squares and make friends with anyone who is working at that workshop???  Because if is, that's an incredibly easy way to make sure someone makes friends: make a workshop only for them, set up a repeating task, close all your taverns except for those 4 squares around the workshop.  Result, every idle dwarf will go and try to make friends with the dwarf in the workshop!
While it would be a marked improvement (and the investigation results are rather interesting), just having everyone chatting up the dorf in the workshop will result in a lot of dorfs getting a small number of relations points towards the worker(s), rather than the worker getting friends he may get a large number of passing acquaintances (still an improvement of the current standard situation). Thus, you'd probably need to use burrows (or some other means of separation) to restrict the dorfs visiting that friend making tavern to a set of dorfs to become the future friends, while everyone else go to the "normal" tavern (or are partitioned to parallel friend making setups).
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fortunawhisk

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Re: Stress & Pysche: 44.11+
« Reply #454 on: March 31, 2019, 05:45:42 pm »

It seems to be a bit of a RNG gamble. The more dwarves, the slower any individual relationship advances. I tested with with a dedicated idler and a carpenter, with repeating/scheduled jobs. They eventually made friends, but it was significantly slower (months) than with two stationary dwarves. It seems like you need small, but uncrowded taverns for fast(est) advancement. Maybe have a common burrow and a migrant burrow (or two), and keep migrants idle until friendships or relationships form? Then release them back into the common burrow. I don't know that I would have the patience for that though as part of normal gameplay though.

I should mention that I've been doing all my positional testing with two dwarves. I'm now doing tests on three or more dwarves after I got some unusual results from a couple of test runs.
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fortunawhisk

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Re: Stress & Pysche: 44.11+
« Reply #455 on: April 01, 2019, 11:45:28 pm »

Did some additional testing with dwarves in multiple adjacent positions. It appears that socialization is a bit weirder than I'd hoped. What I've seen is that a dwarf will socialize with same space and diagonally adjacent units, but ONLY when there is another dwarf in a NSEW position. If that condition is met, the first dwarf will socialize with ANY dwarf in a 3x3 grid centered on itself. So, for instance, consider dwarves in the following layout. X are empty tiles, #'s are tiles with one dwarf (or more).
XX1
X23
4XX

Dwarf 3 is the critical component here. It doesn't matter how many dwarves are in positions 1, 2, and 4, they won't socialize until a dwarf shows up in Position 3. Once that happens:
Position 1: Relations form with 1,2, and 3.
Position 2: Relations form with 1,2,3, and 4
Position 3: Relations form with 1,2, and 3.
Position 4: Relations form with 2 (originated by 2).

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PatrikLundell

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Re: Stress & Pysche: 44.11+
« Reply #456 on: April 02, 2019, 01:36:10 am »

Did some additional testing with dwarves in multiple adjacent positions. It appears that socialization is a bit weirder than I'd hoped. What I've seen is that a dwarf will socialize with same space and diagonally adjacent units, but ONLY when there is another dwarf in a NSEW position. If that condition is met, the first dwarf will socialize with ANY dwarf in a 3x3 grid centered on itself. So, for instance, consider dwarves in the following layout. X are empty tiles, #'s are tiles with one dwarf (or more).
XX1
X23
4XX

Dwarf 3 is the critical component here. It doesn't matter how many dwarves are in positions 1, 2, and 4, they won't socialize until a dwarf shows up in Position 3. Once that happens:
Position 1: Relations form with 1,2, and 3.
Position 2: Relations form with 1,2,3, and 4
Position 3: Relations form with 1,2, and 3.
Position 4: Relations form with 2 (originated by 2).


Weird. I wonder if this "logic" is related to the one that allows dorfs to build things from ramps and diagonals only if they could have stood in a perpendicular position?
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Putnam

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Re: Stress & Pysche: 44.11+
« Reply #457 on: April 02, 2019, 01:41:11 am »

So my plan of long 2xn meeting halls actually doesn't have any issues?

Sanctume

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Re: Stress & Pysche: 44.11+
« Reply #458 on: April 02, 2019, 11:57:40 am »

So my plan of long 2xn meeting halls actually doesn't have any issues?

in a 2x6, you can get this issue.  but the chance to get 2 adjacents will be common. 
xx
1x
x2
3x
x4
xx

I use a 3x4 tables and chairs with chairs in the center 
tcct
tcct
tcct

But I am thinking a 2x4 on the upper left might be more productive. 
tcct
tcct

mikekchar

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Re: Stress & Pysche: 44.11+
« Reply #459 on: April 02, 2019, 08:56:01 pm »

IIUC, the NSEW adjacency is only important for the one socialising.  So if you have tables and chairs to encourage eaters to be socialised with someone, I wonder if it would be a good idea to paint individual tiles as part of the tavern.  And, in fact, I'm thinking that the biggest long term activity is praying, so this would be pretty interesting:

Code: [Select]
  C
 CTC
  C

Where C represents a tile for a church and T represents a tile for a Tavern.  This would allow people to socialise in the curch and almost certainly have it be productive...  With tables and chairs in a tavern, make the "dining room" portion of the tavern *not* be part of the tavern, but rather surround a single tavern tile with chairs and tables, which would allow people to socialise with diners.  At the very least, dwarfs will be able to appreciate poetry while they eat.
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fortunawhisk

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Re: Stress & Pysche: 44.11+
« Reply #460 on: April 02, 2019, 11:49:20 pm »

So my plan of long 2xn meeting halls actually doesn't have any issues?
Only when n<3? I got the fastest socialization with a stack of 2x1 meeting locations zones set to the same tavern. Each instance seems to do its own thing, rather than synchronize activity like a single zone. But the hassle of setting it all up every time you start a fort would... be a hassle? And then there's the dwarves that just hang out on the outside edge of the zone...

Weird. I wonder if this "logic" is related to the one that allows dorfs to build things from ramps and diagonals only if they could have stood in a perpendicular position?
I know a guy we can ask. :) My own guess was a check for adjacency that missed the combination of X and Y for diagonals (e.g., NE=X+1,Y+1).


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FantasticDorf

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Re: Stress & Pysche: 44.11+
« Reply #461 on: April 29, 2019, 06:36:50 am »

Did some additional testing with dwarves in multiple adjacent positions. It appears that socialization is a bit weirder than I'd hoped. What I've seen is that a dwarf will socialize with same space and diagonally adjacent units, but ONLY when there is another dwarf in a NSEW position. If that condition is met, the first dwarf will socialize with ANY dwarf in a 3x3 grid centered on itself. So, for instance, consider dwarves in the following layout. X are empty tiles, #'s are tiles with one dwarf (or more).
XX1
X23
4XX

Dwarf 3 is the critical component here. It doesn't matter how many dwarves are in positions 1, 2, and 4, they won't socialize until a dwarf shows up in Position 3. Once that happens:
Position 1: Relations form with 1,2, and 3.
Position 2: Relations form with 1,2,3, and 4
Position 3: Relations form with 1,2, and 3.
Position 4: Relations form with 2 (originated by 2).

Im a little rusty with the game after taking a break from *science and general gameplay for a month or two but i feel like burrows, chairs and deliberate obstructions can definitely be rigged up with my chair method.

Quote
XD1
D2(3C)
(4C)TT

C is chairs, T are tables, D are decorations, so effectively you get a clean grid of these (below) which should be on a repeating pattern for acknowledgement to keep dwarves stimulated while they are waiting.

Quote
XDX
DXC
CTT

You could try rotating this counter clockwise, and then filling in the gaps with unwalkable furniture like wall grates and statues in the corners, not that the tables have to be explicitly within the area

Quote
XDXXDX
DXCCXD
CTTTTC
CTTTTC
DXCCXD
XDXXDX

Funnily enough it makes a pleasing shape of a dining room that can seat six to eat in peace, memorise the mirrored positions of where the dwarves should stand for a burrow (or just burrow in number 3's to a seperate burrow). Hopefully if this is a bug it can be fixed.
« Last Edit: April 29, 2019, 06:43:20 am by FantasticDorf »
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FantasticDorf

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Re: Stress & Pysche: 44.11+
« Reply #462 on: May 12, 2019, 05:09:17 pm »

I've worked on the directional design and i think i've found something that fits, been trying it out on masterwork (which also gives a bit of breathing space from dwarf social awkwardness) and im getting slow but steady friendships. TWBT helps illustrate it anyway, even angry aggressive folks like these orcs can get along and (slowly) build up the xp for social skills.

A single 1x10 strip goes between the tables of the dining room which is a civilian and long term resident restricted tavern, and when people go eat their meals & hover over the chairs (entire room is a meeting hall) since the tavern is easily over capacity (only 20 people can fit inside, one 1/10'th of a 200 population fortress) leaving room for (3-4) barrels, one goblet stockpile + prepared meals if you feel like it inside the strip.

On the opposite side of the tables is a prayer area with the 5x5 minimum area closed in with a road (a road on the tavern strip will also be noticed by diners)



All the workers are usually too busy to get married or be over-commited to collecting more than 3 friendships, so honeymoon booths + family rooms for migrant married couples work fine thus far. Its still determinable by chance whether a person will idle in the right spot but they'll talk to anybody adjacent in the tavern on NSEW logic.
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Schmaven

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Re: Stress & Pysche: 44.11+
« Reply #463 on: May 14, 2019, 05:13:38 am »

Sometimes expelling the Haggard dworf who has racked up 10+ confirmed kills of fellow citizens is the best option.  That, or a magma execution.  Having to see the crazy dwarf murder everyone is bad for morale. 

In general, the fatalities I get from stressed dwarves are more than compensated for by migrants.  It is annoying when the legendary armorer is either killed by a dwarf, or goes crazy himself, but I've never found it to be fortress ending or to change my play style.
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Symmetry

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Re: Stress & Pysche: 44.11+
« Reply #464 on: May 19, 2019, 03:41:15 am »

There's a lot of talk further up in the thread about furniture distracting dwarves from making friends, as it takes time to look at it.
Was this wrong? Or are these "strip" designs still better even so?

I find my dwarves just stand around reciting poetry and stories to each other :(
I can't find a good way to make them rank up friendship at all, beyond locking two of them in a tiny room.
Do we know the poetry stuff definitely gets in the way of relationship ranking?  Is there a way to reduce it?
Even in my 3x3 no books library dwarves still tell stories, I can't see friendship going up at all.
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