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Author Topic: What, exactly, determines the "Profession" label?  (Read 900 times)

Albedo

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What, exactly, determines the "Profession" label?
« on: April 05, 2009, 02:15:41 am »

If you don't Customize your dorves' professions, they get automatic labels - Architect, Miner, etc etc.

I know this is based off of the skills the dorf has active, and the levels of those skills, but does anyone know how, exactly, those interact? If you have two the same level, how do it know?  Especially at Embark.

I've been playing with it, and I've seen an "X 10, Y 8" dorf show up as a "Y-er", where X is clearly at a higher level skill. But then "X 9, Y 8" shows up as a Y-er.  Then I try a "Y 8, Z 8", and he's a Z-er.  I would guess there's some weighted priority list... anyone shed any light on this?

(And I'm not talking about non-profession skills like Shield, Wrestler or Negotiator.)

(And I actually have a reason to ask...)

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RPB

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Re: What, exactly, determines the "Profession" label?
« Reply #1 on: April 05, 2009, 02:30:29 am »

Are you positive about that? The only case where an X-10, Y-8 dorf would not show up as an X-er is if X and Y were both part of the same profession category in which case they'd get a generic label.

Proficient Fisherdwarf/Skilled Carpenter is a Fisherdwarf.
Proficient Carpenter/Skilled Fisherdwarf is a Carpenter.
Proficient Fish Cleaner/Skilled Carpenter is a Fish Cleaner.
Proficient Fisherdwarf/Skilled Fish Cleaner is a Fishery Worker due to having a mix of fish-based skills at relatively equal levels.

Not entirely sure what "wins" in the case where two job skills from different categories are at the same level though.
« Last Edit: April 05, 2009, 02:32:46 am by RPB »
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Guy Montag

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Re: What, exactly, determines the "Profession" label?
« Reply #2 on: April 05, 2009, 02:47:40 am »

Some of the names are hard-coded, like the "Farmer" or "Engineer" migrants or reclaim mode soldiers that come in with novice thresher/farming/woodburner and Seige Operator/Seige Engineer/ Pump operator/Mechanic or other random skills chosen from their respective list list. Once they gain one skill level above whatever they came with, they change names to reflect their best skill, I think.

As for multi-skilled dwarves, I'd guess the name changes to whatever is highest as far as experience points go if that skill is tied in with a certain profession name. A Expert Mason/ Expert Grower could be be called either, depending on whichever skill had more "experience points" in it.

But then again, I've never really paid attention to it, and never noticed a dwarf that shifted back and forth between profession names as he overcame one skill or another he was enabled with if he had rough parity with either.

I know military dwarves are just named after whatever weapon skill they have the most experience with.
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Albedo

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Re: What, exactly, determines the "Profession" label?
« Reply #3 on: April 05, 2009, 03:37:42 am »

Yeah, they do change, and can change color as they level up.  But I'm talking about on Embark, before there are any fine distinctions in experience.

Are you positive about that?

Yeah.  I was trying to figure out what, exactly, triggers (or prevents) the cross-bow/leather armor addition for a dorf with the "Ambusher" skill.   The bottom line is that they have to be labeled as a "Hunter" upon Embark.

(I'm listing the points added, not the total score - the patterns are easier to see that way imo.)

    Wrestler/Armor/Shield appear non-conflicting, any level, all good.  Same with Social skills, like Negotiator and JoI. (And I'd assume Swimmer.)

    Weapons are good so long as they are not much higher. (haven't figured this one out yet.)

    Building Designer is ok so long as it's not ~much~ larger.  1/1, 5/5, 1/2 are all good, but a 3/5 is not.

    Any "civilian" skill is a dealbreaker.  Ambush 5/Weapon 4/Clothier 1 - nope, he's a "tailor", or whatever.

    Within the "Ranger" category, things get weird.   Ambush 3/Trapper 5 is a "Hunter", but Ambush 2/Trapper 4 is a "Trapper".

    So, this guy gets the armor/crossbow:
      Ambush 1/Axe 2/Armor 3/JoI 1/Appraise 1/Bldg Designer 2

    But put one production skill in there, like Leatherworking or Herbalist or Woodcutter (any of which would be handy), and it's game over. (So currently I'm making this guy my "leader" type.)

Some (most) skills are clearly dealbreakers, any that are what could be called a "Trade/Craft/Art" skill.  And I think I'm seeing that some are okay so long as they are "less than double", some are okay so long as they are not larger, and some are ignored.  But others don't fit that. And exactly which, and what the hierarchy is, I got nuthin' yet.

"Yet" being the key word. 

And some results are contradictory - not sure what to make of them, or even if I noted them correctly now that I am starting to see what's going on, so I need to go back and try some more variations, narrow in on the make/break points.  With only 7 volunteers at a time, it's slow going.


« Last Edit: April 05, 2009, 03:52:35 am by Albedo »
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LordBucket

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Re: What, exactly, determines the "Profession" label?
« Reply #4 on: April 05, 2009, 04:14:28 am »

Quote
skills are clearly dealbreakers, any that are what
could be called a "Trade/Craft/Art" skill.

Non-military dwarves will only show non-military profession titles. Military dwarves will only show military profession titles. For example, if you draft a legendary clothier, he will get the "recruit" title. If you un-draft an axedwarf with absolutely no trade skills, he will get the "peasant" title.

RPB

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Re: What, exactly, determines the "Profession" label?
« Reply #5 on: April 05, 2009, 05:28:03 am »

Obviously one of us has a horribly horribly broken version of Dwarf Fortress, because mine has certainly never shown any of the behaviors you claim yours does.

Ambush 5/Weapon 4/Any craft skill 1 = Hunter.
Ambush 2/Any craft skill 1/(social skills only) = Hunter.
Ambush 3/Any craft skill 2/(social skills only) = Hunter.
Ambush 1/Building Designer 2/(social skills only) = Architect.
Weapon 5/Ambush 1/(social skills only) = Hunter.
Weapon 5/Ambush 1/Any craft skill 4 = relevant craft trade.

The rules are fairly simple:
-If a non-military dorf's highest profession skill (e.g. not a military skill, social skill, or swimmer) is at least twice as high as any other skills in the same profession group, then they will get a specialist job title for that particular skill (Ambusher 4/Trapper 2 is a Hunter).
-If their highest profession skill is not twice as high as at least one other skill in the same profession group, then they will get the generalist job title for that particular skill (Ambusher 4/Trapper 3 is a Ranger).
-If there is a tie for the highest skill, then and only then does any sort of skill precedence take effect. Ties appear to be broken deterministically through some kind of priority ranking list; experience in a given skill does not appear to matter (Miner 5/Woodcutter 5 will be a Miner, and chopping trees will not turn them into a Woodcutter until they actually reach Woodcutter 6).

It's unclear how skill rankings are determined. It is not related to the order of appearance on the skill list for the embark screen nor the order in which different jobs are listed on job preferences. They appear to be arbitrary and more or less ordered according to some general sense of "usefulness": miner, carpenter, mason, mechanic, grower skills will all beat ambusher on a tie; soaper, pump operator, wood burner, tanner will lose to ambusher.
« Last Edit: April 05, 2009, 05:34:05 am by RPB »
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Albedo

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Re: What, exactly, determines the "Profession" label?
« Reply #6 on: April 05, 2009, 12:12:47 pm »

For example, if you draft a legendary clothier, he will get the "recruit" title. If you un-draft an axedwarf with absolutely no trade skills, he will get the "peasant" title.

For the 3rd time - ON EMBARK.  But thanks.

Obviously one of us has a horribly horribly broken version of Dwarf Fortress, because mine has certainly never shown any of the behaviors you claim yours does.

This is never impossible.  And the majority of your examples do not contradict mine, but some are clearly not meshing.  Probably my confusion.

Quote
They appear to be arbitrary and more or less ordered according to some general sense of "usefulness": miner, carpenter, mason, mechanic, grower skills will all beat ambusher on a tie; soaper, pump operator, wood burner, tanner will lose to ambusher.
I got this sense as well, but the details were why I was asking.  Hoping some sage, wise in the ways of code, might have already cracked this. 

Until then, empirikal-obsurvation-R-us.
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RPB

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Re: What, exactly, determines the "Profession" label?
« Reply #7 on: April 05, 2009, 02:09:35 pm »

I doubt it's much of a priority for sages wise in the code since it only makes a difference if for some reason you absolutely cannot afford to pump Ambusher to a level one higher than any other profession skill, since simply having Ambusher be the highest skill (not counting social or combat skills) will always get you a hunter anyhow.
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