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Author Topic: ☼SCIENCE☼ - performance and attributes  (Read 3964 times)

Kogut

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☼SCIENCE☼ - performance and attributes
« on: October 15, 2011, 09:44:26 am »

As nobody know about impact of attributes on quality of products, I started ☼science☼.

0) Skills

"Higher skills allows dwarves to accomplish tasks more quickly, but also more effectively (for example mining and crafting). Using a skill will grant experience in that skill, allowing the dwarf to reach higher skill levels. " - wiki

I want to check influence of skills, to compare it with impact of attributes

0a) experience
"Most skills give 30 XP per use, smoothing, engraving and mining give 10 XP per use, and military skills are variable, with more XP gained from real combat than from training. " - wiki

Spoiler: Full list of skills (click to show/hide)

First ☼SCIENCE☼ results: wiki and/or dwarf therapist are wrong (bowyer, carpenter)! Further ☼SCIENCE☼ is planned.
« Last Edit: October 15, 2011, 12:14:19 pm by Kogut »
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Re: ☼SCIENCE☼ - performance and attributes
« Reply #1 on: October 15, 2011, 09:59:30 am »

This is hardly masterwork science.

Weird about bowyer though.
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Wannazzaki

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Re: ☼SCIENCE☼ - performance and attributes
« Reply #2 on: October 15, 2011, 10:01:00 am »

It will allow dedicated individuals to produce the most effective, efficient fort once the arcane secrets of training Marksdorfs is figured the fuck out.
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Kogut

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Re: ☼SCIENCE☼ - performance and attributes
« Reply #3 on: October 15, 2011, 10:11:05 am »

Weird about bowyer though.

Reboot of DF and DT showed that single crossbow (bone or wood) results in 60xp gain, maybe it was good, old "user is stupid" problem.
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Kogut

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Re: ☼SCIENCE☼ - performance and attributes
« Reply #4 on: October 15, 2011, 10:13:15 am »

This is hardly masterwork science.
Is is ☼ as "How to make 162 masterwork beds on scorching embark", not as "magma failing from the sky" or "10% more FPS".
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Re: ☼SCIENCE☼ - performance and attributes
« Reply #5 on: October 15, 2011, 10:19:52 am »

This is hardly masterwork science.
Is is ☼ as "How to make 162 masterwork beds on scorching embark", not as "magma failing from the sky" or "10% more FPS".
Yes, it has potential, Iīm interested in the final results, but right now itīs the stats for 3 jobs, one which was wrong to begin with.
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Kogut

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Re: ☼SCIENCE☼ - performance and attributes
« Reply #6 on: October 15, 2011, 01:26:02 pm »

This is hardly masterwork science.
Is is ☼ as "How to make 162 masterwork beds on scorching embark", not as "magma failing from the sky" or "10% more FPS".
Yes, it has potential, Iīm interested in the final results, but right now itīs the stats for 3 jobs, one which was wrong to begin with.

It is only start  :)

New data:

*Building designer
**Trade Depot - 30
**Road (26x26 tiles) - 30
*Mason
**Wall - 0
**Trade Depot - 18 (removal - 0)
**Road (26x26 tiles) - 468 [18 per stone used during construction] (removal - 0)
*Carpenter
**Wall - 0
**Trade Depot - 6 (removal - 0)
**Road (1x1 tiles) - 6 [6 per log used during construction] (removal - 0)
**Road (26x26 tiles) - 156 [6 per log used during construction] (removal - 0)

Therefore it is possible to train mason/carpenter without wasting stone/wood, (make Trade Depot, remove Trade Depot) but it will be really slow.
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Re: ☼SCIENCE☼ - performance and attributes
« Reply #7 on: October 15, 2011, 01:35:24 pm »

Are you 100% sure that building walls and removing them doesnīt give experience?
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Kogut

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Re: ☼SCIENCE☼ - performance and attributes
« Reply #8 on: October 15, 2011, 01:47:44 pm »

Are you 100% sure that building walls and removing them doesnīt give experience?
In tested version, in my world, this wall resulted in no experience gain detected by me, using dwarf therapist. Maybe it is possible that I (again) failed somehow, maybe only certain walls results in experience? But you can check this (tooltip over skill in DT reveals experience).
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Re: ☼SCIENCE☼ - performance and attributes
« Reply #9 on: October 15, 2011, 02:12:41 pm »

Building and removing constructions has never granted experience - only buildings requiring architecture grant experience during construction, and even then, the experience granted is proportional to the amount of time spent building (and it's gained 1 point at a time, so if you suspend construction halfway and let someone else finish, each dwarf will get half of the experience).
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Re: ☼SCIENCE☼ - performance and attributes
« Reply #10 on: October 15, 2011, 02:22:47 pm »

Therefore it is possible to train mason/carpenter without wasting stone/wood, (make Trade Depot, remove Trade Depot) but it will be really slow.
Suggested improvement: construct lots of floor-hatches/bed/other-one-tile-buildings (requiring a an initial investment of wood/stone), dig out a large area, and then repeatably build and remove them in the large area. Check if floors give experience; if they do, you don't need the construction step.
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Kogut

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Re: ☼SCIENCE☼ - performance and attributes
« Reply #11 on: October 15, 2011, 02:24:28 pm »

Therefore it is possible to train mason/carpenter without wasting stone/wood, (make Trade Depot, remove Trade Depot) but it will be really slow.
Suggested improvement: construct lots of floor-hatches/bed/other-one-tile-buildings (requiring a an initial investment of wood/stone), dig out a large area, and then repeatably build and remove them in the large area. Check if floors give experience; if they do, you don't need the construction step.

Building and removing constructions has never granted experience - only buildings requiring architecture grant experience during construction, and even then, the experience granted is proportional to the amount of time spent building (and it's gained 1 point at a time, so if you suspend construction halfway and let someone else finish, each dwarf will get half of the experience).

Buildings requiring architecture

    Archery targets
    Bridges
    Furnaces
    Paved roads
    Screw pumps
    Supports
    Trade depots
    Water wheels
    Wells
    Windmills

from http://df.magmawiki.com/index.php/DF2010:Building_designer#Using_architecture
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peskyninja

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Re: ☼SCIENCE☼ - performance and attributes
« Reply #12 on: October 15, 2011, 02:28:38 pm »

This is hardly masterwork science.
Is is ☼ as "How to make 162 masterwork beds on scorching embark", not as "magma failing from the sky" or "10% more FPS".
Yes, it has potential, Iīm interested in the final results, but right now itīs the stats for 3 jobs, one which was wrong to begin with.

It is only start  :)

New data:

*Building designer
**Trade Depot - 30
**Road (26x26 tiles) - 30
*Mason
**Wall - 0
**Trade Depot - 18 (removal - 0)
**Road (26x26 tiles) - 468 [18 per stone used during construction] (removal - 0)
*Carpenter
**Wall - 0
**Trade Depot - 6 (removal - 0)
**Road (1x1 tiles) - 6 [6 per log used during construction] (removal - 0)
**Road (26x26 tiles) - 156 [6 per log used during construction] (removal - 0)

Therefore it is possible to train mason/carpenter without wasting stone/wood, (make Trade Depot, remove Trade Depot) but it will be really slow.
You forgot bridges.
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Re: ☼SCIENCE☼ - performance and attributes
« Reply #13 on: October 15, 2011, 03:38:10 pm »

This looks messy at best.  I'm demoting this to -Science- until you get your numbers straight and your procedure pegged down and documented.

Vehudur

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Re: -SCIENCE- - performance and attributes
« Reply #14 on: October 15, 2011, 03:39:23 pm »

This looks messy at best.  I'm demoting this to -Science- until you get your numbers straight and your procedure pegged down and documented.

I have to agree here.

This is really sloppy. :(
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