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Difference between revisions of "40d Talk:Experience"

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(yea... please nerf that Toady!)
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:::I have a new theory on optimizing xp gain for all dwarves simultaneously, based on what i've observed military dwarves doing - let them stand around idle and throw parties.  They all gain social skills (and xp), there's no hauling involved, and thus no dwarf is wasting time doing non-xp earning activities.  Of course, you also aren't producing anything...  (It might make an interesting slow start for turbo cross-training later...).  I suppose the optimal economy would be a food producing one because the hauling involved in harvesting plants gives xp, and while this introduces some hauling (from stills and kitchens) without xp gain, its pretty minimal and easy to come up with a reasonably optimal fortress design for a single industry fortress.  And of course you'll need to produce beds and dining facilities for everyone, so a carpenter and mason are required, but we're mostly talking about a minimally hauling fortress that emphasizes social skill xp gain. --[[User:Squirrelloid|Squirrelloid]] 08:37, 26 April 2008 (EDT)
 
:::I have a new theory on optimizing xp gain for all dwarves simultaneously, based on what i've observed military dwarves doing - let them stand around idle and throw parties.  They all gain social skills (and xp), there's no hauling involved, and thus no dwarf is wasting time doing non-xp earning activities.  Of course, you also aren't producing anything...  (It might make an interesting slow start for turbo cross-training later...).  I suppose the optimal economy would be a food producing one because the hauling involved in harvesting plants gives xp, and while this introduces some hauling (from stills and kitchens) without xp gain, its pretty minimal and easy to come up with a reasonably optimal fortress design for a single industry fortress.  And of course you'll need to produce beds and dining facilities for everyone, so a carpenter and mason are required, but we're mostly talking about a minimally hauling fortress that emphasizes social skill xp gain. --[[User:Squirrelloid|Squirrelloid]] 08:37, 26 April 2008 (EDT)
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::::Yes, social actions are indeed overpowered, causing the majority of children to reach legendary well before adulthood. Obviously, such a system completely destroys both the economy (everyone ends up acting like it's pre-econ, since everyone's legendary social) and the meaning of gaining legendary dwarves, as opposed to specific legendaries, which are the only thing that has meaning still. --[[User:N9103|Edward]] 09:04, 26 April 2008 (EDT)

Revision as of 13:04, 26 April 2008

Until experience points have been re-verified, this page should be marked as having been copied from the old Wiki. I don't know how to do that and am too tired to research it right now.

I will add that I intend to re-verify experience fairly soon. —0x517A5D 02:52, 14 November 2007 (EST)

Done VengefulDonut 09:42, 14 November 2007 (EST)
Since I had a pile of Adamantine around, I decided to do the Extraction experiment. It took a dwarf who had never extracted adamantine before 17 iterations to reach novice. That makes it more than 29 and at most 32 xp per action. I expect that it's a 30xp task, like so many others. Doctorlucky 05:07, 14 November 2007 (EST)
I've now taken the dwarf to named level (Strand Extractor) with exactly 37 tasks, so it's 30xp. Doctorlucky 18:14, 14 November 2007 (EST)
Heh. On the Real Wiki, it's right about now that you'd be shot down for doing primary research! Runspotrun 14:17, 1 December 2007 (EST)
Then we're the exact opposite of them: primary research is 99% of what we post. (The rest being essentially divine scripture--verifiably from the creator of the subject of our wiki.) --Alfador 12:21, 6 February 2008 (EST)

"...but 27% of the time when Legendary+5, based off of a random d20 roll."

27% on a d20? You mean like rolling a 5.4 and below? I'm curious how one can roll higher than a 5 and lower than a 6 on an integer-numbered die.--Draco18s 17:41, 1 February 2008 (EST)

Rather easy when you consider that more than one test should be done and 27% ends up being the average. Odds are that if the game actually uses a d20 roll, then the programmed average is 25% with 2% margin of error in the experiment, well within acceptable margin. --Edward 18:20, 1 February 2008 (EST)
It is not calculated from a d20 roll. It is calculated from rolls of a d5, d10, d15, d20, d25, and potentially a d3. And a quite complicated formula. At least it was back in the 2D version. Gory details in the archive.
0x517A5D 14:24, 3 February 2008 (EST)

Mining and legendary +1,+2, ect.

Do miners get any bonus for reaching legendary +1-5? --Heliopios 14:55, 1 December 2007 (EST)

a legendary+5 will be faster than a legendary, but I don't know if that is just because of the 5 stat bumps that all classes get for moving from legendary to legendary+5. I may look into it, but no promises.
0x517A5D 22:53, 3 December 2007 (EST)

whats the experience gain for a pump operator? this would be interesting to see. Also, how long does a single pump operation take?

Gathering Silk

I'm pretty sure that a dwarf gains experience towards weaving by gathering silk only if the dwarf actually returns the thread to the loom. I'd like someone else to verify it before I make a note of it somewhere. Bouchart 09:50, 13 April 2008 (EDT)

Crafting Skills

Are we sure that crafting experience is awarded per item? Because sometimes you can get two or three items for one. Goblets always come in threes. Does this also apply to clothing and leatherwork? Because gloves and shoes always come in matched pairs. I'm hunting for ways to maximize experience gain. --Strangething 02:25, 23 April 2008 (EDT)

My best guess is per task, but I haven't actually tried to verify this.
Maximizing xp gain seems to involve giving a dwarf something they can do relatively quickly (engrave, tunnel through soil, etc...) or without much oversight (siege operation on a catapult, operate pump - likely slower but doesn't bias their 'strange mood' stat useage) to get them some stat upgrades, and then stick them doing what you actually want them doing. Also, minimize hauling tasks, as that wastes dwarf time with no xp gain. Unfortunately, most industry skills produce something, and so some hauling is essential to minimalize their time by avoiding clutter. In other words, you can't simultaneously optimize every dwarf's xp gain at the same time, though you can maximize average xp gain over the whole fortress, but it likely involves not only cross-training but also efficient fortress design and finding a balance between clutter and wasted dwarf-time spent hauling. Not to mention careful micromanagement of who exactly is hauling what to where to avoid unnecessarily long walks. Ie, its complicated, and you'll probably spend hours setting up hauling tasks each fortress month. --Squirrelloid 07:29, 23 April 2008 (EDT)
My approach is to focus on leveling up some key dwarves, and let the peons do the hauling and cleaning. I have seen random dwarves haul finished goods out of an occupied workshop, letting the craftsdwarf continue working.

--Strangething 22:15, 25 April 2008 (EDT)

I have a new theory on optimizing xp gain for all dwarves simultaneously, based on what i've observed military dwarves doing - let them stand around idle and throw parties. They all gain social skills (and xp), there's no hauling involved, and thus no dwarf is wasting time doing non-xp earning activities. Of course, you also aren't producing anything... (It might make an interesting slow start for turbo cross-training later...). I suppose the optimal economy would be a food producing one because the hauling involved in harvesting plants gives xp, and while this introduces some hauling (from stills and kitchens) without xp gain, its pretty minimal and easy to come up with a reasonably optimal fortress design for a single industry fortress. And of course you'll need to produce beds and dining facilities for everyone, so a carpenter and mason are required, but we're mostly talking about a minimally hauling fortress that emphasizes social skill xp gain. --Squirrelloid 08:37, 26 April 2008 (EDT)
Yes, social actions are indeed overpowered, causing the majority of children to reach legendary well before adulthood. Obviously, such a system completely destroys both the economy (everyone ends up acting like it's pre-econ, since everyone's legendary social) and the meaning of gaining legendary dwarves, as opposed to specific legendaries, which are the only thing that has meaning still. --Edward 09:04, 26 April 2008 (EDT)