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40d Talk:Experience

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Revision as of 21:23, 1 October 2009 by Quietust (talk | contribs) (→‎Designed buildings: new section)
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from old wiki

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)

Strand extractor

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)

percentage calculation

...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?

How many Exp other things give

Easier bundling of information for verification of missing experience point gain numbers. got a glassmaker at "accomplished" skill-level, he wasnt even dabbling when starting to produce glass and is the only glassmaker in my fortress.
i got 317 glass items in my fortress and havent sold a single. 9500/317=29.9... so that means 30 exp per made item. though he was only making windows, terrariums and blocks, so i dont know what about crafts and such smaller items, i'll add it to the table
EvilTwin 12:26, 16 August 2009 (UTC)

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)

Any way to turn off the announcements?

Every two seconds I'm getting "blablabla, blala is more experienced". Is there a way of turning those messages off? --AlexFili 11:24, 4 June 2008 (EDT)

Nope. --Savok 11:23, 4 June 2008 (EDT)
Oh well, guess its another thing to add to "the list". --AlexFili 11:24, 4 June 2008 (EDT)


Ghoulsblade 16:37, 28 February 2009 (EST) : making metal bars gives 30 exp each, i tried it : a dwarf with no skill reached novice blacksmith/metalsmith after making 17 metal blocks (x30=510 exp). diff : http://www.dwarffortresswiki.net/index.php?title=Experience&diff=40788&oldid=36483 high skill is useful for making hiqh-quality anvils for selling. It might even be possible to train this up at no cost, if the metal blocks are molten again using magma, but i still have to try that.

Ghoulsblade 17:37, 28 February 2009 (EST) : hmm, didn't work as well as i hoped, at least bronze seems to be completely destroyed by by the magma after a while. but it might work with an iron bin. it's just rather tricky to get it where you want it

Merging with skill

I suggest this be merged with skill. They cover the same topic. --Zchris13 23:16, 28 March 2009 (UTC)

No, they cover related topics. And the two combined would become very cumbersome, perhaps overwhelming. There's enough for each to fill their own page nicely, and not much is redundant.--Albedo 20:48, 1 October 2009 (UTC)

Appraisal, Broker

I was going to post this (and the code is on the page, simply hidden via <!-- ... -->), then had a moment of clarity and decided to post here first for comment, criticism, confirmation or refutation. I ran several tests w/ diff trades/fortresses, it seems to be right, or as close as the notes explain it to be. --Albedo 20:48, 1 October 2009 (UTC)

Appraisal View Goods for trade1 ≈7.5/item1
"Broker"2 Successful trade3 ≈7.53
Notes:
1) The first time the trade button is used at a Depot for any single caravan, the dwarf who responded as broker immediately gains this amount, ≈7.5 experience x the number of items. No further experience can be gained in Appraisal for this caravan for this dwarf or any other, but another dwarf can replace them as Broker, respond to the call for a "Trader requested at depot", and use their existing skill to see the value of goods and make trades.
2) In this context, "Broker" skills include Negotiator, Judge of Intent, Intimidator, Persuader, Comedian, Flatterer, and (apparently depending on the dwarf) Liar.
3) There seem to be a lot of variables in a "successful trade", and different skills seem to increase more or less depending on the exact combination of factors. More research is needed, but over trading sessions this average seems to hold true.

If no one can poke holes in this, I'll finish the edit..--Albedo 20:48, 1 October 2009 (UTC)

Designed buildings

From a few tests, I've observed that the dwarves that finish construction on buildings that were designed by an architect do not gain a static amount of experience, but instead gradually gain experience points as they continue the construction process. Two 1x1 tile paved roads gave my architect 6 experience each, while a 3x3 road gave 18 experience. Pump operating seems to also give this sort of 'gradual' experience. --Quietust 21:23, 1 October 2009 (UTC)