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Messages - Untrustedlife

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https://store.steampowered.com/news/app/1704830/view/3720579259574680067
Empowering Your Towers. DR4X Changelog #71 04/30/2023

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Only played a few hours and enjoying the game so far although I've only poked at the red empire campaign. Been making notes of some of the stuff I run into but haven't really figured much weirdness out yet :P. My only gripe with the game at the moment is that steam cloud isn't enabled which makes swapping between the steam deck and my computer based on where I'm gaming due to current health issues impossible unless I want to set up some third party file syncing or send files back and forth all the time. A lot of games, but not all of them use steam clouds and I'm not sure why more don't use it given how easy it is to set up.

The game works amazing on steam deck by the way.
Clearly, I should check this forum more frequently. Thank you! I've added Steam Cloud support to my Trello board, but I haven't had the chance to implement it yet.
I suspect that the text might be challenging to read on the Steam Deck. However, I haven't seen it running on the device myself. So if you have more feedback or pictures, please feel free to share it on the Steam forums or my Discord wher ei will def see it!


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I’ve got a question that’s just started bugging me:
Certain spoilers are sometimes generates which “know and intone the names of all [they] meet(s)”.
Has anyone ever had an adventurer come face to face with one of these and, if so, did it intone the adventurer’s name?
Its just flavor AFAIK. I have never seen it do anything even when fighting the dmeons in adventure mode.

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DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: February 13, 2023, 11:10:39 am »
is there a way to complete the cause trouble quest yet? i haven't been able to find a solid answer as to how.

Not a solid answer, but you might try intimidating or brawling with members or the leader of the target group. IIRC, I've heard that killing off the group doesn't help at all.

You have to do a fist fight, not a no quarter fight.

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Yes, but negligibly, the main issue here is activities (storytelling, poetry etc.) with dozens or even over a hundred units involved

Did you see what I asked?

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So what would that mean for a multi generational fort like Archcrystal? Does it only do a check for family members that are still alive? In the relationships window it will only show up to grandparents I think, although you can select and see their grandparents from that menu.

Each person who is doing a "listen to story" or whatever is checking that the person they are listening to is their family member or vice versa, so it gets exacerbated massively by having highly populated, tightly-packed taverns (which I did in this profile). The search looks through every historical figure, in a binary search, i.e. it's O(logn), but if you take into account how many units do it it's sorta O(mlogn), which can indeed grow pretty fast.

Last time I had FPS issues however they were fixed by walling off the cavern. Unless something major changed with DF 50 vs 47 walling off the cavern made the game go from 4fps to 45... That is pretty significant change and that cant really be explained with what your encountering. Maybe there is some kind of edge cases where path finding does indeed consume more CPU then what your seeing here. I would probably gather some save files from community members that have FPS death and check this again.

There are multiple known edge cases. There was probably something stuck in some trees in the caverns that wanted to get into your fort or out onto the surface, and walling it off made the caverns completely cut off, thus making it stop trying to do that. Being stuck in trees makes things pathfind every tick or so, which is indeed extremely slow, but most of the time stuff just isn't pathfinding that much.

I did another 3-minute profile on my 260-citizen fort, this time with the knowledge of the source. Percents are going to overlap some. Specific seconds are not.

The slowest thing was line-of-sight checks. Due to the fact that it was only counting the checks in the function itself, this was a total of 14.7% of CPU time. However, if you remove one specific thing from line-of-sight checks (more on that later), it's 8%, and thus faster than the next thing. 13.181s in the function itself.

Great to see numbers here, thanks!

I know 14.7% doesn't point to any massive optimization potential, but -- is the line-of-sight implementation more amenable to a concurrent/thread-pool approach than the pathfinding?  I would not expect LOS to use global mutable state, but I wouldn't have expected that for pathfinding either, so what do I know.

Technically yeah, could make a bunch of futures that fill out the line-of-sight info for each individual unit before they're used for the individual units, but the biggest intervention right now is probably just optimizing the "get glowtile" function lol

Hey there! Software engineer here. Have you considered just caching a pointer to or ID of or whatever data you access often of the dwarves family members inside whatever object represents the dwarf (assuming each hist fig has an ID or teh data you are accessing could be saved there) , so that you dont have to search through the hist figs every time? Do you think that would have a noticeable performance improvement?

Eg a dwarf might have a list of family member names etc, or their ids directly on them. That is updated the first time you check or whatever.

You dont need to include it in the save data, as you would simply cache it the first time you check after the game is loaded. And not check afterwards.

Also, the entire LOS system almost seems pointless. For LOS in adventure mode you could just do something seperate.

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I found the demon in the dark fortress-tower - then I left to "recruit" for a zombie army. And now I returned with some zombies, the demon isn't there any more?

There's a slade throne in a big room, so I am pretty sure I am in the right room. It's a big square room with a row of statues of monsters in the middle and a row of display cases ai one end. An it has a slade throne.

It seems like the demon left while I was gone?

Wondering if I should stick around and wait or maybe it will never come back?

It's kinda funny. I've cleared out the entire tower, there's nobody in it anymore but my zombies. I feel like I went everyywhere, also was way down below, found all the trapped kids that sadly got ripped apart by my zombies, sorryyyy! I try my best to be a hero, but I can't please everybody!

I'm just standing in his empty throne room dancing on his throne for my zombies to make the time pass. It's a tad underwhelming.

Pretty much anyone can leave their spot. Necromancers for example periodically go on patrols. Im sure demons do it too.

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DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 06, 2023, 12:04:45 pm »
so I heard that you can put living people in bags with dfhack
but I do not know how to can someone explain?
I wish i could answer this, but i don't use df hack.

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DF Adventure Mode Discussion / Re: Adventure Mode Little Questions Thread
« on: January 06, 2023, 12:03:47 pm »

Hello, I am new to adventurer mode. I played around a bit with it and it seems amazing. Couple questions I have:

1) I created a world, I entered Legends mode and read about places, artifacts and persons. Can I visit all those places in Adventurer Mode? Can you access all of the map/cities? So if I see that an artifact is kept in some far away place, can I go there and see it?

2) If legends mode tells me an NPC is still alive, can I find this NPC on the map and actual interact with it? (fight? talk? etc.)

3) If legends mode tells me someone is carrying an artifact. Can I find this npc in adventurer mode, and through combat or some way, take the artifact?

4) I read on here that people can create adventurer characters that are more like scholars who write about the world as they discover it. Is this RP or can I create a character in Adventurer mode, write codices about the world, instead of fight monsters etc.

5) If I create a character in adventurer mode, and write codices, are those updated in Legends mode? So do things I do in adventurer mode, actually update in Legends Mode?

./bow Thank you, there is so much to this game, it can get overwhelming.

Answers:

1) Yes, all locations (cities, towns, tombs, Castles, ect. can be visited.
2) Yes, although there are times when finding certian npcs will be.. difficult.. and/or impossible... answered in Q3 too.
3) Yes, mostly.. There are times where Artifact holding npcs may be traveling, or even thrown into limbo. (which is why i said it might be impossible in Q2). Also, there are times where artifacts can be found or lost in certian places... and even if you do track it down to the right place.. it may not be there at all and in limbo as well (till you said a raid in Fortress Mode to take it).
4) Yes, you can literally be any profession you want honestly.(DFhack's adv/gui helps out with fishing/mining, ect)
5) Yes.

About the artifacts and npcs.
You can run into traveling questers. So it shouldnt be impossible to run into the quester holding the artifact you want.

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DF General Discussion / Re: Future of the Fortress
« on: January 06, 2023, 12:01:36 pm »
Looks like Steam/Itch has been a massive success (Grats!).  After you have established a health care fund, have you considered using some of the extra money to hire professional programming help?  Either to ease your workload or help clean & optimize the code.

Knowing Toady's intent somewhat, from a recent AMA on Reddit, the proverbial pendulum appears to be swinging in the direction of the latter option.
That got an answer pretty quick didnt it.
Congrats Putnam

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