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Messages - Xirr

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DF Gameplay Questions / Re: Outstanding bugs in 0.31.16
« on: October 18, 2010, 04:39:46 pm »
You know, these forums are really interesting.

I've been here about 2 weeks now, and I've already noticed something.  There's almost a civil war level split between two camps.  One says "This is alpha, all can be forgiven, Toady is a golden god, don't diss him!".  The other says "We need everything fixed now, Toady should do what we want, screw his desires/wants/ideas, or else make it open source so we can stealfix the problems ourselves".  I see very few people walking the middle line, which TBH is usually a pretty bad sign for a community.

I'm not firmly in either camp.  I'd love to see the bug fixes go in (The game scales REALLY poorly as your fortress grows, making FPS rot inevitable, which IMO is a sign of extremely bad management of data).  However, this IS Toady's code, Toady's show, and I respect Toady for what he's accomplished (albeit at a snail's pace) and I can understand why he'd want to focus on content and checking off his dev list instead of banging his head against the bugfix wall.  At the end of the day, I can walk away and go play Counterstrike and probably be just as content, so it's not a case of arm-flailing rage for me.  If it gets too bad, I'll just set a reminder on my computer calendar for 6 months from now to "Go check on Dwarf Fortress", and then I'll see if the game's made any significant strides towards end-game playability.

Ahahaha! I have played this game since a roommate of mine introduced it to me back in 2006...Never really thought about joining the forum until just recently.

But ya..there is more than "2 camps." And those two camps you mentioned are not hard-lined.

As I player, I like his new content, but I hate to "lose" old content (my biggest qualm about 31. over .40d is the lack of nobles, those nobles would usually tear my Fortress down faster than any siege, resulting in much fun).

Most of us (if I can speak for the general "I check Dwarf Fortress's progress at least 4 times a year" group), have defaulted to making the game about as hard as you can imagine and having fun.

PS: DF doesn't scale poorly with big Forts (anymore, not for a long time actually) unless you got some big problems with your Fort in general: (1) Never, ever, embark with flowing water (streams, rivers, brooks) unless you intend them for some feat of challenge, (2) Disable sound, (3) Read the wiki, (4) keep tidy stockpiles (yes, micro-manage what they have) to limit long pathing for dwarves, (5) if its not chained, caged, or owned, kill it (see Wiki: Cats), (5) design your Fort carefully, and use traffic controls. I have had one Fort in 31. for 200 years now, with sieges and ambushes, and over 300 dwarves; FPS ranges from 35-55 all the way down to 0 for about 10 minutes if I decide to reclaim a stone dump of 14k stones.

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DF Modding / Re: De-Ramp (for clean pretty water/magma channels)
« on: October 14, 2010, 03:11:29 pm »
Personally, I'm fine with the "new channel", even though it didn't solve any problems or add anything to gameplay.
Preventing cave-ins is a myth.  They still will happen if you're not careful.

I just wish Toady had put the old channeling in as another command.  "dig (H)ole" or something.
I tried to make a memory patch that added the command, or toggled the behavior of the channel command, but digging through the disassembly of DF was just too much.

I may extend this to permit a search-and-apply for other designations and tile types, for fixing map bugs or other problems.

Seconded.

3
DF Modding / Re: Runesmith - A DC like tool
« on: October 14, 2010, 03:03:34 pm »
Endless Siege. 31.12

Basically, I have tried to reduce the number of invading creatures by using "Delete Creature" flag in the Runesmith. Now I am stuck with the endless Siege, so no caravans and no migrants. Is there a way to get rid of it?
(Other people had posted about this in this thread but I believe in the end there were no concrete answers).

(1) The best cure is prevention. People have invested good time and good advice into this guide, I suggest you utilize it (don't get me wrong, I do not use Runesmith but believe it is a great tool to be utilized as a de-bugging/quick fix). http://df.magmawiki.com/index.php/Defense

(2) You will probably have to go down the entire list in the Flags tab for all creatures that can be part of a Siege (Humans, slavers, Goblins, Ogres, Trolls, etc) and remove the flags for "In Ambush", "Active Invader", etc. Because Sieges are coded to have the invaders retreat/siege be broken, and last time I checked (which was...years ago), at least one Invader had to retreat to turn off the Siege mode--usually in vanilla DF, that is not a problem because Sieges are usually 50+ individuals and they come in waves.

(3) Not sure if this would work or not, but in theory it should: Actively "vanish" all corpses (and make sure you write changes after each vanish because this can cause DF instability).

However, if the corpses are not there--you have invaders who did not "leave" the siege and were not included on the map (i.e., one of those wave groups that comes in after the initial announcement) and have the "retreating" flag enabled--thus giving you an endless siege. Unfortunately, the only cure for that is abandonment because the problem is with the world.sav, not your fort, but then just re-claim, no biggy (unless your Fort is 100 years old and has items everywhere..then be prepared for 5 years of clean-up)

Hope some of this helps.

-Cheers
 

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