Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - Podonok

Pages: [1]
1
DF General Discussion / Maximum playable dwarf count.
« on: May 18, 2009, 04:18:30 pm »
I want to have a fortress with as much dwarfs as possible.

The ultimate goal is to have crowded city, preferably with skyscraper or two and a lot of individual housing. With economy running it may be something very interesting to watch.

The problem is - im not sure my PC can handle it.

What should I do with my 1) hardware (2.6 Ghz dual core 64, 2gb ram) 2) software (WinXP. task priority? DF version?) 3) DF init.txt (or other .txt?) 4) launch parameters? 5) ingame tips? (mapsize? kill animals off?) 6) maybe use some kind of simplifying mod to roughen pathfinding\tasks?

All that to get as much dorfs as possible running with decent FPS. Any suggestions?

2
What`s the best strategy to dig out a huge cave in a solid rock?

The most convenient way I found is designating a whole z-level as [carve upward ramp], then ordering to remove the resulting field of ramps with [remove up ramp\stairs], repeat next z-level down. This gets me an empty room without a ceiling, and silly dorfs dont get stuck on a ledges near walls like when  I try to channel the area. There`s another problem - occasional cave-ins, but they seem to be rare.

It still requires quite a lot of attention every now and then, especially if it`s a deep pit. So I thought it would be nice to have some way to destroy a volume of rock, like we do with explosives nowdays. For example, cutting a cube of rock from supports from all sides but one rigged column, then making it fall a few levels down and break in pieces (causing a magnitude 3 to 4 earthquake in the process ;D )
(I tried that, unfortunately it just sat still on a next z-level of falling mass. Pretty realistic, but still eh. Should work with collapsing floors.)

What`s your know-how?

3
DF Bug Reports / [39f] Corrupted local images exporting in windowed mode
« on: September 08, 2008, 07:59:51 am »
Not sure if it`s a valuable bug to catch. ???

Using makemydays` tileset, no mods (that I know of). When exporting local image in windowed mode (init params dont match screen resolution, but whatever), the result is a little corrupted, there are rows of tiles missing:

Normal (fullscreen mode)


bugged (windowed)

Pages: [1]