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Topics - Biopass

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I've seen a lot of people still saying that single-core speed is the most important thing in DF performance. Can we start clearing up some of these old myths? They might have been truer back when we were playing 40d16, but our understanding of how DF works, combined with the advent of much more powerful technology, necessitates a discussion on what is fact and fiction in the world of DF optimization.

I'll start off here. Correct me if I'm wrong on anything; this is all coming from my understanding and pooled forum knowledge.

  • Dwarf Fortress does not need multicore support to remain playable. Processor architectures are continually getting better, and while multicore support would lead to a fairly large framerate increase (capped by RAM channels and speed), modern processors can run 5x5 embarks with 200+ dwarves without massive performance decreases.
  • The most important thing about your CPU is your processor architecture and benchmarks, not necessarily your clock speed. Clock speed is virtually useless. The only way to compare modern processors is through benchmarking them on the same standard. The architecture is also vital - a 65nm pentium 4 running at 3.8ghz pales before a 32nm i5 clocked at 2.8ghz.
  • Reserving a single core for DF in a multi-core processor is NOT always a good idea. Even reserving 2 cores, one for DF and one for graphics, is pointless. Modern operating systems are excellent at shifting a process from one core to another; this is why you'll generally never see DF maxing out a single core - it's being continually shifted from core to core with very high efficiency. This also aids in heat distribution, which prolongs the life of your processor.
  • RAM latency is key to playing DF with a high framerate. Dwarf Fortress is unique in this aspect. Memory latency has no effect in most games, but the sheer amount of data processing Dwarf Fortress does means far more RAM operations are made than most games make. Each operation takes more time with slow RAM, and this adds up substantially. As a result, fast ram is vital.

Questions we still have:
  • What is the effect of dual/triple channel RAM in a DF machine? I'd imagine a substantial speed increase would result, but I honestly don't know.
  • How significant is the speed increase that results from overclocking?
  • What sort of cap does ram latency put on DF speed? And when will you start to encounter that cap?
  • What architectures are currently the best for DF? And what's a good CPU benchmark for DF?
  • What are the most cost-efficient DF-oriented computer builds out there?
  • Cats?

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DF General Discussion / DF needs a booth at PAX
« on: April 09, 2012, 12:42:26 am »
Seriously. I think if we got a booth space, plane tickets for Toady and Tarn, and set something up, it would be great for DF's publicity. It's popular among hardcore and niche gamers, and it's legendary among developers, but I think a booth would do wonders. I know Toady doesn't do the whole commercial bit, but I think having T-shirts would be great. Give out free CDs burned with a DF installer and a guide, maybe? A wiki mirror and some of the better video tutorials? Let people meet Tarn? Have us more rabid fans hanging around the booth to answer questions and talk about the game? Giant poster in the background with epic ASCII depictions of fortresses? Let fan-staff bring in their computers so people can see and play DF? There's a lot we could do, folks, and I'd kill to be able to staff a DF booth as a knowledgeable fan/question answerer/coffee and soda retriever/whatever, even if it meant missing out on other stuff at PAX.

Ideas?

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DF General Discussion / DF dedicated distro?
« on: May 26, 2011, 10:46:10 am »
I know there are a few linux threads kicking around, but has anyone ever tried optimizing a lightweight linux distro for DF? In leu of my hard drive dying, I'm loading Puppy Linux on an old thumb drive, installing WINE (because dwarf fortress running on booze gets a faster framerate than running natively linux), and being unproductive for the next few days. Puppy linux doesn't use much in the way of resources, so I'm hoping for good speed.

But. Has anyone actually messed with linux for optimal DF speed? If not, we need someone who can do this now, because Dwarf Linux (Dwarf Distro?) is just something the world needs.

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DF Dwarf Mode Discussion / Hoof glaze?
« on: February 17, 2011, 09:20:01 am »
So I started a new fort. Human fortress- I'd been excited to try a human fortress with a material besides wood.

Unfortunately, my clay layer was rather far down. So while I was quarrying away, I decided to get my honey operation. I built an oak jug, but ended up working on houses for my humans instead. In the meantime, I butchered a spare water buffalo. I started some bone-related craft jobs for by bonecrafter, including decorations. And lo and behold, when I checked out the workshop contents, there it was.

This is an exceptional oaken jug. It is glazed with superior quality watter buffalo hoof.

Bug? Decoration quirk? Or is it a glazing method IRL? I admittedly don't know much (anything) about pottery IRL, but... glazing a wooden jug with hoof material?

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DF Dwarf Mode Discussion / HFS virgin's first try [Massive spoilers]
« on: January 19, 2011, 05:49:21 pm »
I've never breached the HFS before. Just never really felt like ending my fortresses in their prime.

Crystalaxe, my current fort, has been going for two years. For some reason (I don't remember if I tinkered with worldgen or not) the map was only 38 Z-levels deep. So I decided, what the hell. I'm going to go for it.

I missed the first cavern entirely, dug into and around the second, reached the third, and set up a danger room. I forged 9 swords, 6 crossbows, and threw the latest migrant wave into the danger room.

Because of logistical errors and an elven ambush, it was another half year before I breached, although I trained up 10 legendary axedwarves in the meantime. When I did finally breach, I was greeted with the usual plethora of messages. I check out the demons, and they looked easy enough. Most of them were made out of salt, snow, or fire.

The odd thing is, they spawned in a large square mass... underneath a different adamantine tube. I sent a miner to dig that one out, while my military waited. And waited. In a cramped little cavern, maybe 3x5, above the top of the tube. While the demons just flapped around and did nothing.

Eventually, a single demon flew up. One of the fire ones. My military was waiting, and it got out one gout of flame before a dozen swords and axes smashed it into nonexistance.

The one gout of flame, however, killed my fortress.

Within 30 seconds, 15 dwarves had bled out. In that tiny, cramped space, most of the military had been melted. The survivors were missing fat, and most of them almost bled out too. Cue tantrum spiral with legandary soldiers...

So far, deaths have been low, but with so many tantruming, I expect they'll pick up a lot. I'm also paying for not sealing off the caverns, as I am continually being harassed by local wildlife. I've lost a half dozen dwarves to them. Several of my military attacked other military. Fortunately, the one that went berserk took a bolt to the stomach and went down easily. In the meantime, the humans are wondering what in Armok's name is going on, I'm desparately hoarding adamantine, and the fortress in general is in shambles. Crops rotting on the fields. Tantrums everywhere. Buildings being destroyed. I threw in fresh recruits with the old and put everyone in the Danger room (killing a baby and a dog in the process) in one last hope of striking back against hell itself. Unfortunately, my (legendary) miner sug through the wall of an adamantine tube and just stood there for the inevitable magma bath.

I'm hoping there will be a few survivors. I'm also surprised I don't have any ghosts yet- nobody's been buried since HFS was opened. I'm considering an abandon/reclaim, but I don't know... I want to see who makes it through.

Did I mention that my civ's symbol is "Two dark pink haunts"?

Thank you, Dwarf Fortress, for reminding me what both fun and !!Fun!! are, and for mixing the two so delightfully. Whoops, got to get back- last weaponsmith just went berserk.

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DF General Discussion / Possible DF reference in LOTRO?
« on: December 25, 2010, 02:15:02 am »
I was playing Lord of the Rings Online (as a dwarf, of course), and I found a drop. A very interesting drop.

A cracked dwarf-carving.

This shouldn't be unusual, this being a LotR MMO. Dwarves everywhere.

Except... well... it's a carving of an elephant. And the flavor text says "This very old dwarf-carving depicts a scene from an earlier age."

Like a 2d age?

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DF Community Games & Stories / The Songs of the Dwarven Bard
« on: September 13, 2010, 09:33:50 pm »
This topic is for a compilation of all my Dwarven poetry. I've been writing a fair bit lately, and there's more to come. Heck, I might even touch up "The Legend of Cacame" and finish it off.

But yeah. Criticism, praise, gold, etc all accepted. Without any further ado, here's the first part of the first poem.


The Tale of the Dwarven Bard

I'll tell you a tale, of dwarves stout and hale,
If ale and a chair you'll pull up to a fire.
Of kings and great thrones, of dead men and bones,
Of evil dark things hidden deep in the mire.

There's Tekkud the great, no barrel could slake
His thirst in the dawn when his mining was done.
His iron pick sharp, rang on stone like a harp,
And gleamed in the dusk's blood-red fall of the sun.

And Kogan the feeble, yet hands ne'er so nimble
To stitch and to heal and to cure mighty wounds
He worked with a needle, some thread and a thimble,
And injuries with his thread swiftly festooned.

There's Urist the Axe, who at trees swiftly hacks,
But goblinscum serve just as well for this one.
And Ushat the Crafter, who some thought was faster
Than fleet elven rangers, who ne'er were outrun.

And Shorast the Smith, whose left arm was stiff
From a wound from a swallow-man, long wars ago.
And Lokum and Vucar, both from a land far,
Where whispering winds blow on blood-haunted snow.

These seven dwaves stout, together struck out,
For a land that the foolhardy perish within.
A dead-crawling marsh, a landscape so harsh,
T'was called by the bearded ones “Gedorothsin”.

Thus they struck the earth, and dead-marsh gave birth
To a city, a legend, a place of great fame.
They dug down so deep, to caverns that creep,
With festering creatures, ne'er yet seen or named.

With engines and gears, forgetting all fears,
The dwarves drained the aquifer from under the ground.
Until, near the hill, they stopped and stood still,
and listened, and heard the dead-marsh-mourning sound.

Then dark beasts that creep, at night when asleep,
Rose up from the marsh and fought hearty and grim.
The battle was long, the fighters were strong,
But the dwarves won the night, for the moon was yet dim.

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DF Dwarf Mode Discussion / Suitable tomb for Fallen Warrior
« on: August 04, 2010, 09:58:58 pm »
I know there was a similar thread long ago, but I'm to lazy to necro it. I'm looking for general suggestions and ideas.

I just started playing 31.12 (finally considered it bug-free enough to be playable) and encountered my first FB. It was a fire-breathing worm with aqua scales. I sent my marksdwarves squad down and deconstructed one of the walls protecting my cave farm. The worm immediately set out for the fortress, only to be ambushed by the marksdwarves squad at a rock formation just outside. My marksdwarves were equipped with iron bolts- at least two of them were. They shredded the beast's scales, but couldn't penetrate. As they fired, my militia commander jumped in, having dropped all his bolts despite being assigned a stack, and hit it with his maple crossbow.

Guess how well that went.

Alas, bravery was wasted as the beast bit the commander in half. And was promptly killed by a bolt to the head from the new commander.

My question is: what kind of a tomb should I make for the poor brave fool? I have a legendary mason and carpender, and a decent blacksmith and metalcrafter. I don't have a gem industry, and only have a small amount of valuable metal (platinum). I'm up to my ears in iron and coal. I have no surface magma, and I've only breached the second cavern layer(there's a frikkin lake right where I was going to put my spiral staircase!).

I'm tempted to dig him a tomb in the rock formation next to where he fell. I have a masterpiece cinnibar coffin laying around somewhere. I want a worthy tomb for the one that could have been a legend, but gave his life in a brave futile attempt to save his people.

Any suggestions?

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DF Gameplay Questions / Giant Toads
« on: March 06, 2010, 06:01:45 pm »
I captured a breeding pair of Giant Toads from my underground river and tamed them. Do they reproduce? I'd like to have some sort of horrible deathdrap if they do (another toad I killed bit a mason's head off), but I'd perfer to save them if they're the only two I can get (there's only one left in the river and it's inaccessable).

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DF Modding / Human Settlement
« on: January 06, 2010, 11:44:04 pm »
A few weeks ago, I decided to work on a human mod, since I've seen them discussed, but don't recall seeing one that compiled all of the good or new ideas posted. I'm not exactly good at it or familiar with all of the nuances of the system, so I apologize in advance for any stupid questions. I plan to upload what I’ve actually got tomorrow.

My goal is to make a balanced mod that makes humans a fun, semidorflike experience to play. From what I've experimented with, life is not exactly easy for humans.

So. Human Settlement.

CURRENT FEATURES

Humans playable
Wooden mechanisms via smelter (kudos to sunshaker for the reaction)
Humans use bows only (via crossbow skill)
Humans now have King as leader type
Humans have a few trap components
Humans can use ballistae
Dwarves will now trade with humans


PLANNED FEATURES
I’d like to work out a smelter reaction for (wooden) fire arrows. It’s kinda crude, they’re just arrows that do heat damage, but they're fun. The thing is, I’d like to incorporate quality levels if that’s possible. Anyone know how to do this?

Another smelter reaction I’d like is fire-hardened arrows. Again, I’d like to have quality levels.

I’d like to ensure that nobles will arrive. When I first tried playing as humans, I got no nobles as immigrants, not even with 80+ humans. Is there a tag for this?

Is it possible to change the names of different skills? If so, I might just entirely switch bows and crossbows in function and name.

Is there a way to make pets perform tasks such as pumping? If so, I might add pet entries for the major races to simulate slavery, which Toady’s humans find “acceptable”.

As a long-term goal, I’d like to divide the “Human” entity into a few multiple cultures. A Roman/Grecian culture that uses stone and bronze, a Viking-like Nordic culture that uses wood a lot, and a Japanese-like culture that uses steel and stone and has a strong warrior culture.

Along with this, I will probably rename the current elves to "Fey Elves" and give them wings. I will then mod in more Tolkienesque elves (metalworking, don't care about trees that much, no cannibalism). Does anyone know if it's possible to allow a certain race access to deep metals? It would make the new elves much more interesting if they had adamantine equipment (might balance by making birth rates abysmally low).

Any comments/hints/suggestions/corrections/abuse? Any feedback is quite welcome, especially on features people would like to see.

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