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Messages - Kohana

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DF Dwarf Mode Discussion / Re: Lag
« on: November 14, 2008, 09:45:24 pm »
increasing priority

Increasing the app priority makes the application get a larger percentage of CPU processing time over the other processes.  If this has a noticeable effect that means you have other apps which are trying to use more of the CPU but aren't.  If you don't need them running then you'll get a larger boost simply shutting them down and if you do need them you probably shouldn't be dragging their execution to a near halt by raising the app priority of a CPU hungry app.  Not to mention if you set it too high and it locks up you'll have a lot of fun trying to run the task manager to shut it down.  Best to leave alone the app priority(or even drop it) and get rid of other things taking up a CPU time slice manually.

That however mainly applies to a single CPU/core environment.  If on the other hand you have several CPUs/cores then bump the priority up and hope the OS you're using is smart enough not to place other processes on that core with it.

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DF Suggestions / Re: Multiplayer Fortress Mode. Oh yeah, I went there.
« on: November 07, 2008, 01:39:37 pm »
Well as pointed out Toady One doesn't really have any intentions of doing multiplayer but who knows it might change eventually.  Anyway for something simpler an Emperor: Rise of the Middle Kingdom style multiplayer mode could work very well and wouldn't lag since not much network interaction is really needed.

Anyway for those that haven't played it here's how it works.  Each player manages their own city in their own play space at their own game pace within a month of game time.  Once a player finishes their month of game time the game pauses until all other players finish the month at which point the game moves on to the next month and every one continues.  The multiplayer interactions come in with trade, sending messages, and sending military attacks/support.  Trade is handled just by selecting what you'd like to buy/sell and the caravans are managed automatically without direct player control at either side.  Messages are similarly sent using automated NPCs which can take several months of game time depending on how distant the locations of the players are.  For military you just select what you'd like to send, what you'd like them to do(loot, raze, etc) and they do their thing automatically with the survivors returning after a little while.

Since players never actually have to see the other forts very little data ever needs to be synched and since the game time is very lax only synching up at month ends the game never needs to be held back on account of other players except at the month end and can play their own game fluidly.  While this doesn't lead to much direct multiplayer interaction the players can still aid each other through trade, or maybe in the case of a dwarf fortress version allow players to directly send stuff as well as sending military aid.  For military aid the receiving player could manage them like a limited squad with simpler options such as assigning a post or sending them back.  Offensive attacks like in Emperor wouldn't work out as well though in Dwarf Fortress since it's easy for players to design a fortress to completely thwart AI attackers; however by the time Toady One(if ever) does multiplayer this may not be an issue anymore.

This would be a simple means of adding multiplayer, shouldn't require too much effort, and would be neat to be able to exchange unique resources and goods from different locations.

3
DF Suggestions / Re: Dwarfs should be smarter about getting materials
« on: August 22, 2008, 10:03:03 pm »
Since I think it's common to have stockpiles of material right next to workshops that you want to be used maybe the game should just use Dijkstra's algorithm out a few nodes(and maybe have the exact amount in the init file) and grab the first thing it comes across that way.  If not just fall back on the usual method.

[Edit] An even better idea came to me.  Why not just allow us to designate source stockpiles for workshops :P?

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DF Suggestions / Re: Separate Grid Sizes for Windowed/Fullscreen
« on: August 21, 2008, 02:31:43 am »
Better yet just have an option to have it figure out the tile size and have as many tiles as will fit without stretching them.  Could also have a sizable window in window mode that way.

5
DF Suggestions / Re: One way traffic designation
« on: August 19, 2008, 12:10:18 am »
I need reassurance, I'm confused as to why it's so difficult. I recall Toady saying something about pathing failing being expensive, but I don't understand, pathing fails all the time for inaccessible items, locked doors, etc. How is a one-way path any different?

Simple every time a change is made to the map that would affect accessibility the game divides up the map into different accessible regions.  So that every tile in one region is reachable from every other tile in the region(by foot anyway which is why flying stuff works goofy since it's harder for it to tell where they can go).  This means a check to see if something is reachable is as simple as seeing if the start and end are in the same region.  Without this map the game would have to check every tile reachable from the start point to see if the end is reachable which would be *very* slow.

One way paths make a map like this impossible since you could have tiles in a region which can access all the other tiles in a region due to a one way tile leading to the others and other tiles in the same region not being able to move to the others due to a one way tile pointing the other way.

[Edit] And whoops looks like someone already pointed this mostly out.

6
DF Dwarf Mode Discussion / Re: Ditch The Axes Strategy
« on: August 17, 2008, 01:45:32 am »
I generally go real minimalist when taking stuff including on the skills.  One proficient miner and a proficient clothier/weaver.  I drop everything but one copper pick.  Get enough turtle to last until fall, enough booze for a few drinks to keep full speed for awhile or enough to get until fall if no drinkable water is present on the map, 5 or so of every seed, 2 dogs , 2 cats, about 30 logs.  Then spend the rest of the points on giant cave spider thread.  Any remaining after that goes into pig tail thread or extra logs.

I have the clothier/weaver weave all the thread and make clothing that comes in pairs so I get 2 items for every thread.  The items range from ~1.2k to ~2k generally with a few 4k ones if I'm lucky.  Once fall comes around I can easily afford any axes and anvils and anything I want for the next year off the initial finished goods made from the threads.  Plus with all that value right away I expand my workforce very fast to get the fort moving along quickly.

Since early on you only need 7 beds and a few bins to keep things neat and tidy there is no need for the axe for woodcutting anyway.  You shouldn't really need more wood until after you've had a trade caravan come and some migrants and with the value you get by dropping everything but what you need you can have all you want and more by fall.

7
DF Suggestions / Re: Stacking stacks
« on: August 06, 2008, 01:07:42 am »
Rather than trying to merge them the game could just display the stack of stacks as one numbered unit and have the dwarves treat it as one stack but internally keep track of the stacks separately.  If one stack were to change significantly such as rotting it could then break off into it's own stack again.  Then in the details of the stack it could list all the stacks it really contains and maybe given an option to break off stacks if you don't like them being in the stack.  This could also allow for stacks of ammunition with different qualities and traits.  Though how much and what should stack like this should vary and be configurable in the orders screen.

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DF Suggestions / Re: Better sytem for "Dwarves Stay Inside" PLEASE!
« on: July 14, 2008, 02:21:53 am »
Unfortunately it's not very simple to define a tile as inaccessible and maintain pathfinding efficiency.  As far as I know Dwarf Fortress maintains an accessibility map which divides the map into separate accessible regions.  Any tile in one region can access any other tile in the same region.  Whenever any tile that was accessible becomes blocked or the other way around the game updates this map.  So when checking if something is reachable the game just compares the starting tiles region to the ending tile's region if it isn't the same the game already knows there is no path.  If it is the same then it runs A* to find the exact path there.  Without this the game wouldn't be able to know without testing every accessible tile from the start before it realizes there is not path.

Now after a long winded explanation of that the problem arises in that everything uses the same accessibility map including baddies which is why locking your doors and blocking off any targets break them since they have nothing in their region they can attack so they just act dumb.  So to make the idea work the game would have to maintain two accessibility maps one for the dwarves and one for everything else.  Since some things like fluids can cause changes to this frequently you effectively double that work frequently.  This is also a reason flying stuff can't path as well since to make them work right they'd need another accessibility map to be computed to properly tell where they can and can't go.

The simple solution to this problem is to just have dwarves completely ignore tasks which involve things on outside tiles and to suspend those jobs until they are allowed out and instead take other jobs.  That way the dwarves would continue to work on inside jobs or have no job and not dance around at the entrance continually taking tasks that lead them outside and promptly canceling them when they step on an outside tile.  This would fix most cases.  The only case it wouldn't would be if to get to a tile counted as inside the dwarf would have to pass outside and then they'd go stupid again.  But that'd never be an issue for the way I design my forts so good enough for me :P!

9
DF Suggestions / Re: Various suggestions
« on: July 11, 2008, 09:35:21 pm »
Yeah but when you want a hundred cheap beds, cabinets, coffers, and doors it gets a bit annoying because the specific people you set will end up getting skill and it will no longer make bottom quality stuff.  At the moment I just build a bunch of workshops, set the max skill level to dabbling, and then use dwarf foreman and set masonry or carpentry for everyone without a specific job already assigned to them and hope the queue of stuff to build finishes before all of them are novice.  This is quite annoying and there is no reason a highly skilled dwarf could just do quick cheap constructions and it seems silly they can output high quality stuff at lightning speed.  Output of a dwarf should remain mostly constant as they get more skilled and only speed up if you cap the quality level you want out of them.

10
DF Suggestions / Various suggestions
« on: July 11, 2008, 09:24:15 pm »
Dwarf Fortress is quite awesome but there are several things I tend to get bogged down a lot with.

First off I find myself turning on and off the hauling jobs a lot for my specialty dwarves.  When they have nothing to do I'd like them to haul and when they do I don't want them wasting time hauling.  So I find myself turning on and off the same jobs over and over.  I know job priorities have already been suggested but this is the major reason I'd want it.  Implementing and setting up the UI stuff for it might take some time so a simpler solution until we have real job priorities would to just take any non hauling job first and if there are non then do any hauling job.

Second melting stuff is a total pain.  I meticulously set up a bunch of stockpiles near my smelters covering exactly the things I always want melted.  At the moment I let it pile up, go through each bin and set each item inside to melt, then set up repeated melt orders in all my smelters.  This is a painful process.  The designate melt will help a lot in the next version but it still requires needless periodic checks.  It would be very awesome if I could set a stockpile to auto melt stuff(not the storage bins though).  Then have an workshop order to auto melt stuff at the smelter if something is tagged for melt.  This way I could set up my stockpiles and just ignore it.

For finished goods stockpiles it'd be nice if we could limit what goes in by price.  I tend to like to sell off all my cheap stuff and in combination with above I could just get rid of cheap metal junk and have it auto melted.

When dwarves are finding stuff to work with they seem to treat a move in the z direction as far as distance goes the same as in other directions.  It would be nice if we could make the z change more expensive and have the value user defined in the init.txt

Right now the quality of goods if determined randomly based on skill level which is annoying if you want low quality furniture for cheap rooms.  It would be real nice if you could profile a building and set the max quality level.  A min quality level could also be nice for when weapons and armor are being made.  If the quality doesn't hit the min it could be destroyed so you don't have to deal with getting rid of the junk you don't want.

And for a more long term suggestion.  Right now when the economy kicks in I tend to have everything I need to keep my dwarves alive with the exception of generating some food now and then.  I already have all my furniture I need for several hundred dwarves covered and more trade goods than I'll ever need to deal with.  So there's no real jobs I could have dwarves be doing.  Furniture like clothing needs to wear down and break so you have to continually have a supply of things for the dwarves to be making and needing.  I know that would be extra annoying however to keep track of and replace yourself so how furniture is placed also needs change.  Rather than picking out specific furniture to place at a location you pick type and quality(or maybe quality range).  Then when a piece of furniture that meets these qualifications is available a dwarf with furniture hauling will go grab it and place it.  If it breaks down then a new one will be built automatically when available.  When the economy kicks in the dwarf living in the room could buy the stuff himself based on his budget.

11
DF Dwarf Mode Discussion / Getting rid of stuck NPCs
« on: May 26, 2008, 05:56:00 pm »
Whenever traders come and I get ambushed the traders will sometimes flee from the trade depot back into my fortress.  Most of the time when the threat is gone they just go back to trading and leave normally.  Other times they glitch and it takes awhile for their leaving to kick in.  And when I'm unlucky they hang around forever.  The merchants like to go berserk and kill each other off(and some help from my crossbow dwarves) after a long enough.  However a female horse was left behind.  She wasn't annoying at first but now it's over a decade later and I have many dozens of horses that hang around in my tower above the trade depot that I can't slaughter or directly attack.

So after that long introduction to my problem is there any way I can kill them off or use any external utility to remove before their population explodes even more out of control?


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DF Bug Reports / [38b] Move items to/from depot
« on: June 01, 2008, 07:36:00 pm »
If there are no items you can move to the depot it'll crash when you try and use the move items to/from depot option.

I haven't tested extensively but while my doors are locked blocking off all my stuff it crashes.  When I unlock them it doesn't.  I repeated the crash about 3 times before it clicked what was causing it.  Then I tested with my doors open and it worked.  I then made one last test with them locked and once again it crashed.


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