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Messages - Destructicus

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DF Dwarf Mode Discussion / FPS Problems - A new datapoint
« on: May 15, 2012, 11:35:56 am »
I've always had FPS issues, so every fort I try new things so I can play longer before having to abandon.  In reading the forums, I came across a theory that due to the way items are created in DF in list-form, even when they are destroyed/consumed/traded, they still exist in memory and eventually everything becomes bogged down.  I *always* use stonecrafting to create trade fodder because it can be done as soon as you embark and it gets rid of unsightly (in my opinion) stone.  So I decided in my new fort that I wouldn't use stonecrafting.  In fact, why trade at all?  I had magnetite and flux stone.  The only thing I trade for is gypsum powder.  I've noticed that my FPS has stayed up around 100 indefinitely (I'm at least 15 years into my fortress, which is probably 4-5 years longer than any other fort I've ever had).  Here are the things I've done differently in this fortress:

  • No Stone crafts
  • Minimal Trading
  • I use the manager for ALL crafting

I'm still creating lots of items just for general use in the fortress.  I would expect that I would have started experiencing FPS death by now, just from creating barrels and bins and arms and armor, etc.  If it were just a simple matter of number of items created, then it should be going downhill by now, but it isn't.  Could the exclusive use of the manager for jobs have anything to do with it?  I have no theories, just wanted to put this out there.

2
The music idea is brilliant, I love it!

This could be the start of a whole slew of new skills for your dwarves: performance based.  You could have a legendary Lute Player.  Imagine the unhappy thoughts if your world-famous Lutist takes a goblin arrow through the eye!  Maybe famous musicians could help make your fort more attractive to migrants as well (not that there is any problem with that currently, quite the opposite).

I thought about the scheduling thing, but it seems tricky.  Maybe you could have a "schedule performance" job that would encompass all phases: retreiving necessary items, such as caged prisoners/animals/whatever is on display, then making an announcement to the rest of the fortress, then actually performing.  Otherwise there's no guarantee that a scheduled performance would be ready to go on due to sleeping/drinking/eating dwarves or other random acts of Armok.

3
DF Suggestions / Re: Generalized Stone
« on: May 04, 2012, 03:25:07 pm »
I don't think Toady is going to do anything that makes the game more generic.  This is a very detail-oriented game, and a lot of people really love the geological accuracy of all the different types of stone, minerals, etc.  FPS is an issue for me, but I'm playing on a laptop (albeit a high-end one).  For many people it doesn't seem to be that big of a cause for concern.  I don't even know if simplifying stone would really cause any difference in performance.  I think it's more the amount of items in your fortress that causes FPS death.  What methods have you tried in order to keep your FPS healthy?

4
DF Suggestions / Suggestions for a new happy thought: Dwarf Circus
« on: May 04, 2012, 02:04:59 pm »
I know many players like to create arenas, either for the purposes of training their dwarves or to make a spectacle for their own amusement.  Obviously, arenas have been used throughout history, so maybe there could be a dwarven equivalent?  I'm imagining that you could define an arena zone and spectator zones.  Dwarves would get a happy thought when they witness things like goblins being beaten on with wooden training weapons, or actually just slaughtered outright.  In the future, you could even do chariot races via minecarts.  Keeping with the circus theme, why not have your animal handlers actually train exotic animals to do tricks, and parade them in front of your dwarves.

You could use burrowing to get the dwarves to go to the spectator zone and then entertain them.  In this way, you could actually have your dwarves get a happy thought from watching goblin sieges die by drowning or by magma.

5
DF Dwarf Mode Discussion / Re: Dwarven Ansible
« on: April 13, 2012, 07:54:10 am »
Mechanisms have value, liaisons do not.  That's why it's cheaper to send a dwarf rather than spend a couple mechanisms creating an ansible between the mountainhome and every outpost.  See, even the dwarves don't value dwarves!

6
DF Dwarf Mode Discussion / Re: Ores v.s. Flux, Which To Go For?
« on: April 09, 2012, 12:06:05 pm »
A. Flux isn't that important, really. While steel is good, it's pretty annoying to produce.

Steel's great.  Just set "Smelt Hematite - Repeat" x 2, "Create Pig Iron - Repeat" x 1, "Create Steel - Repeat" x 1 on all your smelters and revel in your piles of steel.  Very easy and you only have to set up once per smelter. 

As far as which one to choose, if indeed you must choose, it's a toss-up.  If you have some kind of metal, you can at least use that to level up your weapon/armor smiths so that when you do get some steel, you can make good stuff.  But there's no guarantee your civ will have access to flux.  On the other hand, if you choose flux, you can always resort to goblinite and iron items/ore from your civ, but it is more of a pain, IMO.

If you're having trouble genning worlds that have sites with both flux & iron, you might have too many volcanoes and/or too high a mineral concentration.  Certainly don't use 100.  If the finder isn't reporting flux, use prospect to check a couple embarks just to make sure you aren't getting false negatives.

7
DF Dwarf Mode Discussion / Need some Candy Help *SPOILER*
« on: April 04, 2012, 04:37:55 pm »
So how do I get to adamantine that is surrounded by magma, other than by tunneling down through it?  Magma casting?  Pump out ALL the magma?  What other options am I missing?

8
DF Dwarf Mode Discussion / Re: Literally no flux stone
« on: April 04, 2012, 12:08:09 pm »
I've genned 12-15 worlds in the past week or so using .06 and .07, sized from pocket to medium.  I have had mineral scarcity in the 100-200 range, and have found VERY few embark locations with any flux (using finder).  I have checked about 15 other embark locations chosen randomly and used prospect to see if there was truly no flux, and they were dry.  The only other parameter I changed was jacking up the number of volcanoes, and all or most of my embarks were around those volcanoes.  There could have been flux at locations away from the volcanoes, but that flux would still have been unreported by the finder.

I genned a world last night with lots of volcanoes and mineral scarcity set to 1000.  When I ran a find looking for flux, the world was covered in it.  I am 100% convinced that mineral scarcity of 100 drives out flux like the plague, though it is still possible to find some at maybe one or two locations on your map.

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DF Dwarf Mode Discussion / Re: Lack of Flux?
« on: April 03, 2012, 04:58:04 pm »
I don't think Toady cares about making it hard, otherwise he would lock us out of worldgen parameters.  I think it just has to do with the complicated system he uses for seeding the layers with "goodies".  If you say you want a lot of metal, there just isn't room for flux.

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DF Dwarf Mode Discussion / Re: Lack of Flux?
« on: April 03, 2012, 04:17:48 pm »
I'm going to put another vote in the column for "too many minerals."  Before, I never worried about even searching for flux, because it was almost always available.  But now I've started doing more changes to the parameters during worldgen, and the last few worlds where I tried to flood myself with ore, sure enough, flux only shows up in a handful of embark locations.  I've even tried a few random embarks just to see if it was still almost everywhere, but just not showing up in the finder.

Nope.  Prospector confirms that my worlds are almost entirely flux-less.  I'd say bump down your minerals and you'll get it back.  Also, I add a lot of volcanoes so that hinders flux as well.  I guess you can't have everything.

11
DF Dwarf Mode Discussion / Re: Tips on an effective marksdwarf army?
« on: March 29, 2012, 10:01:14 am »
I had a hard time getting any training going, until I realized I was setting up my training schedule for the Active/Training alert, when my fort was set to the Inactive alert.  Now my fortress is a dwarven-steel-powered goblin bone factory.

12
DF Dwarf Mode Discussion / Re: Cage Question
« on: March 28, 2012, 10:40:10 pm »
Are you expanding the list so that you get when trying to place the cages so that it shows individual items instead of listing them by their materials?

I knew it was something simple, thanks!

At first glance, I thought this thread was called "Nic Cage Question."  I can't help but feel disappointed.

The torture thread is thataway: http://www.bay12forums.com/smf/index.php?topic=105870.0

13
DF Dwarf Mode Discussion / Re: Taming.
« on: March 28, 2012, 10:04:11 pm »
You might as well go put it on the wiki now.  Even if it's poorly formatted, it could help 100 other users.  And maybe someone with more advanced wiki-fu will see your one line "animals aren't trained at kennels anymore, you use the animal menu" and decide to update it right proper.

14
DF Dwarf Mode Discussion / Cage Question
« on: March 28, 2012, 10:02:14 pm »
I have captured quite a few goblins, kobolds, and trolls in cages from cage traps.  Several of them I have been able to manually place in my pit for target practice, because they show up in my place cage dialog (b, j) as "goblin cage" or "troll cage" or whatever.  However, now all I'm left with is "tower cap cage" or "zinc cage" in my list.  I can tell that they are invader-cages because I have a stockpile nearby exclusively for cages containing ne'er-do-wells, but can anyone figure out why some of them were listed explicitly as goblin cages and others just by the type of cage?  Once they are placed manually, they show up as goblin/troll cage in the link-to-trigger list.

Thanks!

15
DF Dwarf Mode Discussion / Re: Underground Pastures
« on: March 22, 2012, 08:21:50 am »
I just got a cavern that most certainly was not the "right" cavern.  It was moss-less.  Even after introducing water to it, fungus refused to grow there.  I had to hunt out another cavern to get my underground forests going.

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