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Messages - Melting Sky

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1246
My current fortress goes by the name of Gusildesis: Copper Snarling
We are part of the great dwarven civilization known as Dumat Sharul: The Roughness of Impunity

We have produced one amusingly aptly named artifact, a millstone by the name of Lularsisal aka Root Gallows

My neighbors include Elves who seem to to get utterly destroyed by goblin attackers every single time they send anyone to visit me. They call themselves TaleFiminaro, The Trampled Crow.

The local goblin menaces go by the fitting name of Asusbu, The Mysterious Evils. They are a strange lot of goblins who have shown up with human generals and have come mounted on just about everything under the sun.

The naming system in DF is so bizarre and funny that it actually trips me up more when it gives something a perfectly reasonable name rather than one involving forlorn spoons etc.


1247
DF Dwarf Mode Discussion / Re: How happy are your dwarfs?
« on: March 14, 2014, 10:39:27 am »
My dwarfs are generally very happy, most are in the green on dwarf therapist, that is until the reaper starts paying our fortress a visit at which point I start seeing the odd dwarf pop up with a happiness down below 50. I think my happiest dwarf is over a thousand. I've seen one tantrum so far which happened to an important dwarf who was prone to mental illness after his kid was slaughtered by goblins and some of his masterwork bolts wandered off the map imbedded in the sorry hides of a few lucky goblins that managed to survive our vengeance.

1248
DF Dwarf Mode Discussion / Re: FPS vs Population
« on: March 14, 2014, 10:31:01 am »
Thanks for all the responses. It's been illuminating.

While number of dwarves and their pathing does impact fps it's hardly the only one source of slowdown.
Recently I've run 30 dwarf fort for 30 years and fps went down from 140 to 15 simply with time passing.
The difference between 'all are hauling' and 'all are idling' is something around 10 frames, the big and open spaces never caused immediate slowdown (though I had rather small patches of land in my underground lake, so that might have cut the pathing done by critters there).
Then there's crap I've had several thousand of items on stockpiles, later on all crushed, which while seemingly slowing down the slowdown didn't change the ultimate results.
I've also had kid go insane while hauling bones for planepacked artefact if anyone is interested.

Pretty much anything that happens in df slows it down.
So, on i7 I wouldn't worry about number of dwarves but your fort is doomed anyway.

One thing that is sad is that it seems no matter how efficiently you build your fortress and how few Dwarves you have living there, time will eventually bring your fortress's fps to its knees. This example you provided is very sobering. I pretty much figured a 30 dwarf fort could run for all eternity without a slow down but apparently even this tiny number of dwarves can survive for only so long.

1249
DF Gameplay Questions / Arena Mode: Setting Weapon and Armor Quality?
« on: March 14, 2014, 10:11:56 am »
I have been attempting to do a little bit weapon and armor testing in arena mode but sadly I can't find a single guide on this play mode anywhere on the net. Does anyone know of any online resources detailing this mode?

Secondly, the specific problem I am having is that I wish to do some experimentation involving weapon and armor quality and I can't for the life of me figure out how to change the quality of the items I spawn. I simply wanted to run some simulations comparing masterwork dwarven weapons vs base quality foreign weapons and it's driving me nuts that I can't seem to do it. As it stands it looks like I will never know how a masterwork mace compares to a basic morning star.  :-\

1250
I've used slabs many times before. (My poor dwarfs tend to fall victim to occasional magma accidents.) Either I was tripping for a moment or the slabs really weren't showing up in the stock and build menus due to some kind of buggy behavior. Either way it resolved itself when I unpaused the game for a moment and then checked the stocks menu again. I'm sill not sure where the glitch was, my brain or the computer but it resolved itself.

1251
DF Dwarf Mode Discussion / Re: FPS vs Population
« on: March 12, 2014, 10:29:38 am »
My understanding is that stockpiles are also one of the major sources of FPS problems since they are constantly searching for items to be stored inside them.

It seems like containers within stock piles hurt FPS as well perhaps due to the weird cancellation spam you get as dwarves drag dozens of containers around the fortress preventing other dwarves from properly pathing to them to drop off and retrieve items.

1252
Thanks for the heads up. I will definitely be designing my next fort very differently with the new things I have learned about storage in mind. This was my second fortress so I really had no clue how to properly design stockpile feeder systems. Even after spending an hour cleaning up the stockpile mess I have in this fort it is still running very poorly. It's almost worth scrapping the fort.

1253
The ghost is of a dwarf that was burned to death in a magma accident. It's not that I can't engrave a slab for him, its that the moment I engrave a slab it vanishes from existence except on the workshop menu. In all other menus where you would normally be able to find the slabs they simply don't seem to exist anymore.

You are right about the seeds. Its actually smaller containers that the dwarves are dragging to the seeds rather than the bins. Although I see them dragging the damn bins around as well but it's probably for some other type of item they are storing.

Edit: Interesting the slabs just reemerged in the stocks menu. Maybe I was just being too impatient. I've never seen an item that couldn't be found in the stocks menu before, even for a moment.

1254
You don't need to dump all of the stockpiles, if your book-keeper has the highest setting you can find that single slab you want in the stocks menu, and dump it.
Personally though, I've never seen this issue, only have problems with bins when it comes to the usual, seeds.

That is part of the problem. I do have my book keeper set to the highest precision but due to whatever bug is causing the problem the slabs vanish from all applicable menus including the stocks screen. The only menu I can find that insists that the slabs still exist is the menu in the workshop which tells me X number of slabs have already been engraved for this dwarf. Other than that there is no way to locate or interact with the slabs once they are made. I'm almost certain its another bin bug as it seems similiar to the problem with the ammo bins where despite there being several hundreds of bolts in the fortress the marksdwarves can't find any of them because they are lost in a bin somewhere.

1255
DF Dwarf Mode Discussion / Never Ending Bin Problems: Vanishing Slabs
« on: March 11, 2014, 02:32:16 pm »
By far the greatest enemy my fortress has faced to date is bins. Ever since I made the mistake of including them in my stock piles my fort's hauling labor efficiency has been absolutely destroyed. By micromanaging as many of the stock piles as I can I have reduced some of the damage its caused but I still end up with about one job cancellation every two seconds due to bin pathing problems. Apparently given the choice between picking up a single seed and taking it to a bin in the stockpile or dragging the 50 ton bin to the seed a dwarf will always choose the latter. Meanwhile while the dwarf spends the next month and a half dragging said bin across the fortress, every single dwarf that needs to store or plant a seed will cancel their job.

Anyway, long story made short I have a new problem which I am almost certain must be bin related. I have a ghost which I have been engraving slabs for over and over again. The jobs are completed but then the slabs vanish from existence. They cannot be found in the build menu under slabs or the fortress stocks display screen although when I go to engrave yet another replacement the workshop tells me the dwarf already has multiple slabs commemorating him.

My question is how can I get these slabs built without having to resort to individually dumping every single bin in the fortress?

It makes me wonder just how massive a hit my FPS takes for using bins. Given the endless stream of cancellation spam it must be significant.

1256
Leaving temperature on is pretty important particularly in cold or extremely hot biomes where it has a real effect on day to day play. You might as well leave on all the various game effects until you start to actually suffer FPS loss at which point you can start culling the less important ones. The one exception to that rule might be the population cap since once you have too many dwarves for the CPU to handle there really is no easy way to "turn it off."

A lot of people neglect the military until its too late mostly due to the horrendously poor user interface in the menus that handle it. It takes quite a while to master that interface and even after you have its still a real clunky pain in the rear. Better to bite the bullet early and get at least a bare bones squad put together so they can start training. Marksmen are cheap and easy to equip.

You could also carve out a little bunker with some fortifications overlooking the entrance to your fort so you have a good spot for marksdwarves to rain death down upon unwelcome visitors that are bound to come knocking at some point.

It's a bit hard to tell from the photos but you don't seem to have a well yet so that would also be a great early project. You could cut an underground aqua duct out to the river and even install a couple of water wheels along it for future power generation with a cistern and well at the end. Just be very careful to make sure that it all stays underground because once its been opened to the sky I think your icy climate will cause it to freeze which will cause all sorts of havoc.

1257
DF Dwarf Mode Discussion / FPS vs Population
« on: March 11, 2014, 12:04:46 pm »
I started my fort with a low population cap due to fears of FPS problems but I'm curious just how much a dwarf actually effects FPS compared to something like an animal or a waterfall etc. Are dwarfs the heaviest FPS burden in the game by a long shot or are my fears overblown? Right now I have a little over 100 dwarves which is what I set my cap to and there aren't any signs of slow down yet so I've been gradually increasing the cap hoping it doesn't come back to haunt me later.

I've got a laptop with an early i7 processor in it. Does anyone have a suggestion for a good pop cap for my set up? My fortress is on a 2X5 embark site with a river and volcano so there is a bit of natural FPS load. Also what is the minimum population cap you can have and still experience all the population based triggered events in the game? I know sieges and the mega beasts seem to start showing up around 80ish.


1258
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: March 11, 2014, 03:07:03 am »
 Magma is pouring into the upper floors of my fortress. The offending dwarf lies in ashes. It's a race between the masons and the flow which will decide how many floors I will lose. I think that fool of an overseer must have been drinking while handing out the strip mining orders. :o


1259
My experience is limited to a single vampire I have had living in my current fort for a couple of years, but they actually seem pretty easy to keep happy just by giving them a nice place to hang out and some masterwork armor and a quality weapon. Her happiness has been slowly increasing since she arrived rather than decreasing. It also seems to help to give them some goblins to tear apart on a regular basis for additional happy thoughts but I think you could just entomb one in a nice room with some high quality gear pretty much indefinitely without them going mad. Perhaps I just haven't had mine long enough, but from what I have seen its not hard to give a vampire a nice enough prison that its actually quite content to sit out eternity down there.

I almost killed my vampire on discovery after she drained a couple of poor peasants but I'm glad I kept her around. A vampire hammer lord is a true beast in battle.

As far as driving them crazy goes, I think dwarfs have very strong predispositions towards which form madness they will suffe4r from based upon their personality traits.  For instance if you have a dwarf that is easily angered, then they will almost always go berserk if they get unhappy enough rather than melancholy so I would pick your vampire carefully based upon their personality traits if you want to avoid having them go berserk. I don't know how the game handles game over as far as madness is concerned and whether or not it differentiates between the flavors of crazy when it comes to this purpose.

1260
One of my chained wild cave crocs developed a habit of chomping on human diplomats. A couple years (and diplomats) later, the humans sieged my fortress, marching right past the killer croc without a second glance. I'd say if it happens on your map, you're taking the blame for it.

I know that you are held responsible for anything that happens on your land but does the game weigh it any differently depending on how it happens or is it a generic and equally negative response regardless of what goes down? For instance I have lost two elven caravans due to the fools showing up at the same time as mounted goblin sieges yet I have never seen any sort of repercussions for it. I'm sure the elves are pissed about it but I think if I had actually murdered two whole caravans myself I would be getting sieged by them already.


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