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Messages - Melting Sky

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631
DF Dwarf Mode Discussion / Re: Getting low FPS
« on: July 24, 2014, 10:26:53 pm »
The new version of the game is still extremely buggy. Toady is fixing the bugs prioritizing the most serious crash inducing bugs first. The big FPS draining pathing bugs and optimization are also pretty high up on his to do list so I would expect that over the next few weeks we'll start to see some performance improvements as Toad finishes up with the big crash causing bugs.

In the mean time things you can do to keep your FPS healthy include generating smaller worlds with shorter histories. Decreasing the embark size and population cap will also help. Kill or chase away all flying creatures on your map as fliers are even more buggy than they were in past versions and can cause massive FPS decreases and even full blown crashes. Assuming you aren't playing in an evil or water scarce biome where the weather matters, you can turn off the weather. Avoid using bins in your stock piles. Bins continue to be buggy and generally will degrade FPS and dwarven efficiency. Large bodies of moving water also put a load on FPS so embarks with features like large waterfalls will also slow the game a bit. Those are the main things that can be easily changed that will help FPS.

632
DF Dwarf Mode Discussion / Re: Forgotten beasts fight each other!!
« on: July 24, 2014, 07:48:57 pm »
Neat, but likely a bug as forgotten beasts come from the same faction and normally should not be hostile to each other.

633
This is made of pure awesome.   :D

634
DF Gameplay Questions / Re: Getting rid of migrants?
« on: July 23, 2014, 11:23:38 pm »
The game's pop cap is designed to be readily adjustable so players can change it to fit their computer's processing power. It's the reason it can be found in the init folder with a lot of other common settings that also effect FPS. Dwarves are themselves the single greatest performance drain in the game so one of the most important ways to ensure your game keeps running decently is know the population limits you can get away with on a given machine.

Killing off mass amounts of immigrants will cause a few different problematic side effects. Assuming you are playing the new version of the game you will undermine the entire civilization your fortress belongs to as you kill off their citizens in large numbers each year. Another issue you have run across is disposing of the dead which can create ghosts and unhappy thoughts in your dwarves who are exposed to the corpses of their brethren. The final is issue is if the immigrants include family memebers of dwarves within your fort then they will suffer a VERY sever negative thought if they find out about the death of their kin.

635
DF Gameplay Questions / Re: Goblins insta conquering everything..
« on: July 23, 2014, 11:11:45 pm »
It is something Toady plans to fix but right now it remains an unfinished feature.

636
DF General Discussion / Re: What you want (Related to DF)
« on: July 23, 2014, 10:16:50 am »
Some high quality bronze sculpture reproductions of some of the more impressive forgotten beasts from the forgotten beast art thread would be pretty awesome.

637
Quote
Nobody wants to play without good and evil in the world I think.
I despise both good and evil areas. They are gaudy, cartoonish eyesores with fairly limiting (less variable), unimaginative content.
The fact that that's not at all how good and evil actually work doesn't help, either. I'm an adult, who signed up to play a dark, sophisticated game. Not to watch a disney movie.

But yes, if you like them, that's true - you can just set it to zero for large areas only.


Quote
That's weird, because it would be entire oceans, not just part of.
Not weird, always works like that on smaller maps. The oceans are aforementioned "large regions"

I'm not quite sure how you can argue that adding a large variety of game mechanics by including aligned areas in the world is somehow making the game less variable. It's actually the exact opposite of what that word means. "Variable" is the opposite of uniform which is what creating an all neutral world is heading towards. By removing biome options and game mechanics you certainly aren't increasingly variability. I think you are in the VAST minority in that you prefer a world with less biome and game play variability but to each their own. Everyone is free to play as they like.  :)

638
DF General Discussion / Re: DF2014... FPS
« on: July 22, 2014, 12:42:01 pm »
I play on a Small Region with a max history length of 100 years, and I tend to run roughly about what I did on 34.11 (100(50) fps). I do get some random drops to where it gets really slow, but usually that happens when there's a lot of birds flying around. Not sure if it is specifically linked though.

Flyer pathing has had bugs in it for years but they have been compounded in the new version to the point that they can now cause crashes and serious FPS loss. This is one of the main reasons that setting the circus loose has always destroyed your FPS. Most of those evil things can fly.

639
DF Gameplay Questions / Re: Vampires
« on: July 22, 2014, 12:23:24 pm »
If he is your best armor smith then seal him in his own private prison that includes a forge and dump his supplies in from a hole in the ceiling and dump his masterworks out through one in the floor.

640
As others have mentioned some of the oceans are turning brown as part of a normal part of world generation where the alignment of regions is determined and aren't actually drying up. You can remove evil biomes from the game but it will have much broader effects on your game than simply keeping some of the oceans from turning brown. It will make certain resources impossible to find on your planet and remove all of the more challenging regions you can embark in.

641
DF Dwarf Mode Discussion / Re: A Noob's Game
« on: July 22, 2014, 02:34:42 am »
Yay. Growing pains that include random collapses and teleportation through levels <_<
Well, good to know. Ought to avoid digging so shallowly.

Cave ins are perhaps the single most devastating and dangerous force in the game. They can instantly kill any being in the game and they will keep collapsing through multiple floors until they reach a layer of solid stone. So say you collapse a tree on the surface directly over your fortress with 15 floors stacked underneath it. So long as there is a room or passage on each level below the tree it will cause a cave in that continues all the way down to the floor of the deepest level of your fortress killing everything in between.

642
DF Dwarf Mode Discussion / Re: Shy Goblins?
« on: July 22, 2014, 02:12:02 am »
Are there any healthy goblin civs near your embark?

643
I definately think that once melee is fixed and dwarves start to actually use their weapons, killing the undead will still be difficult but not nearly as one sided as it is now.

It's... half fixed in 0.40.04.  Now they use their weapons in real combat, but they don't train their weapons in sparring. :(  So, I guess you could danger-room or shaft-of-enlightenment them to make them gain weapon skill, then let them spar to gain all the other skills.

Live combat is always my favorite way to train melee dwaves. A handful of cage traps at natural or manufactured choke points on the surface should supply a nearly constant supply of enemies to train with. Just remember to drop them far enough when pitting to do a bit of damage to the more dangerous foes. It's not much fun when your neophyte melee dwarves rush in on a combat ready giant lion etc.  Disarmed but armored goblins are the best.

644
DF Gameplay Questions / Re: Vermin
« on: July 21, 2014, 08:02:42 pm »
They will be covered in lice in real life.

645
DF Gameplay Questions / Re: Did they take out Demon kings?
« on: July 21, 2014, 07:58:26 pm »
There are definitely demons who escape the underworld and reek havoc on the surface. In fact there is new HFS surrounding how they do it.

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