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Messages - soulsource

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1
DF Dwarf Mode Discussion / Re: Stop the Madness!
« on: May 30, 2018, 10:58:45 am »
Sorry for off-topic, but since reading your posting I've got Iron Maiden - Can I Play With Madness stuck in my head, and I also feel an unstoppable urge to post the link here....

2
DF Dwarf Mode Discussion / Re: The Interpretation of the Marksdwarf (copy)
« on: February 10, 2018, 04:54:12 am »
My approach: Just draft them all, and let the goblins sort them out.

To elaborate a bit, I've got one squad of marksdwarfs, that will at some point patrol the yet to be finished fortress defences. As the walls are not yet finished, currently each and every dwarf assigned to a squad gets tossed at invaders, meaning that most marksdwarfs don't get enough time to properly train and survive those encounters. A few of them are either skilled or lucky enough and make it to the next year. The constant influx of migrants never leaves the marksdwarf squad empty for long (though most of them end up being untrained recruits).
To be honest, I'm still looking forard to having the wall finished, as that will give marksdwarfs fortifications and an elevated position, so they'll have less chance of meeting an enemy in melee, and also some protection from projectiles. Then maybe even the completely unskilled recruits might make it for more than a year, and slowly turn into trained soldiers...

3
To find out what the game is doing, one would probably need a debugging build and source code access.

4
Just a shot in the dark, but how does system resource usage look like when the application hangs (especially RAM)?
Might be that df runs out of physical memory (certainly possible for very large worlds), and either starts swapping (what will slow it down to a near halt), or just have allocations fail (if memory is allocated as non-pageable), what could, depending on how (if) those errors are handled, lead to all kinds of crazy behaviour.

Also, as Shonai_Dweller said, if you're using a 32bit build, you're very likely at the address space limit (which is 4 GB for 32bit applications on 64bit Linux, and less on all other platforms - I don't remember the numbers by heart).

If you're certain that the game is far from using all your resources, it might be worth reporting this as a bug on the official bug tracker, as it seems reproducible.

5
DF Dwarf Mode Discussion / Re: Is raiding a ruin a Really Bad Idea?
« on: January 31, 2018, 02:53:37 pm »
Have all of the soldiers you sent actually departed (easiest to check in the military interface)?
For me it happened that one of the soldiers I sent to raid a ~10 goblin fort had decided to do several hauling jobs first, so the rest of the squad had to wait...

6
There's one thing that I'd really like:
o) Build roads to other sites

Given that we now have a world overview in fort mode (c key) that feature might not be too far off, or eventually already there?

7
While I have no access to Legends Viewer myself (Linux...), I can recommend Legends Browser ( http://www.bay12forums.com/smf/index.php?topic=155307.0 ). It runs as a webserver, allowing you to browse legends files using a web-browser.

8
DF Dwarf Mode Discussion / Re: The cat child has revealed...
« on: December 18, 2017, 06:07:11 pm »
Oh, it has already been reported? Maybe I should have taken a closer look at mantis before posting... Thanks!

9
DF Dwarf Mode Discussion / The cat child has revealed...
« on: December 18, 2017, 05:26:24 pm »
I just got a message:
"The Cat Child has revealed the presence of Prisonfragments to the Macedwarf Tirist Munestsigun."

Has anyone else seen animals reveal artifact locations? If yes, I'd consider this a bug...

10
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 30, 2017, 03:34:08 pm »
Regarding the latest Linux build: The archive includes the file df_linux/libs/libstdc++.so.6, which shouldn't be packaged together with software, as doing so causes compatibility problems with system libraries linked against a newer libstdc++ version. In other words: On distributions built against a newer libstdc++ ABI, one needs to delete said file from the dwarf fortress installation (or use some other way to force the game to use the system installed libstdc++, like LD_PRELOAD) in order to get the game to work.

It might be a good idea to force the build to use an older ABI instead of bundling libstdc++. See the documentation for details.

11
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 24, 2017, 05:55:33 am »
I would strongly recommend against using WSL on Windows 10, simply because any binaries you produce will likely only run on Ubuntu 16.04 or later. A far better option would be to use VMware Player or VirtualBox to create a virtual machine from your old hard disk (either directly, or by converting it to a disk image file).

Good point, I didn't think of that.

12
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 23, 2017, 04:45:10 am »
Edit: Please disregard this post, it'd probably not be a good idea as WSL uses rather new library versions, and dynamically linking against those would likely cause issues on older distributions. Thanks, Quietust, for pointing this out.

Old post, left here for reference:

Windows Subsystem for Linux should definitely be an option for compilation.
You can also run the Linux build of Dwarf Fortress just fine within Windows Subsystem for Linux, by either setting PRINT_MODE:TEXT, or by using an external X11 server.
I just tried both:

  • PRINT_MODE:TEXT simply works within the Windows Subsytem for Linux bash shell window without any additional prerequisites.
  • By using MobaXTerm as external X11 server I could launch the graphical Dwarf Fortress window using the following command line in the Windows Subsytem for Linux bash window: DISPLAY=:0 ./df

13
The instruments and lack of space were my first guess, so, in the last fort, the main room of the tavern just has a few tables/chairs at the walls, and is completely empty in the middle. There are also two stationary instruments in the corners, and 15 or so hand held instruments in boxes...

I'm now in the process of setting up a second dining hall, this time with even more free space, but probably it's really just that one of the dwarfs who should participate in the dance/music performance decides to wander off to grab a sock or whatever...

14
The last few forts I've built always had the same phenomenon. Just after a tavern is built, the socialize activity branches into poetry recitals, musical performances, dances and storytelling with a comparable probability, but as time passes, musical performances and dances get less and less frequent, and after some years there is basically only poetry left, with some storytelling in between.
Is this a general trend, or does this just happen to my forts? Is there anything one needs to do to build a suitable environment for musicians?

15
DF Gameplay Questions / Re: Petitions stopped working
« on: July 07, 2016, 03:44:55 am »
Thanks! It's kind of a drastic way to solve the issue, but if it really helps I think I'll try this as well, sooner or later...

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