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Messages - Two

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1
DF General Discussion / Re: Why Dwarf Fortress is superior to Minecraft
« on: October 07, 2014, 05:18:20 am »
If you like Dwarf Fortress and you like Minecraft then try the Terrafirmacraft mod. That mod has the same basic idea: keep things realistic, and it does it with style. If you imagine you're a Dwarf stranded somewhere, it almost feels like DF Adventure mode, just with better graphics. ;)

And if you want the full challenge, play on highest difficulty and hardcore mode.

2
DF General Discussion / Re: climbing in fortress mode
« on: October 05, 2014, 08:11:26 am »
I had a Dwarf stuck in a hole and he just refused to climb out that 1 z-level to get out. Had to have him build stairs. However Troglodytes that were lurking in the caves were constantly climbing up into my fortress. So it seems that climbing is part of the pathing algorithm, just that Dwarfs don't like to do it.

3
DF General Discussion / Re: climbing in fortress mode
« on: October 04, 2014, 02:16:02 pm »
As far as I can tell from my observations Dwarfs so far have only been climbing trees, mostly down. However they do definitely use the jump ability if it shortens a path considerably.

4
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r4
« on: October 04, 2014, 02:14:48 pm »
Again: what is the point of an update if the most reasonable thing is to revert it right away?

5
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r4
« on: October 04, 2014, 01:23:43 pm »
Assuming you're using Windows, delete <DF>/hack/plugins/twbt.plug.dll.

My alternate solution is to not update to R4 as this seems to be the only relevant change. ;)

However for future updates I'd love to see this resolved, as the purpose of activating this plugin can hardly be to disable it.

6
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r4
« on: October 04, 2014, 11:38:53 am »
Everything is working as intended.

Definitely not. With the graphics settings as it is right now, I can barely read the text.

How it now looks on my screen with r4:


The text is not only extremely small it is also very blurry.

As comparison, this is how it looked with r3:

7
DF General Discussion / Re: Dwarf Fortress 40_13 Starter Pack r4
« on: October 04, 2014, 03:51:05 am »
So I tried R4 yesterday and the graphics look all weird now (I play with Mayday). Not sure if this is how the mayday pack is supposed to look, or if something went wrong with the update.

8
DF General Discussion / Re: why no 64 bit version?
« on: October 03, 2014, 05:58:13 pm »
That would be organic code growth. :P

9
DF General Discussion / Re: why no 64 bit version?
« on: October 03, 2014, 02:06:31 pm »
Code doesn't age, but programmers learn. ;)

10
DF Gameplay Questions / Re: Another decontamination thread
« on: October 03, 2014, 08:57:17 am »
Creatures can only be pushed through vertical (wall) grates - horizontal (floor) ones are safe in that regard.
Aaaand I learned something new. Thanks! ^^

11
DF Gameplay Questions / Re: Another decontamination thread
« on: October 03, 2014, 06:29:08 am »
Magma will wash away every toxin the Dwarven world knows of. Including but not limited to Dwarfs.

Grates are a fine thing, but sometimes Dwarfs will get pushed through it, however that can easily be compensated by giving them an exit from the sewers. Babies tend to be pushed through more often, so maybe this isn't even a bug.

The secret to Dwarf washing is to not dump more water on the Dwarfs than your canal system is able to purge, otherwise your fortress will get flooded. In addition try to keep the water level below 4, as otherwise the drain can be too strong for Dwarfs to handle. You can do simple math here: if 7 water levels / tick get in, then 7 water levels per tick need to get out. 7 levels distributed to 3 blocks means 2-3 levels of water per block, as water distributes about evenly.

Code: [Select]
║▼▼▼║ ← down to your hallway
║232║ ← safe water levels
║3╬4║
╠═7═╣ ← removes pressure
║4╬3║
╚╗7╔╝
▓║∩║▓ ← lever-door, just in case
▓║#║▓ ← grate to keep attackers out
▓║7║▓

The door is the most important part, it allows you to correct mistakes without flooding the fort. Make sure to build it behind the grate, so attackers will not destroy your safety device.

12
Temperature is not so much modeled in detail at all. Just build a campfire on a frozen river, it will melt the snow but not the ice.

13
DF Gameplay Questions / Re: Stockpiles for stone and wood...
« on: October 02, 2014, 11:50:15 am »
It is a good idea to have some amount of wood/stone inside your fortress in case of a siege, and then your workshops need a small buffer, so crafters are not spending the majority of time with hauling themselves.

I usually make a 9x9 area for wood and another for stone, and then surround my workshops with a 1 block wide buffer stockpile, setting the large on to give to the buffer stockpile.

14
DF Dwarf Mode Discussion / Dwarven Child gets an A+ for science project
« on: October 02, 2014, 06:01:03 am »


I foresee a great future for this one.

15
After all we know, it could be a sleep(100) statement that Toady forgot somewhere inside the code. It is true that lag occurs more often if certain conditions are present (like zombie invasions, those are always bad, in general), however the cause of it is just pure speculation. And without access to the code, it stays pure speculation. Therefore ideas for fixes might be as beneficial as they might be harmful.

Threading if done right is a very easy way to calculate two things at the same time, however if it is not done right, it has devastating results, mostly because threading bugs are extremely difficult to locate as they seem to happen randomly. I doubt that the DF code is prepared to handle threading, so without a major rewrite, only very few things can be made threaded.

However there are several models for threading, and some - again if implemented correctly - could increase performance significantly. Pathing is a good example for such a task, as it is completely independent from everything else, and therefore could be done in parallel for all entities. I cannot however say anything about Toady's experience with multi-threading, so there might be other reasons why he is not doing it.

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