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Messages - PatrikLundell

Pages: 1 ... 736 737 [738] 739 740 ... 753
11056
DF Gameplay Questions / Re: Would like advice
« on: December 17, 2014, 04:22:06 am »
I would recommend against using ordinary burrows as a method to get dwarves to get out of danger in a hurry. My experience of trying to use burrowing to get dwarves to go somewhere is that the response is extremely sluggish. Instead of going to the designated area, they just walk around aimlessly with No Job for a loong time before schlepping to the area. If a job is available for the dorf in the designated area a burrow will work, it seems, but you have to time it precisely to avoid another dorf hogging that specific task.
A better way to get dorfs out of harm's way is to assign a new job elsewhere, and hope the dorf doesn't feel like taking a nap, scratch his bum, or whatever instead. With miners it's easy: just assign digging for a strech that's sufficiently broad to accomodate all your miners. When the daring dorf is back to safety, you can cancel the mining.

11057
I've had that issue as well, several times. Strangely enough, no jobs to haul the straying war animals back to their pastures are generated. When it comes to dogs, firstly I keep them in an indoor pasture with a non pet-passable door (unless they are assigned to watch duty, which typically means locked in a 1 tile room with a grate overlooking a passage), and secondly, I don't care too much if they're running around. It was quite different with my war elephants, however, since the first one starved to death while straying, and the second one had to be slaughtered because it would otherwise suffer from the same fate.
I don't know what triggers animals to suddenly decide to abandon their pasture to follow their trainer. The first war elephant stayed on its pasture for several years before it suddenly decided to roam, though it might somehow been triggered by the training of the second elephant.

11058
DF Gameplay Questions / Re: What does it take to MAX Dwarf Fortress?
« on: December 10, 2014, 01:39:55 pm »
I agree that marrying a virtual machine with knowledge of the binary and overriding the targeted operations would yield the desired result, but if you already know the binary to that extent I'd rather replace the function call(s) with a call to the new operation(s). To build a VM around it seems like serious overkill.

11059
DF Gameplay Questions / Re: Animal hair thread?
« on: December 10, 2014, 07:05:15 am »
Thanks Larix!

That explains it. The corpse was from a Giant Kea shot down by caravan guards, so it makes sense it would fall on whatever tile was below it, and if it's unwalkable, well, unfortunate...

11060
DF Gameplay Questions / Re: Building up
« on: December 10, 2014, 04:15:24 am »
If you're using up/down staircases only, you'd need to micromanage the dwarves to ensure they are building the upper level walls in the correct order. Just having a stair and order them to build a 10 tile wall will cause them to eventually build a mid tile before the remote tiles (possibly trapping a dwarf building a remote section in the process). The other good alternative is to use bridges as scaffolding, i.e. build a 10*1 bridge in each direction from your staircase, then that level of the wall can be built in any order, except for the corners, that have to come before access to them is blocked by adjacent walls. The bridges can be deconstructed afterwards. You can either extend the bridges with new sections, or build additional up/down staircases with their own bridges to cut down on travelling distance.

My understanding is that above ground walls do nothing against cold/heat, so I'd advice you to check whether this is the case or not. It's certainly the case that milk froze in my completely enclosed courtyard (completely roofed over).

11061
DF Gameplay Questions / Re: Animal hair thread?
« on: December 10, 2014, 04:05:17 am »
I had a similar issue, with a workshop with a corpse and a few items they just refused to dump, stockpile, or otherwise deal with. I eventually resorted to deconstructing the workshop and they promptly moved the corpse two tiles over to the refuse stockpile.
I also had another issue where some stone blocks were in the way of traps I needed built, so the trap construction was halted. The dwarves just ignored dump orders, linked stockpile orders, and everything else I could think of (including burrowing a dwarf with the blocks, a dump site, and a stockpile, although not all of them at the same time). Eventually I forbid the blocks, and then unforbid them, and finally Dumped them, and then it worked. I have a vague recollection there is a bug involving a hidden forbid tag somewhere.
Thus: try to forbid the items, unpause/pause, unforbid them, and then either wait for normal hauling, or dump them. If this doesn't work, deconstruct the workshop and rebuild it.

11062
DF Gameplay Questions / Re: How do I ...dump vermin remains properly?
« on: December 10, 2014, 03:54:39 am »
Well, yes, but that means the vermin remains will be left inside the fortress to rot and produce miasma. You could, of course, set up a separate stockpile (QS or otherwise) for vermin. Beware, however, of the "feature" that FB remains will be put on any refuse stockpile unless you "disables all" before enabling remains. This is because FB remains are of some hidden types that are not affected by any of the other settings, including the category ones.

11063
DF Gameplay Questions / Re: What does it take to MAX Dwarf Fortress?
« on: December 10, 2014, 03:46:38 am »
I don't think a virtual machine could change how things are done on a higher level, such as merging tile calculations. To do that, you'd have to rip out the appropriate parts of DF and replace it with the modified logic.
To precompute or use alternate calculation methods you'd have to identify the appropriate internal interfaces or "API"s and replace the code underneath. If some of the calculations are made by .dll/.so/... binaries, such binaries could be replaced with ones that use the modified logic/GPU resources.

I'd say these kinds of improvements/modifications would require DF to be opened up even more, and possibly that more people would work on DF itself.

The problem with "simple" multi threading is that bolting it on afterwards is no easy thing. If designed for multithreading in mind from the start, it might be easy, but otherwise you'd probably enter a quagmire of multiple access protection issues and computation order dependencies. Take equipment wear, for instance:
- You can have a thread that goes through all wear-prone items and applies wear to them. Normally, that would be it, but:
- Sometimes things are destroyed or subject to non standard wear (such as being exposed to fire), and this would likely be applied by the main thread.
- You could link items subject to wear from different sources into a temporary list that's post processed after the normal calcuations.
- You could let it be "random" whether wear is applied before or after an item is used (if a piece of clothing is falling apart, and it's hit in combat, chance [i.e. the order in which the threads processes the item] governs whether it was hit or whether it had already been destroyed, for instance).
- All of this hinges on the item structure being such that it safely can be accessed from multiple threads. A linked list where you remove an item from the list or reshuffle the list can give "interesting" results.

11064
I think the easy solution is to put up a roof, of any material. As far as I understand, cave adaptation is caused by not encountering any "sunlight" conditions, and those conditions remain after a roof is put up, so you can e.g. grow surface crops under a roof, as long as the tile has ever been exposed to the exterior.

11065
DF Gameplay Questions / Re: What does it take to MAX Dwarf Fortress?
« on: December 09, 2014, 03:27:19 am »
It would probably be better if the problem was attacked at the root, i.e. if DF itself was redesigned to be/support multithreaded. One clear candidate for a separate thread is the calculations for events external to the fortress (at least in fortess mode) since they have a very small interaction with the fortress itself (probably only diplomat/liason reports) and thus should have a limited need for multiple access protection and separation, another one is graphics, a third one is equipment wear, and a fourth is liquid flow and temperature calculations (there are probably others as well).
I doubt a GPU would be of much help for most of DF, since GPUs are very good at doing a very narrow range of repetitive tasks really fast, but are quite poor for general computing. There is, after all, a reason CPUs aren't just replaced by GPUs.
Another problem with GPUs is that they are not nearly as standardized as CPUs are, so you may end up with separate binaries for separate GPU configurations.
I would also suspect virtualization will slow things down rather than speeding them up, since emulation carries an overhead cost. If there is something that a virtualization improves, it can probably be improved more and better if the corresponding change was made in DF itself (but if the virtualization was targeted to a specific architecture, it might do tricks unsuitable for a general solution).

11066
DF Gameplay Questions / Re: Chainsaw massacre in the fortress
« on: December 08, 2014, 01:18:10 pm »
Not quite a ladder, but more a spiral staircase within a single tile, and it probably has a supporting pillar in the middle, since staircases are self supporting.

11067
DF Gameplay Questions / Re: most efficient staircase.
« on: December 08, 2014, 01:14:24 pm »
Up/Down staircases, 'i', will work everywhere, but they have side effects at the top and bottom in that they sort of poke into the tile above/below (such as puncturing the aquifer and letting the water down, or letting creature diagonally below the staircase up [presumably diagonal access is an issue from above as well]). Therefore, making the staircases "properly", by having a 'j' down staircase at the top of the stairs and an 'u'p staircase at the bottom is recommended unless you intend to expand the staircase at a later stage.
Note that this builds on what karhell said:
j: top
i: continous staircase
i
i
:
u: bottom

11068
DF Gameplay Questions / Re: Chainsaw massacre in the fortress
« on: December 07, 2014, 03:58:25 am »
Are you sure the death is caused by a fall, and, if so, that it is the dwarf that is falling?
Getting run over by a mine cart can be hazardous to your health (a few cats have paid for their curiosity that way). Also, I assume there is only a staircase, and not open space on any side of it?

11069
DF Gameplay Questions / Re: Indoor Fishing 0.40.x ?
« on: December 07, 2014, 03:51:10 am »
The attempts I have made have been unsuccessful. There were non zero numbers for the fishing zone option when settning up the zone, but every attempt to fish has resulted in "there is nothing to catch in the <direction> swamps" and the fishing zone number becoming zero. I've done this both with an aquifer lake and an "outdoor" artificial pond.
However, building a lake and filling it from a cavern lake (closing the access off afterwards) was successful, as pond turtles were caught. I might either have been unlucky or lakes need to be "seeded".

11070
DF Gameplay Questions / Re: No immigrants? :(
« on: December 07, 2014, 03:28:32 am »
I'd say a small population is not a problem in itself, as it just means it takes longer to do things, but you need to be more careful and be prepared to turtle at the slightest hint of problems. It also means you will have to depend more on mechanical defenses than a fighting force, possibly devicing these while turtled up. It can also mean you might lose caravans to besieging enemies while you're building the defenses needed to counter the threat.
So:
- Is it possible?: Definitely!
- Will you have fun doing it?: That very much depends on your play style and what parts of DF you enjoy.

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