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Messages - CyberianK

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1
Hey @GM-X the mod looks very awesome.
Last update is February but since you are still active here I guess you are still working on it?

Description says no entity mods but I guess Interface Tweaks mod is fine? Not sure though the interface tweaks mod works with 508 beta version since its already updated but I guess I'll just try it.

EDIT: started a game with the current UI mod on 508 and it seems to work fine no crashes so far

2
This is really interesting. For me the question is if some of the costly calculations could just be delayed to happen only every X frames and maybe even staggered by number of Dwarfs and dynamically less regular as FPS worsens or if the game breaks down completely if that happens.

Like putnam specified LOS checks and family interactions took most of the CPU time in one of his tests. How often do those currently happen and it is crucial that they happen all the time or would the game break down if they happen half as much and could there be some failsafe to account for any frozen state that could occur because of it?

3
Work Order improvements
 - finally able to use vanilla instead of DFhack

Construction improvements
- I do lots of above ground constructions and this helps immensely in making that less painful

some Bin fixes
 - hopefully evading Bins like the plague not necessary anymore

Trade changes
- no more selling of junk and solving all problems through caravan makes me enjoy the game more without having to self-restrict myself all the time which is more relaxed play

Also yesterdays interview with Tarn/Blind makes me confident I see better FPS than in my earlier forts

4
Very interesting, thanks for posting this. Do above ground fort areas, big rooms with lots of workshops inside and big dormatory/dining room/tavern make massive difference in these calculations?

Reason why I ask is because I have pop 80, 2x2 forts that follow all FPS advice I studied in dozens of hours and experimented 100s of hours with but I still get FPS issues after 5-10+ years.
I always use big rooms like that instead of lots of small rooms so maybe that's bad too because theres more exponential interaction between creatures in the same room/line of sight?

5
DF Dwarf Mode Discussion / Re: Axe or Sword?
« on: September 27, 2022, 07:42:05 am »
Pick has the added benefit of having no worthless blunt attack for your dwarves to use.
Never thought about Pick military Squads. When you let them train with Picks will they actually train their Miner skill?
I guess it would be important to give them Steel Masterwork quickly else they might get stuck with some copper pick due to growing attached to the weapon in regular mining uniform?

6
DF Gameplay Questions / Re: The dead are walking straight into a river
« on: September 27, 2022, 05:33:00 am »
Once the units are gone, build a 3 to 5 wide bridge over the river and it will never be a problem again (new invaders/migrants will use the bridge instead of the river-exit).

You seem to be a river expert. Do you know if there is a way to safely remove wood logs which fell into water (except DFhack that I know) from cutting trees? My dwarfs don't collect it from inside there. Do they need to learn swimming first to be able to do that? It looks really ugly with all of the wood logs in there.

7
DF Dwarf Mode Discussion / Re: Are Demon Defenders Unbeatable?
« on: September 03, 2022, 10:32:22 am »
If you have war animals that are pretty massive, they can help out in those off-screen battles.
Huh, I didn't know that. Guess those war rhinoceroses were worth the effort.

How are you doing with the Grazing?

Still want to do a Giant Rhinoceros farm one day they have the mass of a dragon/whale and are way faster than Giant Elephants.
Probably have to mod the grazing raws to get it to work at all. Will wait for the steam version and embark in savage tropical shrubland lets see what I find.

8
DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 20, 2020, 05:21:43 am »
1.) getting too many migrants too soon (it also breaks immersion; why does a small settlement of your starting 7 immediately attract hordes of migrants?)
2.) bins - they are badly needed to be able to manage your space, but are broken. I will currently only use a bin if I don't care about using the stored item ever again. And because of the bin malfunctioning, you're almost forced to use quantum stockpiles, which feel like a dirty hack.
Also the default population maximum should be reduced to something like 80 and embark size to 2x2 default.

9
DF Dwarf Mode Discussion / Re: Kung Fu Dwarves
« on: February 11, 2020, 04:00:20 pm »
Every month at shift change there's a mad dash to change equipment even though I've got it set to uniformed when off duty, and for a few minutes some freak out about not having shoes or something, but it settles down quickly.  If I have projects to work on I just set all squads as inactive.
What Shift change are you talking about I thought you just had the squads set to lower min train so 7 or 3?

10
DF Dwarf Mode Discussion / Re: How does Crossbow combat work?
« on: February 11, 2020, 03:49:03 pm »
They need line of sight. To shoot downward through fortifications, the wall needs to be several tiles (>8 or so) away from whatever they're trying to shoot, otherwise the floor they're standing on and the floor beneath the fortification gets in the way. And that's only for a single z-level drop; any more and they probably won't be able to hit anything on the ground at all.


8 tiles horizontal for one vertical seems pretty insane! So any high above ground tower like 4+ z levels over z0 will never work?

11
Ah OK so I don't have them because I use the Meph Lite from the Starter Pack.

I install this one then I guess no issue with the previous non Villains version Starter Pack?

12
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r3
« on: February 09, 2020, 06:19:09 am »
is there any way to revert remove-stress command?

So set stress to 0 again or so?

also revflood does not work with constructed walls right? did not work here for me:


edit: I used tiletypes painting and revflood after to hack the wall dont like different colors

13
Are the decorations Masterwork only or can I also use them in Vanilla?

14
wiki says there is this:

https://dwarffortresswiki.org/index.php/DF2014:Narwhal_man/raw

maybe in the files there is an even bigger one no idea

Orca man and Sperm whale man exist as well

edit: ah you meant exactly the size sorry

15
DF Dwarf Mode Discussion / Re: Caverns and ground depth on world creation
« on: February 06, 2020, 10:28:28 am »
Yes I increased that value to 15 before my world was generated.

My question is more if it only modifies the distance from surface to cavern or if the number of caverns or that setting also change the total number of stone layers from surface to 0?

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