Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - CyberianK

Pages: 1 [2] 3 4 ... 9
16
Can anyone explain how the decorations work?

Using the Noob pack before villains release.

17
DF Suggestions / Re: Obstacle avoidance instead of direct pathfinding
« on: February 06, 2020, 05:55:36 am »
Great suggestion. Not so sure if the autonomous move algorithms work great for DF as they can't always guarantee reaching your destination they might actually lead you in circles.
Having "incomplete" pathfinding and validation might only be part of the solution. But once you use it you can do multithreading because you are not fully sync anymore anyway..
I am not a game developer but I am a programmer. If I would have to solve it I would probably roughly do it this way:

  • Make static snapshot of level data at time t in memory.
  • Hand over pathfinding of objects for origin a to target b to seperate threads
  • Give path back to main when finished
  • Make new static snapshot when all threads have gone to zero or frame limit l was reached and start over

You'd need some kind of movement validation and if it fails spawn a new pathfinding.

Its probably doable when all dwarfs are able to pass through each other. It becomes insanely more difficult once you have actual colliding, moving objects.
That said if you are able to keep the frame limit l down by scaling up on many cores then maybe only tiny differences happen between real level and snapshot.
Probably hordes of dwarfs moving close to each other or something like a goblin siege massive battle would be brutal. But for prototyping you could try it with disabling collision on all moving objects first.

That said I am way out of my line of work here and you usually encounter all the real problems when you are superdeep in the details so anyone who knows more about pathfinding or how DF works feel free to point out if this is total BS. So I am in no way suggesting this is easy on the contrary just wanted to speculate some :)
Ideas are cheap actually doing it and solving the myriad of problems coming up is the hard work.

18
DF Dwarf Mode Discussion / Re: Kung Fu Dwarves
« on: February 06, 2020, 04:59:47 am »
You did use miners and woodcutter though right?

When putting all your dwarfs into armor did you have any trouble with that?

My last fort when I tried to put 60 civilians into armor I had huge trouble with them not equipping stuff and had no explanation why already disabled the civuniform professions before and did not have hunters.

But I guess you don't have that issue since you don't have Civilians. Maybe I also make all Civs into active Squads you don't have to train them all the time anyway. Not going wrestling but I am in a savage tropical embark with aboveground fortress without traps and no iron.

19
DF Dwarf Mode Discussion / Caverns and ground depth on world creation
« on: February 06, 2020, 03:27:16 am »
Hello everyone,

I created a new world with advanced parameters (not villains release but the one before).
I added more rainfall and temperature because I wanted a savage shrubland+jungle start (want Giant Rhinos I don't know why only that I want them).

Then I also reduced the caverns to 1 to hopefully improve FPS (2x2 embark) and increased the number of levels above first layer to have some more room.

What I realized is that my whole ground is not very deep. There is not many layers until I reached the magma sea. Does everyone know if that is tied to the cavern layers number setting or was that just random because of elevation?
Also don't have Iron only copper and silver but I guess this will be more interesting of a game try going leather armor (and many deaths) with the surviving veterans getting better traded stuff and relying on war animals. Animals are also bad for FPS but I try going low numbers and put them on restraints.

Side question: Can you pick fallen fruits and other items out of murky pools without draining them? Can I do it with trained swimmers? It looks ugly with all the stuff inside the pools.

Thanks for any feedback

20
maybe it would help if you tell what track was claimed and by whom cant see that in the OP

theres also many illegitimate claims on youtube
or was it the contentid system itself on upload?

still ppl need to know which track it was

I disable the music channel and use SoundCenSe GTK mainly for combat sounds etc

21
DF Gameplay Questions / Re: Avoiding Aquifers at embark
« on: February 04, 2020, 09:59:25 am »
I saw some post ages that it is very bad for FPS to divert rivers and brooks because of some heavy flow calculations.

Are Aquifers also bad for FPS? Just using for hospital supply no insane water projects.
In past versions I always fully disabled Aquifers. If they arent too bad for FPS I might go with them again else I better get my hospital water from first cavern layer. Usually disable caverns2+3 as well for FPS.

22
Good idea is to keep the masterwork silver warhammers and sell the others or use them in weapon traps.

You can also smelt all lower quality ones of course but that usually requires either Magma Forge or a very plentiful supply of Coal/Coke.

23
DF General Discussion / Re: *We need your help to save the noobs!*
« on: February 04, 2020, 05:10:09 am »
I think the Were-creature change was great to save the noobs. Once you get some experience its not an issue anymore but I remember it causing me some great pain when I started. Sure fun is a part of it but it was probably a bit too scary for new players when a Weregiraffe kills everyone 5 minutes after you started the game.

Have to agree with huge migrant waves being overwhelming for noobs. I think smaller waves would be better or make a setting to limit them max and set the default low.

Overall the defaults are also bad for FPS death. Default embark size should be 2x2, world size small and pop cap 80. If theres no revolutionary change for FPS death that is but it seems there isn't.
Multithreading seems to be outside of the scope of this project. And pathfinding seems to be the most expensive but I guess if there would be a magical solution to this like doing pathfinding less frequent then he would have gone for it already? So I guess we get only tiny constant FPS improvements balancing out the FPS increases for the new features? When I regularly stop playing DF its usually because of FPS death even when I am taking all the precautions (small fort, small world, destroy items QSs...).

24
DF Dwarf Mode Discussion / Re: Silver vs Steel Warhammer Test
« on: February 04, 2020, 03:09:45 am »
I somehow always end up with silver warhammers in majority of military because I often find some ore of silver and can craft lots of warhammers for better qualities and use the other ores for armor.
Only later craft some complementary slash weapons when the armor is done.

Axes and swords seem to be good slashing weapons but what about spears how do they perform in comparison?

25
DF Dwarf Mode Discussion / Re: Is beekeeping as bad as it looks?
« on: February 04, 2020, 03:00:39 am »
Isn't low productivity actually beneficial?


There are so many high productivity jobs pumping out thousands of items that mean either FPS death or unemployed dwarfs.
Used to start with a turkey egg farm not doing that anymore because the number of eggs is just too high and I only use very small farms now.

Thinking of setting up a beekeeping industry just for keeping some dwarfs working. When the basic needs are met and all military set up etc then it gets a bit boring in the fortress.

edit: as for more uses for wax yes that would be nice. Next to the obvious candles maybe you could also use it for coating clothing to make it wear out a little bit less and also maybe to protect against blood/water splatters etc.

26
DF Dwarf Mode Discussion / Re: Volcano embark with it all.
« on: March 23, 2019, 06:12:23 am »
Damn this is a great map just did a few test embarks.
Unfortunately all the 2x2 or other small embarks giving you Lava are in Saltwater Marsh. North there is the brook and freshwater marsh but that means you have to do a bigger embark size.

edit: interestingly there is a second "almost volcano" two tiles above the real one going up to lvl 86 where the first cavern layer is. The brook surface is 108 so you could do a nice 2x2 embark there without the real volcano but still enabling some nice stuff
Spoiler (click to show/hide)

27
Yeah certain design patterns may not make a huge difference in FPS, but every little bit can help if you're dealing with larger forts.  I'd like to see how more efficient ramps versus stairs are, because that's a pattern I use all the time.   

But to be clear to the OP, the quirks you're finding with the Workflow plugin and equipment pickup loops are not a result of fortress design or pathfinding errors.

Looking a bit more into this it seems the problems were from me trying to put all civilians into leather armor with uniforms and there being occasional miners in the squads which I should have prevented. It did not just mess up the 3 miners who were in squads but created equip loops for everybody.
Still does not explain why I can't see some items in my trade outpost (and that was before Mayor appeared and I had no locked doors items were pathable just far away) that happens to me every game. But next fort I keep it simple not doing strange stuff until everything is working then I make a save and I go crazy afterwards. And I am now learning to use manager orders and don't use the Workflow plugin anymore. Will try to use stockpiles only for raw materials and keep everything at the workshops.

Question regarding Miner and Hunter Uniform. Do they exist if they have been a hunter at any point before or is it enough to disable them? I guess I will disable Autolabor/Labormanager again and go back to Dwarf Therapist never had these miner/hunter uniforms issue when I selected workers more carefully.

28
My fort has regular Werecamels appearing. Its like every year all the time. Sure when all Dorfs are inside theres not an issue but I got woodcutters and trade caravans and builders building structures outside.

And somehow these Werecamels are stronger than the werebeasts I had in my other forts. Camels are scary. Never had panthers your story sounds awesome.

29
DF General Discussion / Re: How is Legends Mode programmed?
« on: February 04, 2019, 06:54:23 am »
Having worked on many obsolete legacy business software that one guy wrote over years theres probably only one person on earth who roughly understands the DF source code and that might never change :)

30
So what seems to happen is that my whole fortress is in some kind of continous pickup equipment loop
They pickup and drop and pickup again. No other work is done even the mining jobs and chop down tree jobs aren't done.

Mining, woodcutting, and hunting have *built-in uniforms* which conflict with military uniforms. If you have mining, woodcutting, or hunting enabled on your military dwarves they will spend an inordinate amount of time switching uniforms. If you disable all three problematic labors then your military should collect and wear their military uniform. You'll need non-military dwarves to do your mining, woodcutting, and hunting.
The problem is that everyone is doing that. All 50 dwarfs including peoples who got it disabled which is the majority. But I check when I come home with disabling autolabor and placing the miners/cutters/hunters manually if that solves the problem for the others. Thanks!

Pages: 1 [2] 3 4 ... 9