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Messages - mikekchar

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271
DF Dwarf Mode Discussion / Re: Cutting trees can destroy dirt floor?
« on: August 26, 2018, 06:42:16 pm »
Holes in the roof when trees are cut down is well known.  I think it's intended to be a feature rather than a bug.  See the entry in the wiki: http://dwarffortresswiki.org/index.php/DF2014:Tree#Chopping_down_trees

272
One of the things I've been thinking about recently is that castles often didn't house many (or even any) people.  It was more of an evacuation area that could be defended.  In Japan, the lord's house is almost always beside the castle (and even outside the system of moats!)  In my present game I'm building a series of hillocks with a central fortress to mimic this idea.  Each family gets a hillock with an entrance way, a large room (6x6) and an optional large workroom (also 6x6 -- sometimes housing 2 workshops).

The nice thing about this design is that the entrances are placed essentially willy nilly, instead of branching off of main corridors.  And in order to keep the settlement compact I've been forced to consider a more 3D design.  Getting rid of the central corridors has done wonders for making it more organic looking.  However, my dwarfs started getting very stressed about the rain (because they were walking around a lot on the surface), so I started having to retrofit covered walkways and access tunnels -- which became windy alleys.  For me, the process has been a success.

Of course, this design is very difficult to defend (especially since I have a house rule of no entrances that can't be destroyed by building destroyers), so it makes having a good military a necessity.  Also, there needs to be good methods for evacuation.  But even still, I'm going to lose a fair number of dwarfs in a siege.  But I think that's fine.  I always think it's ridiculous to have no casualties and wipe out entire armies on the other side.

273
DF Dwarf Mode Discussion / Re: Stress & Pysche: 44.11+
« on: August 25, 2018, 01:15:27 am »
I had some migrants who had a long walk in the rain to get in the fortress.  By the time they got there, half of them had personality changes :-P  I'm RPing it as their long journey changing them, but I have to agree that rain is a bit OP in terms of freaking out dwarfs.  On the other hand, as someone said higher up in the thread, it makes some sense from the perspective of explaining why dwarfs live underground and why they generally don't like nature.

274
DF Dwarf Mode Discussion / Re: stockpile troubles?
« on: August 23, 2018, 07:27:11 pm »
It would be very interesting to see what effect atom smashing them would have.  I think I'll commit to testing that out in my current game.  As I have no real problem with low frame rates it won't be bad for me to try :-)  Just have to find a place for all those damn blocks.  I just sold a few hundred to the caravan, but I'll start stockpiling them for the moment.  If my FPS gets down to 20 or 30 without capping it, I'll try atom smashing them and measuring the result.

My suspicion is that it will have an effect, but not an order of magnitude effect (or possibly even a binary order of magnitude effect).  Whereas I believe that poor pathing *even for a handful of dwarfs* can easily have an order of magnitude effect on FPS.  I mean, we see that already with pets and impassable doors.

275
DF Dwarf Mode Discussion / Re: Civilization restoration
« on: August 23, 2018, 07:17:12 pm »
If you adventure in the world and meet other dwarfs in your civ, they become historical figures.  Those figures can migrate to your fortress.  Unfortunately it doesn't appear that the game takes geography into account when choosing who will migrate to your fortress, so you can still end up with mostly the same old bunch moving around (especially if they are related).  However, it kind of works and is quite fun (IMHO).  It's funny when migrants show up that have a relationship with your adventurer.  I even had one that had a grudge against my adventurer (I think I was trading silk with him all the time -- I don't know why he hated me :-) ).

276
DF Gameplay Questions / Re: Stacking armor...still works?
« on: August 23, 2018, 07:05:11 pm »
I think they probably mean can you wear 5 shields, etc.  I believe you can not any more.  There are rules for what you can wear over top of something else, although it can get fairly ridiculous (like you can apparently wear 5 crowns).  Having said that, the combat mechanics are quite different than before and mobility is fairly important, so wearing too much armour is not necessarily good.

So if your question is, can you still cheese the system by wearing ridiculous amounts of armour, I think the answer is mostly no.  Or at least I haven't heard of that kind of thing for a long time.

277
DF Adventure Mode Discussion / Re: Proof of clearing bandit camps
« on: August 23, 2018, 06:59:19 pm »
You have to find the one where you killed the leader.  If you don't remember the leader's name, then you'll have to brag about all of them.  It's also possible that you killed the leader in a different location than the others.  So when telling a story, you might have told the story of  a site, but be cause the leader was two tiles outside of the site when you killed them, they are listed under the region.  Another way to communicate is to spread a rumour.  It's easiest to page backwards through the list.  When doing so, you will see some generic rumours that you had nothing to do with, and when they are finished, you will get your most recent encounters.  Just keep paging back until you notice it.

The other possible problem is that maybe you companion killed the leader.  In which case you can't take credit.

278
Interesting.  I haven't played adventure mode since 43.05 but I definitely satisfied the need by looking at statues and random decorated items.  I wonder what the problem is...

279
Look at statues in fortresses.  But I think you can also view objects that have decoration on them (i.e. look at their description).  I'm pretty sure that worked for me in the past.

280
DF Dwarf Mode Discussion / Re: stockpile troubles?
« on: August 14, 2018, 03:20:05 am »
You're quadrupling your item count by making blocks. Ten thousand blocks will murder your FPS.
I know this is the conventional wisdom, but my guess is that since blocks don't degrade, the impact on FPS will be minimal.  Archchrystal has many more blocks than I will ever use.  You still have the option of atom smashing them.  Unfortunately the game pretty much makes you choose between atom smashing or QSP given the amount of non-degradable garbage...  Anyway, as I mentioned in a different thread, I've never had a fortress that had lower than 100 FPS as far as I know, although I cap at 20 FPS because I prefer to play like that, so I don't check that :-)

281
DF Dwarf Mode Discussion / Re: Any Tips For The Layput Of A Fortress
« on: August 13, 2018, 09:55:01 pm »
And maybe a food stockpile but would this screw up pathing for dwarves in other blocs which then come another bloc to eat instead of there own? Or do the dwarves always go to the closest stock pile for what they need?

Where they go for the things they need is highly dependent upon what they are getting, but usually they go to the closest place (in absolute terms: i.e. in a straight line -- not how close it is to walk to it).  For food, there is a thread that discusses that dwarfs will sometimes seek out their favourite foods within a certain (complicated) area.

Dwarfs will sometimes go far out of their way for stuff, but my opinion is that having *more* choices is better.  The item is determined *before* pathing calculations, so on average it should provide a better experience.

Quote
Is pathing in this game need an improvement and are the devs planning on one already?

There are still some pathing bugs, but mostly it works OK.  A lot of people have difficulty with "FPS death" and Fleeting Frame's view is much more common (by orders of magnitude ;) ) than mine.  There have been a few FPS improvements in the last couple of updates, but I don't think that major pathing upgrades are on the table.  But to be fair, I occasionally increase my FPS cap and I don't think I've *ever* had a fortress with less than max 100 FPS -- and this is with a 3 year old Intel Core i5 laptop.  Though I probably have not thought to measure it during a siege.  Some things in my favour, though -- I run Linux in text mode, limiting my graphics FPS to 20, and I don't have swap turned on.  So it's probably going to be quite a bit quicker than what the average player does.

Interesting points about dances, Fleeting Frames.  I've still yet to see a dance in a temple.  Does it actually happen?  Because of the increased friendliness of small taverns, too, I have given up on dances altogether.  In my latest fortress, though, I'm intending to make at least one large temple, just because it is fun for me (even if it doesn't matter to the dwarfs).

282
DF Dwarf Mode Discussion / Re: Any Tips For The Layput Of A Fortress
« on: August 12, 2018, 10:18:42 pm »
From efficiency point of view, I was bigger about cube forts 'till I realized that stockpile to workshop dominates the calcs.

I play at 20 FPS *on purpose* and my forts rarely last longer than 10 years (because I get interested in doing something else), so I've never even come close to FPS death.  However, I continue to believe that this is the dominant issue for both efficiency and FPS.  Path finding is dramatically computationally easier when the paths are short.  If you have stockpiles 2 tiles from the workshops, then virtually nothing matters when the dwarf is pathing from the stockpile to the workshop.

But then you have to consider the path the dwarf will take to get to the stockpile. The key is to keep everything that the dwarf is likely to want in a small enough space that their paths remain short.  Now, it's hard to do this, admittedly.  But if you think of your work flows, it really helps.  Have a food stockpile near your farms.  Possibly keep staging stockpiles near that, to split up hauling jobs if the paths are long.  Keep your still near the farms (so that the seeds don't have to go very far).  Keep a bag stockpile nearby for the seeds.  Consider only enabling hauling for certain dwarfs -- so food industry dwarfs haul food, but nobody else does.

However, also consider having many small shrines and temples so that a dwarf has an option to pray near where they work and live.  Don't centralise the housings.  Allow dwarfs to live near their workshops.  The list goes on.  Basically, the shorter the paths, the better off you are going to be.  I hear people talk about their dwarfs hauling things for a week, and then complain about FPS.  It's much better to split up the hauling so each dwarf only hauls something for no more than half a day (say 50 tiles at full speed, much less if hauling heavy things).

The real difficulty, though, is when a dwarf decides to go to the tavern at the surface and then has to go back to work in the magma forges.  There isn't much you can do about that, but at least you can design the fortress so that it isn't *required* to do that kind of thing.

I also think that this kind of fortress looks a lot more interesting and "real".  It's also super challenging to do, which I enjoy.

283
DF Dwarf Mode Discussion / Re: stockpile troubles?
« on: August 12, 2018, 09:56:17 pm »
I don't really expect anyone to take this advice, but I like to play without QSPs for RP reasons.  What I do is to place a mason near the rock and build blocks.  You can then put the blocks in bins and move them around fairly quickly.  Of course, it means you have to find a way to use thousands and thousands of blocks.  Building above ground structures is a way to do it -- and it's more reasonable now that constructed above ground areas are cleaned.  But you could also pave all your corridors with block floors (which would be pretty cool if you colour coordinated them).  The downside is no engraving (which I do rarely anyway).

284
DF Gameplay Questions / Re: Out of fish, permanently?
« on: August 12, 2018, 09:26:42 pm »
I've noticed this is somewhat true of herbalism gather zones as well.  If you set a zone, the dwarfs will go and pick up whatever they can find.  They *will* return eventually, but not necessarily in an optimal fashion.  If you remove the zone and reset it, then the dwarfs will again go to pick the area clean.

285
I think there is another side to it as well.  There are a lot of things Toady doesn't do that would almost certainly result in higher profitability (for example, prioritising bug fixing over new development).  This is not so much a commercial game development as it is an artistic project.  There are lots of artists that had large teams working on paintings, for example, but it's also not unusual to build great works of art solo.  It's also why he builds the game he wants to build rather than the game that will sell more units.

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