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Topics - Relicspread

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DF Suggestions / Changing the pathing calculation in regards to fires.
« on: December 09, 2023, 08:30:24 am »
One of the biggest causes for lag spikes I have found is when dwarves have their paths blocked by fire. Would it be possible to change the pathing calculation to treat fires like wall or such? Essentially treating everything on the other side as fully unreachable and have the dwarf (or other agent) do something else while the fire is on going so I don't have to wait for the fire at <1FPS. The situation gets a bit trickier when a soldier is locked in combat with a fire generating creature since it might get weird for soldiers to suddenly ignore combat for a bit. But this second case is also the only case the player can't get around with burrows and other methods of controlling dwarf movement and can be run ending in some bad cases.

Or maybe creatures can get an ability to jump though fires? or some other method of getting to the other side of it? Any way to not have their decision making short circuit.

2
DF Gameplay Questions / Mititary not attacking a flaming angel
« on: September 28, 2023, 06:24:36 am »
I was digging around through the mysterious wall and uncovered some divine retribution, a monter composed of flames. I remember these as being quite flimsy but apparently my soldiers refuse to attack it at all. This sort of makes sense, I wouldn't want to either. But I don't remember this being a thing before. Is this new? Do I misremember? Is it related to angels rather than the fire? Or is it a bug?

I any case it feels quite janky, the dwarves just stand around, taking hits from the angel's divine scourge without even blocking or dodging, the combat log is completely one sided.

3
DF General Discussion / How do I decipher the new crashlogs
« on: September 16, 2023, 04:48:36 am »
I have been stuck with a save game corruption problem since July (the game crashes on loading saves, usually during "load world information"). It is possible this is due to the mods I'm using, but there was really no way of telling until the 50.10 beta introduced crashlogs. Thing is, the logs are complete nonsense to me.

I'll just copy over the text from my most recent log, they all look the same, if anyone wants to help me:

0> Dwarf_Fortress!std::_Init_locks::operator=+0x7F2706
1> Dwarf_Fortress!std::_Init_locks::operator=+0x7F2879
2> KERNELBASE!UnhandledExceptionFilter+0x1EC
3> ntdll!RtlMoveMemory+0x2BBD
4> ntdll!_C_specific_handler+0x97
5> ntdll!_chkstk+0x12F
6> ntdll!RtlFindCharInUnicodeString+0xA96
7> ntdll!KiUserExceptionDispatcher+0x2E
8> Dwarf_Fortress!std::_Init_locks::operator=+0x8D5F84
9> Dwarf_Fortress!std::_Init_locks::operator=+0x82B25A
10> Dwarf_Fortress!std::_Init_locks::operator=+0x82AB79
11> Dwarf_Fortress!std::_Init_locks::operator=+0x829129
12> Dwarf_Fortress!std::_Init_locks::operator=+0x1063576
13> Dwarf_Fortress!std::_Init_locks::operator=+0x5C415D
14> Dwarf_Fortress!std::_Init_locks::operator=+0x8F9C46
15> Dwarf_Fortress!std::_Init_locks::operator=+0x626174
16> Dwarf_Fortress!std::_Init_locks::operator=+0x627529
17> SDL2!SDL_DYNAPI_entry+0x799D7
18> SDL2!SDL_DYNAPI_entry+0x12EEDE
19> ucrtbase!recalloc+0xA3
20> KERNEL32!BaseThreadInitThunk+0x1D
21> ntdll!RtlUserThreadStart+0x28

4
I have been adding a bunch of creatures and thought it would be time to add statue sprite for them. I copy paste some sprites over on top of a copy of an existing statue sprite sheet and change them to gray scale. In game however the foreground color is not applied (the statues do not take the color of the material), however due to a mistake in assigning sprites some of my statues use remaining vanilla sprites that I hadn't pasted over yet, and those had the correct foreground color.

With some more testing I figure out that if I use the color picker tool on a vanilla sprite I can use that gray and have it work correctly, but not grays I make myself so to speak. There is clearly some difference between grays and grays that I am not aware of. I am new to image editing, is this some software problem where the editor I am using (paint.net) is unable to make the correct grays or is there some value or such I can change?

Transferring vanilla colors and repainting all my sprites sounds like way too much work so if that is my only option I'll just live with gray statues and default cubes.

5
Making a custom entity with creatures that are not using layered sprites. I am able to find information on assigning different sprites to different castes and children, corpses etc are also not a problem since I can just copy the text from other creatures. But is there any way of giving separate sprites to different jobs, like miners, soldiers and so on?

6
DF Dwarf Mode Discussion / Stuck With Tiny Sieges
« on: January 27, 2023, 07:51:12 am »
I am not sure if this is a bug or due to shenanigans with my world (generated with advanced parameters) but the goblin sieges never seem to scale with my fortress growth. I am at my third large fortress (over five years, over 100 pop) in this world. I have been attacked by at least four goblin civilizations. The attacks never consist of more than around half a dozen goblins, no troll, no beak dogs, no slave soldiers. I haven't encountered attacks from non goblin civs yet. Cave dwellers seem more numerous, although they never reach the game breaking numbers others have warned about. But they at least reach an entire dozen or so. I tried increasing the maximum number of attacker in the settings since I suspect I am stuck at the lowest tier but since it is only a maximum it didn't help.

Has any one else had this problem? This is the Steam version if it wasn't clear.

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