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Messages - MVladO

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1
Sort off, I receive more than 2 waves but the king died on previous fort and it went from 300 to 100. This must be it then. Seems that selecting more remove embark locations was a good idea afterall. Thanks. I will keep trying to revive the population by establishing new forts. I was caught by suprise that "occupied" civs still fight back despite having no land.

2
Thanks for a suggestion, but I play on max size which should have 2000 cap limit, and legends mode says I have 1786 so it should not be it :(

3
I cannot figure out why my forts do not establish new hillocks. Yes I do have plains/hills in 6 tiles radius.
 This could be linked to the fact that 2 civilizations that I played in my world were (not anymore) on a verge of extintion. I feel the game just does not see enough headcount to move to a new location. Anyone has any idea where or how to verify this theory? I thought previously that inhabitants of such hillocks are created out of thin air, like some of the migrant waves.
My current fort has several in game years, advanced to duchy despite not having any linked sites, but I trade so much my monarch came to make it capital. Previous two forts also became capitals but also made no new sites, only had conquered ones.

I cannot find any reliable source on game mechanics on this

4
In case anyone ever searches for this information: against my rules I went for a dfhack exterminate and offloaded about 700 units of various caver dwellers invaders. Fps tripled. Now I can end mountainhome quest before retiring.

5
Ahhh you see, this is why I decided to ask. So it would seem that the problem is in general performance and I am wasting time trying to get rid of dwellers.

6
I've been playing this save for months and at this point I'm having around 10 fps. I might try last attempts to save it, but I am more concerned about understanding where I failed to not repeat it next time.

1. Do cavern dwellers that are not visible/displayed cause fpsdrop?

I play on savage biome (never again) so I was too occupied by agitated birds to take pre cautions against c dwellers. I suspect they are the main cause of my problems.
But I was keen on challenging myself to handle them with vanilla settings on.

2. Does fortifying caves help in a long run?

I did wall off caves sections I am using, but olm men tend to accumulate in water. I drained pools, made trapped paths, dropped lava, cave ins, ranged and melee combat. All too little too late, and each try takes forever to complete. And it's no good if they can just steal fps somewhere on map edge anyway.

3. Did anyone seal map entries in reasonable time without cheating?

I heard ppl seal off cave entries on map edge. I tried that but it's seems undoable with number of entries, their z height and current fps.

4. Is there any chance this could be else?
At this point I consider retiring or surrendering challenge and resorting to killing dwellers with dfhack. I could try to optimise work orders further to cut on overproduction, I am caging / slaughtering animals left and right but I don't want to continue doing this on low fps only to learn it wasn't it.

Additional info: my fort is around 200 pop cap limit. Never had any visitors to tavern (thx savage biome).


7
DF General Discussion / New Farm plots not having any crops icons
« on: December 15, 2022, 09:14:01 am »
Hello,
I play steam version. My fort has 2 farm plots, one overground, one on one z level underground. Both working fine. I have attempted to build new ones but every one I make has no crops/seeds selection like the previous 2. Only potashing and leave fallow. I thought maybe I need to keep them resting for a season but it does not seem to work. An ideas what to do?

8
Hi.
I have used work manager to control number of containers and clothes produced in my fortress, or so I thought.
I have figured that ordering clothes production restricted by number of f.e. already stored shirts capping at 10 will be a great way to produce new items, only when dorfs wear out old ones. The order was validated so I concluded that items worn by dwarves do not count into product restriction numbers. Was I wrong here?
I applied the same logic to containers - I assumed that barrels and bines used to store items outside of container stockpiles, disappear from the product restrictions, leaving only unused, empty containers only, to be counted towards product cap. Then I noticed I was having a container shortage and raised production limits to way higher - and it  resolved itself as if barrels and bines even in jobs and stockpiles were blocking new production.
I cannot find compelling information on how exactly are products reductions counted.
What are your ways to automate clothes/ container production without causing overproduction? I am playing on laptop and trying to avoid fps death by items

9
I want to build a magma forge close to my fortress upper levels.  I have carved a minecart track to transport flux stone from deeper levels (which doesn't work for now but that's another story) which later I wish to power with rollers instead of exploity impulse ramps. I have discovered magma pool few levels above flux stone layers, which I also need to transport up. I'm thinking about using the same track. My question is what would be your approach?
1) merging different cart lines is impossible/ too dangerous, never do it even for a while - carve separate track up instead.
2) merging lines would be time efficient,  but don't use them at the same time, (please tell me what technology/buildings/tracks/shutes would you use to merge them, I'm new to this)
3) I can easily setup two separate lines working simultaneously, but not going back two-ways because they would crash
4) yeah I can easily set up minecarts from different lines to utilize the same tracks both ways and never crash, I will tell you how!

10
I had a siege of 40 humans, out of which 10 were from settlement that is target of my raids. I locked myself up and started preparing to mince the invaders, but they quickly disbanded and returned home.
My question is, if I had killed those 10, would that mean that their settlement is actually 10 men weaker?

11
Yes I have DFhack embedded in LNP . Thank you, I will learn how to use cleaning scripts

12
DF Gameplay Questions / Is it still possible to save my fortress?
« on: May 12, 2021, 02:44:36 am »
Hi,
I wasn't sure where to ask this, so I hope I don't offend Armok and moderation.
So I picked up DF again year after giving it up due to bugs and steam release coming soon (Haha). I read that many bugs has been fixed, including infamous corrupted equipment bug.
So I started a new fort 3x3 embark and I was shocked, how did the performance indeed improve. Better fps, literally no random crashes for weeks... until...
So I had an artifact stolen and decided I can only get it back by a raid mission to it's new location. I had assembled a "suicide squad" composed of depressed troublemaker as a commander and mercenaries,  all having no uniform assigned, and sent them to a stealth mission to non hostile human civilisation. Unfortunately the leader became so depressed he stopped moving,  so I expelled him from fortress and replaced with another dwarf. They set off to the mission and I had to end there.
So I saved the game,  and yeah it crashed while saving. To my surprise when I came back,  the game was actually saved but:
I have a massive fps drop
All of the squad evaporated (vacant in military menu)
No mission report
Human civilisation is now hostile
Game started crashing, when saving or expelling units

So my questions are:
Was there anything I could do/not do to launch this raid safely for my save?
Is there anything I can do to help the performance?
I started expelling outsider bards and poets in desperate attempt to save fps but about every 3rd expel crashes game. Will slaughtering all my animals help or is it unrelated to path finding?
Should I report this to bug tracker? I think those bugs must be well known by now
I really wish I could restrain myself from inviding. There were other peaceful things I wanted to learn in this play through, but now it seems like I need to abandon the fortress :(
Will my whole world be corrupted now?

13
Thank you all so much,  this is very helpful!

14
Ok, so if the game is not designed for world conquest and missions are bugged, then how about an alternative? What if I made new fortress, conquer a site, retire it if the save file becomes corrupted, go to adventurer mode, sabotage goblin site, start new embark and repeat?
Do retired fortresses campaign on their own?

Partially related: what would happen if I retired a fortress immediately after embark? Would it maintain its population? Could I just carpet the region with fortresses spawns, hoping one or two is successful? What happens if you visit such fortress in adventurer mode? Do a dwarves just awkwardly stand around wagon? (I did not have a chance to experiment with adventurer mode yet)

15
Thanks.  That kinda cools my world domination desires... and sadly my desire to play. In 4 years of my current fortress I got 0 goblin sieges despite 4 gob civs close by, so I need to reach out to have fun. I'll risk it, guess I will conquer The World by making new fortresses

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