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Messages - Mr Crabman

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31
But yeah, it is pretty curious. It could also be that the old/current Adventure mode UI is broken due to the Fortress mode changes, but as that is pure speculation. Might be worth a question over in the Future of the Fortress thread. You can't really expect a answer here, it's just for gathering all the announcements in one place on the forum.

Tarn did confirm that the old/current Adventure mode UI is broken.

Quote from: Mr Crabman
Could the current/old versions be enabled through some out-of-the-way config option somewhere, maybe even requiring editing a text file instead of just toggling something in the menu? At least the Object Testing Arena, because it's quite handy for... Object testing. Trying to update mods for the new graphics functionality (or trying to make new mods entirely) for the Premium version would go somewhat slower and more painfully if there is no way to instantly test things on the Premium version, and if the concern is exposing unwitting new players to an unpolished and difficult to use menu, requiring out-of-the-way configuration to access it would solve this.

The modes don't function now, and I'm not going to try to cludge them in since it'll take extra time to make the parallel systems work.  In arena mode's case that's probably the same amount of time as just doing the necessary arena mode menus.

32
What about the thing that I saw discussed on the Kitfox Discord? I forget what exactly was said, but it was something about setting "normal pathing" (probably not the right phrase) to 0 and other paths to 1 giving a big boost? What's the deal with that?

I did a 6x6 fort earlier, lasted 25 years. It succumbed to FPS death to an extent near the end, sub-20 FPS, but I eventually figured out that this happened because I completely failed to notice a rabbitsplosion. That and the fact that there were over 100 ghosts, maybe. It was not a good fort. I was just doing it to see if there are any crashes in large embarks, since an easy "kill my game please" button is kinda a bad thing to have in a commercial release. Turns out 6x6 forts actually run about as well as 2x2, which is... really, really not the result I expected.

But did you test 16x16 though? ;D

33
I have some questions:

1. Have you contacted Tarn about the potential optimization of caching active/uncaged/non-ghostly units yet?

From what I can tell, items are a concern... but you can almost completely mitigate items' impact on performance by turning off temperature, so that's easy enough.

2. Have you found any possible ways via profiling that temperature for items can be optimized, or is a mostly hopeless "this is as good as it gets for items"?

Flow, pumps and smoke all have something in common: they require things to repath. Pathfinding isn't normally a major cause of FPS issues, but this is because it's done rarely; when something forces pathfinding to happen more often, it'll get far, far worse.

3. Taking your own advice from the OP about profiling... Are you sure it's the pathfinding, and that the actual calculations of flow/which tiles to change aren't a significant/primary part of it?

4. Wouldn't optimizing pathfinding help with both the meager 6% for a normal fortress, and also the slowdowns associated with flows and stuff? Some forms of FPS death, as far as I know (I'll admit I haven't played in a long time; waiting for Premium UI changes), are "I want fancy flows and mist things, but it kills the FPS".

34
I saw this mentioned in the recent Blind interview, and wanted to echo that idea here.

Werebeasts and kobolds (or "ambushes" in general) are invisible until a dwarf spots them (and you get no announcement until them), and I suggest this should apply for all the other invasion types; megabeasts, titans, forgotten beasts, and sieges alike. Maybe random animals/cavern creatures as well (no announcement for them though).

It would be both realistic simulation-wise, and !FUN!; imagine keeping guards posted somewhere in a tower see an invasion coming before they're already at your doors, or wandering into another section of the caverns and being attacked by a forgotten beast that you had no idea was already lurking just around the corner.

The announcement could possibly happen before they are spotted via line of sight, in the following ways:

- If justified by them being loud, like "making a racket by marching or banging war-drums, or roaring/stomping things" or something. But the announcement would be vague/only mention what is actually heard, not say specifically "the goblins are here" unless the sound is recognizable/identifiable by your citizens. The marching of goblins is little different to that of humans after all.
- If you received rumor that an invasion was on its way, you will get an announcement on the day they were projected (by the rumor) to arrive, reminding you that an attack is expected any time now.

You will of course get a second more definitive announcement once the attack is confirmed.

As for the issue Tarn mentioned of creatures "flickering in and out of view" when they repeatedly enter and exit the field of view when they're near the edge (which would be a bit weird/aesthetically displeasing), this could be solved either:

- The way he considered in the interview (only hiding them until they're first spotted, and then keeping them visible from then on).

- By putting an appropriate "countdown" for how long they must be out of view until they are hidden again (this would have the bonus of making it possible to "lose" enemies and worry about them hiding in some currently empty hallway). Also checking how far they are able to pathfind (so that they don't become stealthed again after you trap them in a small chamber of your fort, since you know where they are). Note that's how far they are ABLE to go; if they have a tunnel off to the caverns, it would make sense for them to vanish, even if they actually do stay in the room. Some kind of check for how big their "connectivity map" or whatever it's called.

My vote personally is for the second option.

35
DF General Discussion / Re: Future of the Fortress
« on: November 21, 2022, 08:11:34 am »
1. Are duplicated raws still a problem, or will mods later in the loading order that use the same ID for an object (eg, a creature) replace/overwrite definitions in previous mods?

2. Is there a way to disable/toggle certain raw files, within a single mod/package from the workshop? For example, after downloading a "More Creatures" mod from the workshop, having some ingame menu that lets you toggle say, amphibians off but keep the mod's birds. Or alternatively, some other solution that allows a single Workshop subscription/page to contain what is technically multiple mods (so that "granular" mods don't have to post a million entries to the workshop).

36
DF General Discussion / Re: DFFD Downtime Explanation
« on: November 17, 2022, 03:58:25 pm »
I suppose this mean a new user ID is going to be different probably? That's honestly the main part of this that I find bothersome (because my github repos link to the old one), since re-uploading the mods themselves will be simple enough for me.

37
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 17, 2022, 01:12:39 pm »
Dwarves will build loads of constructed walls around your skin, making you invincible to everything except other dwarves with pickaxes.

nanodorfs, son

They tantrum in response to rain!

38
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 17, 2022, 04:48:00 am »
Dwarves can then tunnel through your desk, into your hands, and make a fortress inside your body.

Dwarves will build loads of constructed walls around your skin, making you invincible to everything except other dwarves with pickaxes.

39
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 16, 2022, 02:47:39 pm »
Dwarves should be able to create stockpiles of anything at all. Liquids, gasses, stockpiles, zones, designations, pieces of the game's source code...

40
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 15, 2022, 06:29:08 pm »
which can also change them into goblins if one is unlucky.

Worse, change them to elves.

41
DF General Discussion / Re: Future of the Fortress
« on: November 15, 2022, 10:54:04 am »
1. Might creatures (particularly forgotten beasts) made of fluid, gas or powder get buffed before the big wait? Seeing as how they're really fragile and a bit underwhelming (despite monsters like this in fantasy often being extra dangerous/hard to kill).

2. Will it be possible for off-site/worldgen combat calculations to be made more accurate at some point? Outside of the "literally viewing the battle with a second camera" thing planned for after the map rewrite, that is.

According to what I've heard from others, basically nothing factors into the outcome but combat skills, size, and the leaders tactical skills (basically none of their special abilities or comparative body material durability matters); and battles are all a sequence of 1v1s, so sheer numbers can't "overwhelm" an opponent, at best being extra dice rolls for one individual to get a lucky strike in.


3. Are animated worldmap tiles in the plans for the post-release graphics enhancements? Stuff like moving water/rivers, those "sparkles" in good aligned forests actually sparkling, "heat haze" for hot biomes, etc.

42
DF General Discussion / Re: Future of the Fortress
« on: November 12, 2022, 01:53:48 pm »
Will elves "tree quota" be harshened in the Steam release? Last I heard, it was still around a hundred trees, which might have been threatening/impactful when trees were only 1 tile, but it seems very easy to comply with their demands now while still getting all the wood you could want.

EDIT: nevermind, I checked the devlog like I should have in the first place and saw it has been.

43
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 11, 2022, 04:59:51 pm »
And if all those beasts are at the same time in your fortress, every open crime is solved.

That is until the "whatifbeasts" arrive...

Or a "wherebeast" shows up and hides all the evidence.

44
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 11, 2022, 09:17:19 am »
Whatbeasts. If your fort is attacked by one, your dwarves won't acknowledge it at all; what beast?!

45
DF Suggestions / Re: Terrible Suggestions Thread
« on: November 11, 2022, 08:48:22 am »
Were-beasts. Creatures that used to be beasts, but aren't anymore.

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