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Messages - lofty

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I don't know much about Dwarf Fortress' under-the-hood architecture yet, but perhaps this will help:
https://www.gdcvault.com/play/1025151/Hierarchical-Dynamic-Pathfinding-for-Large

It explains connectivity for map regions broken down into an octree system. While their particular use for this sorcery was dynamic pathfinding in a destructible world, it's generally-applicable for scaling solutions with anything using tiled/voxelized terrain models.

With fort 3, does the connectivity map have any weird connection to the mysterious puddles of banana beer strewn throughout the base via the misting system? Contaminated fluids not mixing or something?

Thankyou again for taking a look \o/

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I appreciate the welcome, thank you!
I'll try to reply to replies without creating another essay.

The complexity of the game is neat, although I definitely agree with the sentiment of 'playing perfectly needs the wiki' - had I not stumbled across the section on the wiki about muddy water I would have been oblivious to the danger it poses.

Disregarding cruft is tough, but DF is still a lot of fun to play when it's behaving. It hurts me to save-scum so much lol

I am experimenting with a fourth fort. Each iteration lasts longer and runs better as I figure out more efficient ways to do stuff- reading around I saw mention that crowded taverns can cause performance problems, and this ties in with Putnam mentioning that more is done than simple pathing when characters have line of sight, so this fourth base has been designed to distribute taverngoers and guildhall visitors across multiple areas in different wings of the fort and is performing a lot better at a much higher population- steady FPS at ~190 pop instead of ~2fps at 100. (I'll link the fort saves at the bottom so they can be triaged, though.)

On the topic of burning items- they create smoke so dwarves won't build walls or ramps in the nearby area due to pathing troubles.
After attempting several times to get an overhead area set up near the items in question, I just gave up. The forever-burning artifact scroll wasn't worth the effort.

I guess I went into DF with the expectation that I was supposed to have a fortress decked out in the best available items, swimming in riches and digging until I couldn't anymore. It seems that a more conservative playstyle is required to last longer, though- the solid gold throne room will need to wait. In the first couple of forts, if I saw ore, I acquired it- on the current playthrough I just go back to grab it later if I need it, and that's probably helping set a saner pace for the game.

Coming from Minecraft, Starbound, etc, I get the whole 'there is no real ending' thing; I just figured that the game would be more forgiving for maxed gear and a large army.

Here are links to the saves for fort 2 (too many lizards) and fort 3.
I appreciate the eyes, thank you for that.

Cheers

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Hi. I'm new to Dwarf Fortress.

I jumped in a couple of weeks ago, opting to skip the in-game tutorial and simply ask my friends questions if I hit any snags because we often hang out in voicechat together. I figured a combination of game experience from titles like Minecraft, Starcraft, Command & Conquer, etc would probably prep me with most of the basics I needed to play the game and overall that seemed to be a good foundation from which to understand Dwarf Fortress at a topdown level.

I binged the game for 2 or 3 weeks straight to the detriment of everything else and wanted to share how that went with the devteam. I hope this forum is the right place to do that.

The gameplay experience:
My first two or three maps were short-lived, not because of any particular danger or tragedy, but because I was learning the controls with my friends backseating my gameplay, and I wanted to check out my options for different types of embark sites. I dug some holes, planted a handful of crops, abandoned some forts, and had several chances to laugh at the world generator's constant feed of goblins striking down dragons. After that, I started up a new world to see how far I could get.

Fort 01
Spoiler (click to show/hide)

Fort 02:
Spoiler (click to show/hide)

Fort 03:
Spoiler (click to show/hide)

All three forts exported cut gems, the third fort also exported iron bars to supplement the gems if necessary. Most of the time, cut gems were more than enough to cover all of the imported goods in the entire caravan, whether I needed the items or not- I found myself deciding which items to keep based on the volume of hauling jobs that would be necessary to move things from the depot to stockpiles instead.



Having had a chance to give the game what I think is an honest try, I've got a bunch of feedback about it.

It's worth mentioning that I'm not playing the game using DFHack or Dwarf Therapist or any other third-party utilities designed to make the game more playable. It's cool that these kinds of tools exist, but fresh players from Steam probably aren't going to want to install additional stuff just to play the game they just bought, and if tools like this exist to solve problems in the base game and have been adopted by the community in widespread fashion, the base game should probably evolve and fix those problems anyway.

It is also worth noting that I am choosing to avoid exploits while playing unless it is absolutely necessary, which means I am not abusing things like quantum stockpiles.
I'm sure I'm not the first person to mention most of this stuff, but it's probably worth mentioning all of it again anyway- I'm hoping that my "fresh blood" perspective will help highlight which things need to be prioritized to continue improving the game. It looks like a lot of people have adapted weird meta-playstyles to work around long-standing issues and in a sense have become numb or desensitized to some of the more important problems that take away from the experience.

In no particular order, here are some pain points that were extremely frustrating:



Dwarves leave random items in doorways
Spoiler (click to show/hide)

Last in, first out, except when it's not
Spoiler (click to show/hide)

Something is extremely wrong with cage trap re-arm logic
Spoiler (click to show/hide)

3 different erasers in 3 different UI spots with 3 different settings for saving whether the eraser is on or off, all of which have different default behaviors
Spoiler (click to show/hide)

Why is it such a pain in the ass to make stairs that connect to existing stairs?
Spoiler (click to show/hide)

Why am I able to multi-level drag select some stuff, but not other stuff?
Spoiler (click to show/hide)

The default recommended settings for steel processing don't work
Spoiler (click to show/hide)

The station command doesn't work
Spoiler (click to show/hide)

Why are necromancers such a huge liability?
Spoiler (click to show/hide)

Why do dwarves wander all the way to the map's edge to pick up a single bolt of ammunition?
Spoiler (click to show/hide)

Locking an item doesn't cancel a dwarf's trip to go get that item
Spoiler (click to show/hide)

Why can't I prioritize construction?
Spoiler (click to show/hide)

Ability to stand lost
Spoiler (click to show/hide)

Why doesn't the ballista shoot in a straight line?
Spoiler (click to show/hide)

Burrow/squad/animaltrainer/etc interface has no sort or search options
Spoiler (click to show/hide)

We don't need more fish right now- go do something useful
Spoiler (click to show/hide)

Bodyparts belong in a bin
Spoiler (click to show/hide)

Why does this game disrespect the time you invest in it so much?
Spoiler (click to show/hide)

Sort by tattered?
Spoiler (click to show/hide)

This belongs to the ocean now
Spoiler (click to show/hide)

Go to the god damn depot
Spoiler (click to show/hide)

How about you just pull the lever
Spoiler (click to show/hide)

Why is milling such an unintuitive mess?
Spoiler (click to show/hide)

The dwarves have suspended construction of a wall
Spoiler (click to show/hide)

That's cool but who cares
Spoiler (click to show/hide)

Stockpile presets are stupid
Spoiler (click to show/hide)

Dwarves can path out of water, but not into it? What?
Spoiler (click to show/hide)

!!rough yellow diamonds!!
Spoiler (click to show/hide)

The elves are offended
Spoiler (click to show/hide)

How do I take this goblin out of the cage?
Spoiler (click to show/hide)

I don't want to do this, but if I don't, the game will freeze
Spoiler (click to show/hide)

Overall, Dwarf Fortress does a lot of stuff right, but the game's shitty performance makes it feel like a tech demo for terrain generation with a bunch of other half-functional features stacked on top. "That's cool, but the game doesn't run" summarizes prettymuch everything I've experienced so far- while the game is performant, it's enjoyable and a lot of the bugs and quirks are easy to forgive, but as soon as performance degradation sets in, all of these stupid problems compound on top of each other to culminate in an experience that ultimately makes me feel like it was engineered to punish me for trying to play.

I am of the opinion that all available development resources should be focused on fixing performance problems and nothing else until the game can handle the features it already has at a normal framerate up to and through the endgame phase - prioritizing adventure mode at this time seems like the wrong direction.

The OST is great though. That's probably the only part of this game that's flawless.

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