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Messages - rucksackjack

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1
I've heard vague suggestions that it's possible to alter world gen settings in such a way as to make caverns more full of deadly crap to overrun my fort. Is this true, and if so, how? I'm finding that I'd like the caverns to be more dangerous than they are, even though they're by no means tame.

2
DF Modding / Re: Dwarf Therapist (LATEST 0.5.1 4/24/10 see first post)
« on: April 26, 2010, 02:09:22 am »
In my opinion, it would even be an improvement if the job labels were changed to be something like:

F
a
r
m
i
n
g

rather than simply having the word rotated 90 degrees. That's just me, though. But yeah, ideally I'd love to see the ability to swap rows/columns.

Otherwise, amazing utility; as many others have said, I couldn't play without it anymore. =)

3
DF Modding / Re: Dwarf Therapist (LATEST 0.5.1 4/24/10 see first post)
« on: April 25, 2010, 11:52:49 pm »
Is there a way to not have to turn my head sideways to view job names? I'd rather turn my head sideways to view dwarf names.

4
Thank you. It sounds like items have an extremely profound effect on framerate, far moreso than units (except in unusual circumstances such as all of the dwarves simultaneously rushing to pick stuff up from a murdered elf caravan). If this is the case, it sounds like one could keep the framerate relatively high simply by constantly giving away goods to the caravans, keeping everything properly stockpiled, etc. Has anyone verified this experimentally?

5
Up until now I'd assumed that my gradually-decreasing framerate over the course of an average fort was due directly to the increasing population -- more dwarves pathing, etc. I'm sure that's a significant part of it, but today I had what seemed like a strange experience:

I started out with the FPS capped at 400, as is my wont. As usual, my framerate started in the 300s and then gradually decreased over the course of the game, until at around 70 population it was well below 100. At this point, I allowed my entire fort to be murdered by an angry goblin. When I was down to less than 10 population again, I realized that the framerate hadn't gone back up, and was still around 50!

Can anyone explain the real reason for the drop? Is it because of all the items lying around in the fort? I admit that my fortress was not exactly tidy; a lot of workshops were cluttered, and stockpiles were massive and constantly overflowing. Or is there some other reason? I kept animal population to an absolute minimum, and all of them were dead by the end anyway, so I don't think it's that. But what exactly is changing over the course of the fort, if not population, that causes this permanent drop in framerate?

This is driving me nuts, so any reply would be appreciated. I'd really like to get to the heart of this issue so I can figure out how best to optimize framerate in future forts.

6
Thanks for the quick and helpful replies, folks. Hearing this information has led me to reconsider the low population cap and instead make some tweaks to init.txt (weather, temperature, etc.) which appear to have allowed me to run at a considerably higher framerate -- well over 100 FPS even with 60 dwarves. I'm willing to go without these things if it means being able to experience the rest of the game in full without awful lag. =)

(I'll miss the potential to incinerate goblins in magma, but that was rather an awkward task for me nowadays anyway, given the current state of magma.)

7
DF Gameplay Questions / What aspects of the game depend on population?
« on: April 23, 2010, 03:44:20 am »
In other words, what will I be missing out on if I cap my population at a very low number, like 30-40?

I'm trying to find ways to maximize framerate on my terrible CPU, and I've noticed that my framerate starts to drop below 100 around the time I have 40-50 dwarves, so I'm wondering if it would be best to just keep my population low. However, there are some aspects of the game I don't want to miss out on.

For example, will I be limited to smaller sieges based on a lower population, or is it entirely dependent on created wealth? Will I be less likely to encounter terrible, deadly creatures if my population is low? I know I won't get all the nobles, but that in itself isn't particularly important to me; I'm mostly interested in building elaborate contraptions, combating overwhelming threats, and that sort of exciting thing.

What worries me is that init.txt claims that "your population must be at least [...] 100 to obtain the current game features." What features is it referring to, and can anyone give me a general list of any interesting stuff that I might miss?

Thanks so much for any replies.

8
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: April 21, 2010, 07:00:58 pm »
Edit: I also have begun construction of a terranaut pod over my volcano, which will have thick outer walls for protection from the heat. It shall be fitted with a modicum of stone, food and digging supplies, to build what they need upon reaching the magma sea. hopefully the terranauts break through into the soft rock you can't mine through, but there's only so much you can hope for. most likely, all aboard will die painful, alcohol explosion related deaths, or perhaps awaken some eldritch abominations from the heart of the world. but the brave shall go forth feet first, knowing that it may be their last decision.

Does this work? I thought constructions just disassembled into component materials when caved in.

9
Alternatively, you could just gen your map from the 'design world with parameters' defaults instead of 'Create new world now!' The layering is much more sane with those presets, and will create a world with ~5 Z levels between the lowest point on the surface and the first cavern, and then 1 Z level between each feature after it, while retaining a full underground.

Holy cow. For some reason, I had assumed that "Create new world now!" would be identical to using those default parameters, and thus figured that it was already using the minimums. Obviously, I was wrong. 1 Z-level between each feature sounds very excellent.

I'll go and try this now. Thanks to everyone who's replied!

10
I love the new underground stuff in DF2010 -- caverns, magma, etc. -- but I really dislike having to dig stairs through dozens upon dozens of solid layers just to travel between the areas of interest, since there seems little point in it. Is it possible to reduce the number of Z-levels so that I don't have to do quite as much pointless digging, while still having numerous caverns, a magma sea, etc. within my shallower map? If so, how?

11
http://www.bay12games.com/forum/index.php?topic=54200.msg1164978#msg1164978

Bah! My mistake. I should have inspected first-page topics obviously dealing with HFS before posting this one. =P

This excites me greatly, however. I can't imagine a sight more pleasurable than a goblin siege (or, better yet, an elven caravan) wandering onto my fort only to be devoured by demons. Can you imagine the looks on their faces?

Time to get to work.

12
It occurred to me that, with sufficiently dwarven ingenuity, I might be able to lure goblins and other attackers into contact with clowns. Ignoring the difficulty of engineering such an encounter, if I did get a goblin face-to-face with a clown, would the clown annihilate the goblin just as it would my dwarves? Or would it ignore the goblin and continue saying "raaagh! Must kill dwarves"?

I know this isn't a practical solution to, um, anything, but I'm still really enamored of this idea if it works. Surely turning HFS to one's own purposes is the greatest conquest a dwarf can achieve.

13
I was hoping that the new version would do something about the "can't have more than one stockpile drawing from a given stockpile" thing, but alas, it seems not.

However, the burrow system has made me determined to design an awesome decentralized living system in which each workshop has its own input stockpile (e.g. a small wood stockpile by each carpenter's workshop, etc.), and I'm not sure what would be the best way to keep them all well-supplied.

Obviously, I can assign a loop in which stockpile A draws from stockpile B, stockpile B draws from stockpile C, and stockpile C draws from stockpile A. But this seems like it would just cause my dwarves to perpetually run around moving stuff needlessly between the stockpiles, which seems undesirable.

Is there a better way of doing this? I've never tried this sort of thing at all, so most any advice would be helpful. Thanks!

14
I've often gotten frustrated in the past with the low framerates that are experienced with a high population, but I'd like to get into the game again, and so I'm wondering about the new version. In your experience, has the framerate gotten better, worse, or mostly stayed the same?

15
Hello,

I'm in the midst of developing a (vaguely) Roguelike game and, mostly just for kicks, decided that it would be nice to implement water into the game which would hopefully behave roughly like the water in DF. I am, however, extremely terrible at figuring out even remotely efficient algorithms for things like this, so this is where you folks come in.

As my game is entirely 2D, can someone knowledgeable about this subject explain approximately how the water in DF works, or might work, when ignoring any Z-level-related complications? I.e., if in one frame I have a bunch of variously-leveled water lying around on a flat surface, what's the basic algorithm that should be applied to it between that frame and the next in order to create reasonably DF-like flow of the water?

I'm sure that the answer will be extremely simple and obvious, but, as I said, I freely admit that this isn't my forte. Nonetheless, I'd really like to get something working so that I can mess around with it. Any help would be greatly appreciated. =)

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