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Messages - Rysith

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61
DF Suggestions / Re: Worldgen with forced sites
« on: October 13, 2010, 10:17:17 am »
The problem that I see is that as you are able to specify the site to gen in more detail, what constitutes a "good" site will just rise to meet that. Right now a good site is volcano + river (+ flux?). If we're able to guarantee a site with a volcano, a river, and flux, then there will be the ones that are full of layers of sedimentary and igneous rock and the ones that are filled with metamorphic rock. The ones with sand and the ones without. The ones with extreme elevation change and the ones without. And so on, and so forth.

Though I would like to be able to see on the embark map (or find in the site finder) the above-magma-sea magma columns.

62
DF General Discussion / Re: Since this isn't a gameplay question...
« on: October 13, 2010, 01:52:40 am »
I'm not entirely sure that I understand your question, but that's what the Community Games and Stories subforum is for (both the storytelling and the community games).

If you're asking "Is it ok to write a story/run a community game with a tweaked game", the answer is absolutely. Most of the longer-running ones (and some of the shorter-running ones) take quite a few liberties in their descriptions of events for the sake of the story, as long as what you're playing is recognizable as dwarf fortress and is interesting to read, I doubt that anyone would object to any mods you have in place.

63
Life Advice / Re: Trying to start a career in IT
« on: October 13, 2010, 01:30:20 am »
I'll chime in here as a programmer with friends in IT: The people who say that you need connections or a degree to get into anything major are right, but mostly because even with that criteria in place there are still tons of worthless resumes flying around, and so the concern is more about cutting down the number of people that you need to deal with than it is about worrying that some qualified people might be being excluded. Tough, but that's how it seems to be.

There are two real ways to get around that filtering, as far as I can tell:

1) Go get a 4-year degree. If you're looking for only programming/computer/IT classes, you'll be disappointed. If you look at it as a time to try out a scattering of new things (Ever taken a course on existentialism before? Management? Now's your chance!) and learn how to learn, that can be a very productive two years (assuming you can transfer over the credit from the 2-year degree). Many four year programs also have connections into intern programs, which is a good place to start getting your foot in the door at larger places.

2) Don't go for the big places that are deluged with everyone who can figure out how to throw together a resume. Look for startups, small companies, things like that and try your luck there. You'll likely have to ask around a bunch, but jobs do exist there, and they generally have the time to actually bring you in and see if you know what you're doing. After getting a bit of experience there, you can move up to work somewhere larger and more well-known.. If you even want to. Many of the people that I know in that kind of role love the job satisfaction that comes with it, and have no desire to move on to other employment.

64
DF General Discussion / Re: Advanced Tweaking (Warning: !!SCIENCE!!)
« on: September 30, 2010, 10:08:25 am »
Disclaimer:  I know nothing of CS.

That said, it seems like this issue is relatively easy to address.  Is there a reason to count constructed blocks and stone?  Is there a reason to query the status of objects not in use as frequently as objects currently being used?  Coverings that are easier to clean or that eventually decay would help.

If I had one wish for the future of DF it would be framerate improvement.  Lag has killed more forts than gobbos ever could.  It would be great to have succession games that could last more than 6-8 turns before becoming unplayable.

If the primary reason behind the framerate decline really is volume of memory access, then I'd guess that it's things like "A dwarf walks past a building. The building must go check to see what material it is made out of, to determine what thought, if any, the dwarf gets out of it". So yes, there are definitely reasons to keep checking constructed blocks and stone.

However, profiling memory accesses is a reasonably easy thing to do (compared to, say, rewriting DF to support multiple threads), and it seems likely that with some well-planned caching there could be some significant improvements. Maybe a project similar to the graphics improvement project is in order?

65
DF Modding / Re: Adding an ore type.
« on: September 27, 2010, 11:05:25 pm »
Wouldn't that mean that it would require effectively three coke (from the coal, and then in the second version + 1 from the [FUEL]) to produce three coke? That seems like a losing proposition to me... One coke + fuel seems doable (2 -> 3), though at that point only equivalent to lignite (which might be the intent).

66
One of my tests led me to believe that what is eating my FPS is loooong experimental shafts that I dig in different directions to find ore veins and then follow and dig the ore.

Should have tested to close off the tunnels too, but fort died of thirst before I could do that. Interesting to note is that 7-27 dorfs fort had 160 FPS to begin with, with 60-80 FPS towards the end and the FPS never recovered even though everyone died.

Wandering off-topic, but a test I was running in 40d (presumably still accurate for the new version)was showing that the number of exposed tiles (demonstrated by digging out two layers of soil with 7 dwarves) and number of items (demonstrated with smelter reactions) both had a fairly significant effect on FPS. I didn't check what it was compared to number of dwarves/animals or if the built state of the items affected the FPS hit, but I'd guess that those two contributed strongly to the FPS not recovering.

67
So it's convenient for you instead of the people you're sharing it with?

Well hey, I'm not going to call that unreasonable because it isn't. I'd like to amend the tone I used earlier and thank you for all the time you volunteer to help folks.

Actually, I'd be happy to translate them into DF macros if I could figure out how to do loops. It's just that, at some level, they all translate into "dig x tiles" or "move x tiles", and if I can't write functions to do that for me it starts getting ridiculous.

68
DF Dwarf Mode Discussion / Re: Amazing Bug
« on: September 20, 2010, 01:13:35 am »
And were the backup creature raws somewhere where DF might find them (generating huge amounts of duplicate creatures)? In the main game directory, there may be a file named "errorlog.txt" that will tell you these things.

69
Why use autohotkey scripts anymore? The game's got macros and a nice text file we should be able to paste them into nestled right near the init one we're always prodding anyway.

a) I have them left over from 40d, and haven't gotten around to translating them to the DF2010 macro system yet. My file of DF-related AHK scripts is 700 lines or so long, so it's not a trivial task.

b) I don't actually know how to do loops in the DF macro system. The hundred lines of script that I posted are easily capable of generating thousands of actual commands, not to mention the lack of flexibility without code branches.

70
Mafia / Re: BYOT mafia: Day 2 - 14/19 alive - dwarfguy2 banned forever
« on: September 19, 2010, 10:56:09 am »
Bah!

What did I do? Why me?

71
I second CinnibarMan: The whirlpool design, especially with stairs in the lobbies, is really nice. With some clever arrangement, a 2x2 cluster (4 + 3*4 + 2 *4 = 24 rooms) will give you all of your housing in a single 2x2 grid square level. I tend to stick a dining room over each one of the clusters, but I'm not sure if that adds or detracts from the efficiency. I've also got an autohotkey script to generate a slightly modified version, if anyone is interested. Fractal designs are awesome, and even more awesome when they don't give you carpal tunnel setting them up.

Spoiler: AHK script (click to show/hide)

72
DF Dwarf Mode Discussion / Re: Give me a nightmare.
« on: September 13, 2010, 12:07:53 am »
Or, check out the modding subforum. There are several mods (including my own Orc mod) that will get invaders coming in earlier than the rather sedate goblins. If that's not fast enough, progress trigger 1 for trade will likely be your first winter.

Plus, as has been mentioned, any kind of map with skeletal/zombie large creatures. Try an undead sinister/haunted jungle (for herds of undead elephants, since terrifying tends to just throw single large predators at you), especially on a 2x2 map (to reduce reaction time). Getting a map that gives you elephants rather than marmots is at least partially a matter of luck, but genning the maps isn't especially difficult.

73
DF Dwarf Mode Discussion / Re: Broken Artifact Halberd?
« on: September 08, 2010, 11:52:23 pm »
what exactly does "size" signify? length*width*height? volume? surface area?

I believe it is volume (in cubic centimeters, if I'm remembering something from the raws correctly). That the min size is 62500 and dwarves are 60000, though, means that there would be some dwarves who can wield it - look for ones that are exceptionally tall or broad.

74
Mafia / Re: BYOT mafia: 19 players and 3 gamblers
« on: September 07, 2010, 08:27:57 am »
Rysith and IronyOwl:  I've played several games with Ottofar, and to be honest, he's really not good at mafia, and he's said so himself.  He's almost an inverted tell, as someone on the scumteam coaching him makes him look less scummy.  (Ask Vector about that- BMXIII)  I think there are better places to look D1.

Yeah, I've looked over Ottofar's previous games, that's part of what's bothering me. Not so much that he was joking, but how he responded when he was called out for it: There was backpedaling, a fairly long "look at me I'm being helpful" post that didn't show any reasoning and was demonstrably wrong, and then started lurking. To me, that smells like him saying "don't pay attention to me!", which is scummy.

75
Mod Releases / Re: Orcs: More things to kill - Now for DF2010!
« on: September 06, 2010, 05:30:01 pm »
Since I am using Ironhands graphics pack I am using the Goblins from the mod by Phobeus to represent my Orcs.  Would you like me to put together a zip file that includes the Entity changes we made further up the page, as well as the Orc graphics (I would of course have to ask for permission from Sphr first)?

That would be great, now that I'm back from Labor Day, although I've already fixed the orc_orc issue and replaced the file on dffd. I remember some name clashes last version, so thought I'd be a good modding citizen and take my own namespace before publishing it, then forgot to change that reference.

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