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Messages - Lymojo

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166
DF Gameplay Questions / Re: Make it so game won't autopause?
« on: May 28, 2009, 08:55:56 pm »
I know there are programs that will look at a section of the screen, compare it to a screenshot you've supplied, and then perform some action when the pictures match. Or, conversely, when they don't match.

You could tell it to look in the top corner, and as soon as the *Paused* image pops up you could tell it to hit spacebar.

I'm trying to remember the name of one of them. They were very popular back at the turn of the century, when some companies were trying to turn a profit by paying you to look at and interact with pop-up ads.

167
DF Gameplay Questions / Re: Magma/lava flow
« on: May 28, 2009, 08:51:41 pm »
You're removing the magma pipe one layer at a time?
Why not just do this on a map with a bottomless pit or chasm and just dig a massive tunnel connecting the bottommost layer of the pipe to the pit and let it drain out that way?
Obvious answer is probably that you like the fort or the challenge, but I'm asking it anyway.

As far as the OT thing you said in the spoiler. Yes, you're right. The game stores what's called a "connectivity map" of the entire fortress. It evaluates whether each square is accessible to dwarves, so that the computer doesn't waste time calculating nearly limitless pathfinding options for each unit individually before determining that a certain route is impossible.

From what I understand it's somewhat optimized so that entire regions that are completely accessible or completely inaccessible aren't re-evaluated every tick. Just as you said, every time you pull the lever the game suddenly has to re-evaluate a whole section of the fortress.

I wouldn't consider the game broken. That's Toady's decision. I just like to poke around the dimly lit corners and see what crawls out of them ;) Besides, I'm not there yet. There are three levels of magma and a magma-man remaining. I'll drop some well-constructed floors on its head.

OT, but maybe interesting find:
Spoiler (click to show/hide)
Since magma isn't normally pressurized just having a drain tunnel means you'd probably drain the pipe slower than it refilled.

He's not doing "one level at a time" though. He's got a pump pretty low and it's sucking up a lot of air because magma has to flow from the narrow level above over to where he has the pump hanging over part of the pipe.


-does the game reevaluate the pathability if you're changing stuff somewhere that's already behind a locked door?

Okay, that makes sense about the pressurization.

As far as your pathability question, you're talking about maybe remotely flooding/unflooding passages or locking/unlocking doors within vast areas that are already completely inaccessible? And how that would affect your framerate?

I could really only guess meaninglessly.

The computer science of DF is something I'm not intimately familiar with, but there are others on this forum - many of whom have posted in great length in other dedicated threads - who probably know.
You should do a forum search for "pathfinding" or "connectivity map".

168
DF Gameplay Questions / Re: Butchering cats
« on: May 28, 2009, 08:33:01 pm »
Clearly. The guy I was responding to, however, seemed to have the intention of keeping his population constant.

169
DF Gameplay Questions / Re: Magma/lava flow
« on: May 28, 2009, 05:36:04 pm »
You're removing the magma pipe one layer at a time?
Why not just do this on a map with a bottomless pit or chasm and just dig a massive tunnel connecting the bottommost layer of the pipe to the pit and let it drain out that way?
Obvious answer is probably that you like the fort or the challenge, but I'm asking it anyway.

As far as the OT thing you said in the spoiler. Yes, you're right. The game stores what's called a "connectivity map" of the entire fortress. It evaluates whether each square is accessible to dwarves, so that the computer doesn't waste time calculating nearly limitless pathfinding options for each unit individually before determining that a certain route is impossible.

From what I understand it's somewhat optimized so that entire regions that are completely accessible or completely inaccessible aren't re-evaluated every tick. Just as you said, every time you pull the lever the game suddenly has to re-evaluate a whole section of the fortress.

I wouldn't consider the game broken. That's Toady's decision. I just like to poke around the dimly lit corners and see what crawls out of them ;) Besides, I'm not there yet. There are three levels of magma and a magma-man remaining. I'll drop some well-constructed floors on its head.

OT, but maybe interesting find:
Spoiler (click to show/hide)

170
Just try to think like a messy, earth-crazy dwarf. Love the flow of the mountain. Make it the heart of your design.

171
DF Gameplay Questions / Re: Butchering cats
« on: May 28, 2009, 02:58:01 pm »
They adopt by spores.  Proximity is no concern here.

Actually they breed by spores, but they can only adopt a dwarf after they have seen him for enough time (Wiki, Cats 2nd sentence). How long that amount of time is is dependent upon the dwarf's personality, but you can throw a cat into a 1x1x1 square room and it will never adopt as long as it can't see dwarves. I have been doing this for a long time with my breeding pair, throwing the male into a small room and then just caging male kittens and then later some of the female ones. Then I only have to kill pets if an immigrant with a male cat shows up. This also lets you instantly stop all breeding if you just kill or cage that one single male cat.

You should do that the other way around; kill all the females. If you accidentally let one male through he could potentially impregnate your entire cat population. If you have all male cats and one female accidentally gets through, so what? You have only one accidental litter.

172
DF Dwarf Mode Discussion / Re: World Gen Extremes\/Leaderboard
« on: May 28, 2009, 01:26:54 pm »
Thanks for starting this thread.

173
DF Suggestions / Re: A suggestion on poop handling
« on: May 27, 2009, 11:17:29 am »
I don't think that it's as much of a matter of people wanting pooping dwarves as much as people wanting a new source of fuel and fertilizer.

Definitely not the case for me. The most fun I've had in this game comes from digging a home out of the rock and making neat mechanics and architecture and water-based mega-projects. It's the idea of needing to build a functional sewage system that appeals to me. In fact, I'd probably feel cheated if dwarf waste were just an easy fuel source, rather than a source of miasma and death.

174
DF Dwarf Mode Discussion / Re: Major river?!
« on: May 26, 2009, 09:46:46 pm »
Totally sweet. I want to build outside, all along the cliff walls, a la the remake of Time Machine. Wow, terrible movie.

175
So far i have discovered a decent vein of hematite, and loads of obsidian. Another BIG plus is that i could trade for bauxite with the dwarf caravan! (however, bauxite is still not available on embark)

I wonder if different Dwarven civs have access to different things. Which Dwarf Civ did you embark from?
Or did you do a different history seed, somehow?

176
Right, well, the problem with using a fresh vanilla copy is.... this map uses orc mod.  Which I'm not confident to get together on my own, and am asking for an upload.

What do you mean? This map only "uses" an orc mod if one had installed the Orc mod before generating the world.
In fact, a worldgen that had Orcs on it would not run properly if you played it with the vanilla version.

If you don't want orcs it should be simple enough to gen this world using the parameters on the first page without changing anything. If you want Orcs you simply NEED to put that together yourself.

Any way you slice it, you should gen it yourself.

177
DF Gameplay Questions / Re: They only train Wrestling :/
« on: May 25, 2009, 04:58:37 am »
It sounds like the OP solved his problem, but I find that dwarves don't spar unless they have someone to spar with. From what I've seen, a sword dwarf won't spar with anyone but another sword dwarf. You need to make sure you designate your weapons in even (or large) numbers.

178
DF Suggestions / Re: A suggestion on poop handling
« on: May 25, 2009, 04:32:48 am »
Just from reading this thread it sounds like adding waste could be pretty damn fun.

Also, Chucks: Why is it unrealistic for a single turd to contaminate an entire water source? I don't want dwarves shitting in my cistern, not even one.

I think having to manage waste for dwarves sounds pretty cool, and would give some nice variety to those z-4 through z-8 levels.

Someone mentioned invaders contaminating outside water sources, which is an awesome idea, even if it has nothing to do with shitting.

179
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: May 24, 2009, 12:49:16 pm »
Just had a new one recently.

Did not realize you could easily drain water off the map by carving fortifications into an edge tile.

180
DF Suggestions / Re: A suggestion on poop handling
« on: May 24, 2009, 12:29:25 pm »
This is the worst suggestion thread we've had since varkarrus proposed adding dwarven serial killers. Step it up, people. I know you can do better than this.



Don't we already have Dwarven serial killers? Isn't that what fell moods are?

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