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Messages - decius

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151
DF Dwarf Mode Discussion / Re: "Airlock" style drawbridge controls
« on: October 05, 2010, 06:16:47 pm »
Use one bridge, that the wagons pass over when it's down, and the dwarves walk across the top when it's up.
Code: [Select]
z0
*******
***>***
*DDDDD*
*DDDDD*
*DDDDD*
*DDDDD*
*DDDDD*
**...**
*BBBBB*
*.....*
z1
*******
***<..*
*****.*
*****.*
*****.*
*****.*
*****.*
*****.*
.bbbbb*
*******
B=raised bridge b=top of raised bridge >=up stairs <=down stairs
Even if a buildingdestroyer knocks out the bridge, he can't get in this way. Bonus: put a meeting room somewhere in the depot area, and migrants should go there if no other meeting area is accessible. Wait until they arrive, throw the switch, and let 'em in. Or throw the other switch, and cleanse them with fire. (It's already a depot, so you should have magma ready to go...)

152
DF Dwarf Mode Discussion / Re: My milita keep abandoning thier weapons...
« on: October 05, 2010, 05:28:08 pm »
I'm not assigning them anything other than their pick or battleax when they're on duty; I'm not going to try to handle anything more fun than trogs and dralthae until I have a full-time military. Fistfighting trogs takes too long, and has a significant injury rate.

I've had a draltha kick a dwarf in the face and drive his skull into his brain. For some reason the dwarf died.

153
I seem to recall at one point editing a text file that contained the custom-saved embark profile. Once it was edited (To give an absurd amout of something or other) it was usable. I even renamed it 'cheat'.

That might let you get 7 dwarves with lots of skills and a big chunk of equipment. Bring along enough cloth and gems to stud/sew it all, and then your first immigration wave should come early and heavy.

154
DF General Discussion / Re: Advanced Tweaking (Warning: !!SCIENCE!!)
« on: October 05, 2010, 05:03:05 pm »
Moderate overclocking (from 4x200=800MHz to 14x230=3220MHz) had roughly the expected effect: FPS up to about 70-77; the comparison isn't strictly fair, as during the test period an immigration wave arrived and population went from 9 to 31.

Any differences from changing priority from normal through realtime, or from setting affinity between 1,2 or 6 CPUs are less than the variation within each setting.

Multi-core processors have at least one major advantage over single-core. As I was writing this post, my armorer made "Aval Alek, The Loves of Humor" a billon chain leggings studded with billon.

Unless anyone has experience otherwise, I'm going to suggest that early-game slowdowns tend to be CPU related. Unless I see slowdown, combined with lowered cpu usage, I won't think RAM speed is a factor. Results might vary with slower RAM, of for anyone who has a more reasonable amout of RAM than I do.

155
DF General Discussion / Re: Advanced Tweaking (Warning: !!SCIENCE!!)
« on: October 05, 2010, 01:30:19 pm »
janglur: I'm not getting the file either.

It seems that you are CPU limited as well... I'm gonna check out how much I can bump the speed and voltage on the CPU.

I suspect that my monitoring software is having a noticable efffect, but I'm not willing to lose the real-time temp monitoring because I'm paranoid. For the record, my current all-time CPU temp record is 24 C, and my current temp is 16 C- which is slightly below what the weather service has for outside air temp, and I'm not cooling the house. I think I might have a little room to play with here.

If I don't respond for a week or so, I might have invented the magma CPU.

156
DF Dwarf Mode Discussion / Re: My milita keep abandoning thier weapons...
« on: October 05, 2010, 01:15:01 pm »
Initially, I had one ax, two picks, and the same number of woodcutter/axdwarf and miners. I'm working under the assumption now that picks are not considered a 'weapon' by the 'choice' models. I'll post if I find a solution.

157
DF Dwarf Mode Discussion / My milita keep abandoning thier weapons...
« on: October 05, 2010, 12:01:57 am »
Background: New embark, diving for the cavern and trying to make it work. I want a part-time milita of my miners and woodcutter, and I want them to carry and use their picks and ax when off-duty, and keep using them when they go on-duty. I have the three of them assigned to a squd, that is scheduled to be off-duty forever. Whenever I need them, I use the (s)quads menu to issue specific move or kill orders, then cancel the order when it's no longer needed. So far, so good- they go from civilian to military status whenn orders are issued, and return when orders are cancelled. BUT, often, when they go from one status to the other, they will drop their pick or ax at the ground and refuse to pick it up.

I've noticed that if (while civilians) I assign them the specific weapon that they are carrying, they will either not drop it, or immediately pick it up again (I can't tell which). If I assign them "Individual choice", or "Battleax" or "Picks (foreign)", they will sometimes keep their tool/weapon, and sometimes not. In any case, they wait until their status changes to drop it

The reverse happens when returning them to civilian duty. Consistently, if they have a weapon assigned, they drop it and it is ignored, even though there are no other tools to use to do their job. If they have no weapon assigned, they immediately drop it.

Is there any way to have them just keep using the same item as a tool and a weapon?


EDIT: Tried to upgrade  one of my miners to a steel pick. When one specific pick was assigned as part of his equipment, he would only select the assigned weapon when the mining labor was disabled. Once he got the steel pick, he seems to use it, so long as he has the copper pick assigned to him. My other miner and woodcutter prefer to go into combat barehanded unless I reissue their equipment after reactivating them.

158
DF General Discussion / Re: Advanced Tweaking (Warning: !!SCIENCE!!)
« on: October 04, 2010, 09:17:37 pm »
Windows 7, AMD Phenom 2 X6   64 bit processor
ASUS MB, Radeon HD 5830 GPU (in case that matters)

RAM:DDR3 1333 8192MB (2x4096MB)

Test save: First winter, 9 dorfs, merchants, a page and a half of units, less than 1k items including stone in z-stocks. I think it's a 5x5 embark, but I could be wrong. I've dug to the first cavern and I'm playing around in there.


Intial settings (factory default): NB freq 2000.1 MHz DRAM freq 666.7
Timing 9-9-9-20-33, unganged. 27 FPS

First change: Ganged: 27 FPS. Other programs had a noticable effect.

Second change: unganged, 8-8-8-18-28. This was the lowest timing that passed POST. FPS 29.

Third (final) change: bumped the freq to 678.0 MHz, NB 2034.0 MHz, 9-9-9-24-30. This is the result of a BIOS auto-optimize, and I didn't expect the FSB and CPU changes it made. I don't have real before and after numbers, but processing performance showed a moderate gain. DF performace showed a remarkable gain: 44 FPS, roughly a 50% performance increase.

And yes, % change from original is a proper metric. 27-30 FPS is the same gain as 90-99 FPS,even though the MS/frame difference is not the same.

Current conclusion: I was limited by CPU cycles, not RAM speed. Anyone have a few benhmark forts, different sizes, number of creatures, items, and jobs? I suspect that things like large embarks, kittens, and designating 2k stones for dumping might stress the system in different ways.

159
DF Suggestions / Re: [For or Against] Tunnelers units
« on: October 04, 2010, 08:39:20 pm »
Also having picks being mandatory won't do any good, siegers are not in the same constraints you are, they don't have to make the gear, they don't have to find the materials, they don't have to construct a billion workshops to make an iron weapon, they are just spawned with full gear,  so if this feature ever gets implemented it will be certain at least 1 or 2 will spawn with picks, and once a single hole in dug you're pretty much screwed.

By the point that tunneling should be implemented, seigers should "Spawn" as children. The civ would track labor and materials, and have limited production. Picks, weapons, seige engines, and the like would have to be built, not just "Spawned".

I like the idea of seigers bringing (or finding) materials for constructions. My major concern is if the proper implementation is possible without major hardware improvements. The pathfinding is nontrivial even with the assumption of omniscience; I assume it would be more intensive if they had to guess where to attack, and then find a path to there. Also, the algorithm probably doesn't yet exist that would even find my fort from the entrance, since it is in the caverns at z-30, with a ramp all the way down for caravans.

160
DF Suggestions / Re: [For or Against] Tunnelers units
« on: September 22, 2010, 05:13:20 pm »
For, but only after mining, equipment damage, caveins, military, and seiges (at least) are fixed in a good state.

Mining/equipment damage: A copper pick cannot carve away an entire mountain, even if copper picks can eventually wear away granite. The expense of the tools needed to breach defenses needs to be less than the expected benefits.

Caveins: There is no such thing as a sand ceiling.

Military: A good mining pick is a very poor military weapon. A military pick is a very poor mining tool. Compare a bec-de-corbin with a pick-ax. Then try to do anything wearing armor. (Good substitutes include biker's leather, as it is basically modernized leather armor, and hard welder's hoods (Without tinted lenses) for a helmet.) Now consider swinging a pick-ax at someone who has a spear pointed at you, in a confined area. Tunnelers are noncombantants.

Seiges: Tunneling should be pretty far down the list, after other unimplemented seige styles: Attacker constructions and deconstructions, sabotage of food/water supply, intentional flooding, and taking one look at the fort and leaving should all be implemented sanely before tunneling.

While there will be implementation problems if it is ever implemented, including framerate and calculation issues, those need to be addressed seperately. I don't want to see cats changed because of framerate issues, even though I would like to be able to alter them. ;D

161
DF General Discussion / Re: DF Accelerator
« on: April 11, 2010, 11:33:20 am »
in 0.31.02, init as specified, I dropped from 80-100 FPS to 5 on the embark selection screen. Fortress mode data not available.

162
DF General Discussion / Re: Pathfinding (2010) Tips/Hints/Bugs
« on: April 11, 2010, 10:58:45 am »
Does anyone have any comparative numbers for "I had X dwarves and everthing designated a normal traffic zone. When I changed the cost of the normal traffic zone from 2 to 1, my FPS changed from A to B."?

On a 4x4 embark with flowing water, I typically end up with 6-7 FPS in the late early game; I tend to have about 40 dwarves pathing at that point, and I can't figure out how to keep doing anything without producing a lot of hauling jobs. Any way to bump that up that doesn't involve buying a computer from this decade would help a lot.

Sounds like you're in an idea position to test it yourself. Find init.txt under data/init/ , and find the line which gives the costs for different tiles. The default numbers are 1,2,5,25 IIRC, change that to 1,1,5,25 and see if your framerate improves. Also, you might try setting traffic zones to guide pathfinding through the busier sections - if a room isnt often pathed into, then put a restricted zone in front of it so that pathfinding never even considers it.

Beyond that, people are reporting good results from setting partial print to yes.
With [PARTIAL_PRINT:NO] I get 0-1 FPS for the opening movie and title screen. I'll post my values when they get in, but it takes a lot of time for me to do anything notable on this system.

163
DF General Discussion / Re: Pathfinding (2010) Tips/Hints/Bugs
« on: April 10, 2010, 10:05:19 pm »
Not a compsci major myself, but the explanations for why A* is faster when the path that it ends up choosing is cost 1 than when it is cost 2 make sense to me.

Does anyone have any comparative numbers for "I had X dwarves and everthing designated a normal traffic zone. When I changed the cost of the normal traffic zone from 2 to 1, my FPS changed from A to B."?

On a 4x4 embark with flowing water, I typically end up with 6-7 FPS in the late early game; I tend to have about 40 dwarves pathing at that point, and I can't figure out how to keep doing anything without producing a lot of hauling jobs. Any way to bump that up that doesn't involve buying a computer from this decade would help a lot.

164
I would imagine that any food containing intestines would be called sausage by default (even if it is prickle berry sausage). Likewise, any food with tendons and bones would get called soup.
I support this. In addition, any food with bread should be a sandwich, and any food made with booze should be "Beer-battered"

This is a finely crafted Beer-battered soup sandwich sausage. It contains minced strawberry wine, finely minced elephant tendons, minced cave wheat bread, and finely minced unicorn intestines.

165
MAGMA

That is all.

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