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Messages - Amalgam

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196
DF Dwarf Mode Discussion / Re: Anything I can do to reduce lag?
« on: December 08, 2009, 10:21:21 pm »
See this article. In short, try embarking with a smaller map (4x4 is the size I use and is significantly faster while still being able to accommodate a very large fort, albeit one being a little more vertical) and avoid features like chasms, towns (lots of denizens pathing everywhere) rivers (due to flow; brooks are the least laggy of them) extreme cliffs (no idea why), and magma (clunky temperature engine). Cage all creatures or put them in 1 tile pens with a restraint so they don't path all over the darn place. If you use that method make sure to make the doors non pet passable.

Probably one of the most significant sources of lag in any fort though is the number of dwarves. 200 dwarves, the default population cap in the init is insane, 100 dwarves is the max anyone should use unless your computer really can handle more, that's more dwarves than anyone should need. I set it to 40 (which usually equates to ~50 due to it not being a hard cap but a simple immigration check) and it's enough for me to get by with 50fps on a mountain map with a 1.8ghz cpu, though I won't be raising any massive armies.

Besides that, avoiding lag entirely in DF is pretty much impossible, especially since IIRC it only uses one core in any cpu. Everyone gets it. Embrace the lag.

197
At least noone's been drowned/incinerated/mauled yet. As far as food goes, domesticated creatures with enough meat on them will be important since wildlife and fish are finite resources. Do cats work slower than dwarves for any reason (e.g. [SIZE])?

Pretty good story so far. We've certainly got some interesting characters.

198
DF Dwarf Mode Discussion / Re: Reclaim weirdness
« on: December 08, 2009, 06:59:53 pm »
Yeah, if items are marked with TSK they're effectively forbidden. I'm not sure if anyone's found a solution. Might try forbidding and unforbidding them but I'm sure someone's tried it already.

199
DF Dwarf Mode Discussion / Re: Dealing with River Devils.
« on: December 08, 2009, 06:40:48 pm »
O_o

Weird. I've never used atom smashers for anything other than crushing random crap strewn around the fort (and then only under the bridge), I always thought they would fling you off when closing no matter what tile you're on. Not very intuitive, but then again you could probably sum up DF with just those words. Also, I thought flings were directional... Guess not.

But still, with a little imagination you can create egyptian tomb-style closing walls. Except they come out really fast.

200
DF Dwarf Mode Discussion / Re: Sneakiest Gobbo Ever
« on: December 08, 2009, 06:29:34 pm »
If dwarves reproduce by spores than how do they know who the father is? Dwarven bloodlines must be largely guesswork. And full of accidental incest. And rape. I mean, getting knocked up would be as easy as walking into a poorly ventilated room full of lonely men, and you wouldn't know what hit you until a baby falls out while you're sparring.

...God, that's disturbing.

Amalgam cancels Post: Busting out the brain bleach.

201
DF Dwarf Mode Discussion / Re: Challenge:Avatar of Armok
« on: December 08, 2009, 06:21:34 pm »
I think you people should be focusing less on how to kill this thing and more on how to not piss off Armok :o

Seriously, what you've created is a nigh-omniscient mountain-sized ninja that can teleport absolutely anywhere it can path to - even in the sky or underwater. It feels no pain and no fear, or any weaknesses that a normal living thing might have. It can barely even be considered alive, and yet it's a brutally efficient killer. The only way to kill it is to completely annihilate it's physical form. And it'll set you on fire and then punch you hard enough to make you explode before you even have time to react.

Brb, making a blood sculpture in the visage of Armok (praise be to him).

202
Aww....

But yeah, this board is probably slower than what you're used to. You've barely been running this a day! Even some of the 100-page giants on the forum started out like this. I like what you've written so far, and when playing hermit forts you'll often have to savescum a lot to keep your hermit alive. Save often - I always have [AUTOSAVE:SEASONAL] and [AUTOBACKUP:YES] in the init.

Although, that's very unusual for a dwarf to have a higher priority than eating and drinking, or at least I've never seen it. I've had a hermit that was slowly starving with plenty of fish on the map because she wouldn't stop hunting for vermin for food, but I've never seen this. You can try recruiting and un-recruiting him to cancel his break and disabling all his labors in the preference menu to eliminate most or all of those tasks.

203
Indeed I am.

Also, I would like to announce that I am a n00b - I completely didn't know or bother to check that bronze is 1 copper + 1 tin -> 2 bronze, instead of 2 copper + 1 tin -> 3 bronze. D'oh!

So, since I am a perfectionist when it comes to initial conditions, I'll restart - but I assure you, apart from the map being slightly different, everything else will be the same.
Just think - if I'm capable of making such a n00b mistake, how much chance do you have of survival?
Nil. The only question is, how long will you live?
Not very.

Lol, I'm keeping this. I reset, and the wagon started right next to the magma pipe... and the magma man started only two layers down, just under an overhang. Oughta be Fun.
Just goes to show that perfectionism doesn't pay off in DF ;D

204
Sounds like you've got your work cut out for you. Be glad wooden buildings don't burn yet. ;)

205
O_o

Well that's certainly a pleasant surprise. Or perhaps an unpleasant one if you count fire imps. I'd stay well away from that thing.

Pretty good so far, keep it up :)

206
DF Dwarf Mode Discussion / Re: Sneakiest Gobbo Ever
« on: December 07, 2009, 09:23:24 pm »
I once had some snatchers. I killed them all dead. Or, at least, the ones I saw. It took me nearly a full year to realize that one of the only two children in the fort had mysteriously vanished, and when I remembered the snatchers I put two and two together.

207
Fortunately, one of the first things I'll be doing is making bronze armor for the two wrestlers, so, that should help prevent sparring injuries.

As for nerve injuries, I generally encounter a lot of them since my standard cat military consists of leather-clad wrestlers...
Nerve damage thus becomes the sign of a true feline warrior.

In your case, though, if you get nerve damage I'll make sure to forbid any coffins that get assigned to you, make you sleep on the ground, and put you permanently on patrol. Sound reasonable?


Lastly... Sapient cats do NOT have MULTIPLE_LITTER_RARE. They do, in fact, splode in large numbers. You have, in fact, worked out my plan. Immigrants will help grow the population at the start, and I'll be sure to have a small meeting area and plenty of idlers.
Cooool. Cats mature in only a year so there should be plenty of cannon fodder ;D

And yeah, that's fine with me. :)

208
DF Suggestions / Re: Designating/building diagonally
« on: December 07, 2009, 08:16:54 pm »
I like this idea.

Of course what we really need for designations is copy/paste.
This, and being able to copy stockpile settings plz.

209
If my cat is injured beyond recovery and can't spar anymore I expect him to be cast out into the wilderness to fend for himself. No burial.

...Actually, that sounds like an awesome tradition.  Some crazy game mechanic ideas I thought of: The fort could be divided between the fort cats who live lucratively and the castouts who make due with what they can outside. Maybe you could invent a mechanic where the cats have nine lives and get redorfed (err, rekittied) with the next immigrant wave when they die.

Also, I think I picked through the raw files for the mod and saw a [MULTIPLE_LITTER_RARE] tag... You could make them have normal cat-sized litters and completely abolish the need for immigrants - and population cap has no effect on births so you could have a literal catsplosion in the fort and raise a massive army.

210
DF Dwarf Mode Discussion / Re: Dealing with River Devils.
« on: December 07, 2009, 07:32:56 pm »
...You guys know what this means though, don't you? Yes, bulkheads that crush anything in their path when they close.

I'll let the awesome soak in for a while. 8)
The people here have been weaponizing drawbridges for years. :P

Also: Update. Upon beginning the mining for my carp tarp, I found the a massive magnetite deposit, with a good bit of platinum inside. I'm shelving Operation: You Won't Have Time To Drown until I've got all this settled. I've still got that floor and stuff, though, so I may just drop my prisoners directly into the river.
Yeah, but normal drawbridges don't crush when closing. They just fling things. Imagine three foot thick steel bulkheads launching out of the walls and pancaking anything in their path. Awesome. I already have 2 5x3 floodgate bulkheads arranged in an airlock fashion in my fort, but I always thought it was stupid that it didn't crush my dwarves if they got caught inside. I should be able to 2 arrays of 5 1x3 drawbridges and accomplish that.

So cool. So... Dwarfy.

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