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Messages - Caldfir

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346
From many, many, many threads and people who have actually done the research, the pathfinding could be very substantially sped up by a room-division type algorithm.  This improvement would probably lead to much better direct speedup of the game than multithreading (though you could multithread as well at some point), and be far simpler to implement. 

The real question isn't if but when Toady will decide to update pathfinding, because really people on these forums have collected the data on the algorithms that should be more efficient already.  I recall the Toad mentioning at some point that a vague mid-future goal is to improve the pathfinding/AI of flyers and swimmers as well, so pathfinding would be a likely optimization at that point.  To me it seems like a pretty major thing, but then again there are lots of major things DF needs done, each with an argument about why they are most important. 

Anywho, we are so incredibly offtopic here.  I recommend someone start up a pathfinding discussion thread (or resurrect one of the old ones) if this discussion is to continue. 

347
DF General Discussion / Re: Surprising findings in arena mode.
« on: January 12, 2012, 03:55:40 am »
I think a lot of combat oddities could be fixed by giving the appropriate creatures the [NATURAL_SKILL] tag in the appropriate skill (scratching or biting).  I think currently the only creature that has it is minotaurs. 

Since generated wildlife bears have no skills, that is essentially like saying that they are biting as effectively as, say, a dwarf.  You can give them slade teeth and it only helps a little because they are so awful at actually landing a bite. 

But yeah, in general there is a lot of combat strangeness right now.  There have been many updates, but relatively few overhauls to the creature RAW entries.  I suspect more changes will come in the army arc, but for now all you can really do is mod your creatures to be slightly more deadly.  For example ive given my rhinos a sight range of 3 and a 100% chance to enrage.  Pretty much act like you would expect a rhino would. 

348
DF General Discussion / Re: Future of the Fortress
« on: January 10, 2012, 10:36:27 pm »
Quote from: Toady One 10/28/2011
Next I created a new world and started up a dwarven adventurer. Because dwarven sites on the world map are still blank, you start in a human village as usual. I walked day and night through the wilderness to get back to one of these blank sites and finally stumbled drowsily into the mountains, where it let me retire. I then created a dwarf fortress from the same civilization and waited for immigrants. It was only year 3, so without a large roster to choose from, my dwarven adventurer showed up to be a hard-working citizen... although he fell asleep on the edge of the map since it hadn't reset his drowsiness. Any dwarves from your abandoned fortresses should also show up in subsequent forts, whether originally historical or not, as long as you are with the same overall dwarven civilization.

Oh my god... I remembered something Footkerchief didn't...
(I was beaten to the comment, but not the quote!)

Anyway, what excited me more about that particular devlog was the possibility of getting dwarves from old forts moving in.  Not only could your old adventurer move in, but he could follow your embark sites around, adventuring between forts! (in theory at least, if you're lucky)

349
DF General Discussion / Re: Future of the Fortress
« on: January 10, 2012, 11:19:26 am »
What are the obstacles to just assembling the starting seven dwarves as if they were a migrant wave (and possibly replacing their skills)?
Probably the reasoning behind not doing it it mainly because the "seven ideally chosen dwarves at embark" thing is a tested formula for dwarf fortress, and that adding historical figures to the mix results in a bit of ugliness.  If you're just replacing their skillsets, then why bother making them historical at all?  If you aren't replacing them then how does it work?  Do you do searches through historical populations for candidates or what?  Would you need a bunch of new screens for looking at entity poulations filtered by skill/social attributes/age/availability?  It is one of those things that on the surface is totally possible, but for Toady to do it now would set the release back a month, because doing it well would take a long time, because it would involve setting up all the embark scenario stuff. 

It is the same problem that has been mentioned about the player in adventure mode - they don't have any history.  There are potential fixes for this, but all of them are kinda bi picture things that would take a long time, and like anything with DF of substance, it needs to be scheduled a chunk of time for Toady to code it. 

As things stand, the starting seven aren't a complete lie, because your civ has plenty of non-historical dwarves anyway.  I'm looking forward to having the fully fleshed-out embark scenarios; especially getting a band together in adventure mode and then embarking that way. 

350
DF General Discussion / Re: Future of the Fortress
« on: January 10, 2012, 01:53:48 am »
Looking forward to historical migrations :)

It will be nice to get some more interactivity with those worldgen figures.  Unfortunate how dwarves don't exist in adventure mode yet though.  I wonder what percentage of migrants will end up being historical, not to mention the question of how actually useful historical dwarves will be compared with the current setup. 

351
DF General Discussion / Re: Fey Dwarf Ignoring Materials
« on: January 09, 2012, 05:25:39 am »
It is likely that he wanted some kind of specific bodypart that the cow butchery wasn't producing - frequently this turns out to be teeth in my experience.  Not a lot of things are large enough to leave teeth when butchered. 

352
DF General Discussion / Re: Future of the Fortress
« on: January 06, 2012, 12:44:47 pm »
My current understanding is that DF zombies are corpses raised by necromancers, with the "zombie plague" not being in the game at all (as far as we know from the devlogs). 

One could, however, probably mod in something similar to the "zombie plague" using the interaction framework.

353
DF General Discussion / Re: The CPU - FPS test
« on: January 06, 2012, 05:10:55 am »
Well, I did some crude data analysis:



I used the benchmark values from this website and divided the values by the number of cores (since passmark analyzes performance using multiple threads).  A few of the values were guesses, since people were sometimes vague on their CPU model number. 

I haven't input the information on cache size yet, but I suspect that might be a major factor, along with potentially the ram clock speed as well. 

I think we can all agree from the above plot that DF FPS correlates well with standardized benchmarking software (at least for this particular test), but remember, correlation does not imply causation.   Moreover it might just be that people with newer computers also have faster ram, and that's the positive slope we see (I don't think that's necessarily the case, but it is something to keep in mind).

354
DF General Discussion / Re: Future of the Fortress
« on: January 05, 2012, 03:13:54 pm »
To be honest, I can't really think of anything more awful than ratman dandruff snow.  I might be persuaded to go outside in a bloodstorm, but dandruffblizzard?

HELL

NO

I don't care how many jewel-encrusted socks are lying on the patio.  Not going out there.

355
DF General Discussion / Re: The CPU - FPS test
« on: January 05, 2012, 03:01:32 pm »
For giggles I ran this on my tablet:

Intel Core i5 U470 @1.33GHz
Windows 7 64-bit
2Gb DDR3 RAM

22-30 FPS, spent most of its time at ~27
Dropped down to 16 once for a couple seconds.
Much better than I anticipated really.  I tried to make a few tweaks to boost performance, but nothing changed from increasing the priority, restricting the core usage, or switching the computer's power settings.  That's just how fast it runs, no matter what /shrug.

Edit:
Spoiler (click to show/hide)

356
DF General Discussion / Re: Future of the Fortress
« on: January 05, 2012, 11:21:30 am »
Do dwarves try to avoid at least the worst of the stuff (like turning into a bloodless husk) or will he have to either manually block those areas out somehow or accept resulting losses?
Alright, I'm not privy to the particulars or anything, but I'm 99.9% positive that's a big NO.  Dwarves still have no fear of fire, so I would be shocked if they behaved in a related self-preservation-themed way with regards to this. 

Part of the fun of DF is dealing with your utterly idiotic dwarves and their apparent desire for self-destruction. 

357
DF General Discussion / Re: The CPU - FPS test
« on: January 04, 2012, 05:47:26 pm »
Hey, I'm bumping this monster back up to see if anyone with a new sandy bridge intel can give some numbers, as I am interested to know. 

As has been mentioned, this test is not perfect, but it is at least standardized. 

358
DF General Discussion / Re: Future of the Fortress
« on: January 03, 2012, 01:11:32 am »
While I like the idea of randomly generated metals, there is a lot of "grey blob" area on this one.

If there was some obvious reason for the randomly generated whatever to be randomly generated, then awesome, but right now it would just kinda suck because they would be pointlessly differentiated.  Who cares if there is another kind of copper in the world?  I suspect the reason that random-minerals-and-metals aren't already included in the game is that before it is worthwhile, they need to be different in some meaningful or useful way.  The gases on the other hand, have syndromes attached to them, so that makes sense already.  Blisterfog and Vomitfog are different. 

359
DF General Discussion / Re: Future of the Fortress
« on: December 29, 2011, 01:41:24 pm »
As I recall, goblin towers used to be full of slaves - mostly children.  I suspect that they were just generated on-the-fly though. 

360
DF General Discussion / Re: Future of the Fortress
« on: December 29, 2011, 06:16:53 am »
I was under the impression that the fact that "drowning" is not instantaneous was the DF version of "holding your breath".  Are we talking about a breath meter or something here?  Because otherwise I can't really see how holding your breath is (gamewise) any different from drowning taking time. 

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