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Messages - Veylon

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46
I just doubled my FPS by de-sealing the caverns - I had a vertical shaft to the magma sea sealing off caverns. There were  3 forgotten beasts waiting for the soldiers. Seems they constantly tried to A* into the fortress bringing down the FPS.

This is the sort of circumstantial fps drain that might quick to fix by e.g. only making them check for a path every 1000 or 10000 ticks once they've failed a few times in a row, but then again, that may be trickier than one might think. And as mentioned, Toady does prefer working on new features unless there's something that makes things completely unplayable.
It's even easier if the terrain is broken up into intranavigable regions. The first step of pathfinding should be to see if the starting tile is in the same region as the ending tile. If not, the search can immediately cease without having to spend a zillion processor ticks on the worst case scenario.

Of course, then you have the overhead of checking to see whether or not regions are being split/merged every single time a tile is changed.

So slapping a timer on the thing might be best for now. It can wander randomly for a few weeks before trying again.

47
General Discussion / Re: Things You Accomplished Today
« on: April 08, 2014, 10:33:37 pm »
Today I:
  • Put up some basket shelving in the basement that I've had laying around for the past couple years.
    Designed a almost-working decade counter in a program I barely know how to use. But using it made me better at it and at design in general.
    Replaced a 240-volt dryer outlet (also in the basement). The old one was damaged with exposed wiring and was ineptly installed. I trimmed down the overlong cord running from the breaker box and mounted the new one neatly on the wall.
    Went for a walk and enjoyed the spring air. The snow is still here, but jacket-free temperatures are a good start.

48
DF Gameplay Questions / Re: DT Alternative
« on: April 08, 2014, 04:54:09 pm »
It helps to have a process. Dozens of unsorted and unorganized dwarves are tough to deal with regardless of tool.

I go through a process every time a new batch of dwarves comes in.
1) Switch to "Sort by Migration Wave" to bring the newbies to the bottom of the list.
2) Give all the newbies the custom "Laborer" profession so they are set to do all the unskilled - and none of the skilled - tasks.
3) Check through to see if any of them are more skilled at a skilled profession than any of my existing members.
4) Swap their professions as necessary.
5) Confirm changes.
6) Switch back to the "Sort by Profession" mode.

I keep a "Noble" profession with no jobs enabled in order to make clearing out all jobs easy and to keep from tricking myself into thinking someone has a job when it's a noble who won't do it anyway. I keep a "Soldier" profession for the same reason. Newly grown-up dwarves are Peasants, and thus separate from sorted laborers. Skilled dwarves are force-named-profession to what I have them do, so that the Master Cheesemaker I have doing smithing will be referred to as the smith and not Cheesemaker.

49
DF Dwarf Mode Discussion / Re: Weight Data Needed for Raw Hide Automat
« on: March 24, 2014, 11:29:23 pm »
This defies my understanding of how egglayers work. I thought egglayers would not multiply as long as dwarves are able to collect their eggs. Thus, egglayer breeding requires either active management or a scheme like mine; simply configuring the autobutcher plugin will not work. Am I mistaken?

-TC
No. You need to stop the dwarves from collecting the eggs. You can do this in one of two ways:
1) Have no food stockpiles that accept eggs. Thus no job order will be created to gather them. This is the easiest and fool-proofest option.
2) Make the Nest Boxes inaccessible. Lock them away and only open the rooms they are in when you are ready to mass-slaughter egglayers and/or have the boxes up on some unreachable platform and harvest the birds as they fall. This is infinitely scalable both horizontally and vertically if bulk goods are desired.

50
General Discussion / Re: Russian intervention in Ukraine
« on: March 19, 2014, 01:47:48 am »
Central Asian countries are interesting direction for annexing, "nationalizing" their gas would be a huge buff for Gazprom but here China has serious interests and may answer with something more dangerous than deep concern.
The seizure of Crimea basically destroys any reason for Russia's neighbors to trust them. Kazakhstan could well fall into Beijing's orbit. If that happens, then China has a jumping-off point nearly as close to Moscow and Volgograd (former Stalingrad) as Ukraine is. Most of the major cities of Russia hug the southern, a quick blitz away for invading forces. If the Kazakhs call in China, Russia is a short spit from losing Siberia - and maybe independence altogether. It's possible we'll look back on this Crimean situation as the beginning of the end for Russia.

In general, everything is closer to Moscow than it was in the Cold War. If war breaks out, it won't be in the middle of Germany or in the conquered buffer state of Poland, but right on the Kremlin's doorstep. And the Warsaw Pact is dead. Warsaw itself is likely to be the staging area for war on Russia. Russia is just a shadow of the Soviet Union; it has less than half the people it once did.

51
General Discussion / Re: Russian intervention in Ukraine
« on: March 18, 2014, 04:02:49 pm »
Question: Why hasn't Ukraine rushed into joining NATO now that Russia's grabbed their peninsula?

Granted, NATO won't get the Crimea back for them, but it would pretty much guarantee that they won't lose anything else. It sounds like they are all scared of what further mischief Putin has planned (assuming he's planned anything) and this would be the obvious solution.

What? And now Turkey's wants to fish in troubled waters, too? Oy.

52
DF General Discussion / Re: New Version Soonish?
« on: December 17, 2013, 02:13:25 am »
The idea behind it is that it should make customization far more easier for people. So that you could, for example, have a separate tile for every single type of item period. I think the way it was going to go was

Weapon > Sword > Short Sword > Obsidian Short sword

So if you didn't include the graphic specifically in your custom tile set, it would default a stage upwards. But otherwise you could have far more variety of tiles.
Seems like this ought to be simple enough....
Code: [Select]
tile_weapons.txt

[OBJECT:TILESET]

[TILESET:weapons.png]
  [TILE:ITEM_WEAPON:0:0]
  [TILE:ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT:1:0]
  [TILE:ITEM_WEAPON:ITEM_WEAPON_SWORD_SHORT:INORGANIC:OBSIDIAN:2:0]

53
DF Modding / Re: What mods are you planning for the new version?
« on: December 05, 2013, 11:42:14 pm »
Huh. I thought I could work it in with the general inheritance/succession stuff. Aren't nobles going to reproduce in the coming version? Oh well. I'll just stick to beating people to death with their six year old's arm. -.-

The grammar part was mostly just changes in the language_words file, with adding new forms for plurals and cases  and trying to limit nonsensical combinations. The new forms would be the longest part, though, since the best way I can find so far involves a LOT of rewriting. Instead of:

[WORD:ABBEY]
   [NOUN:abbey:abbeys]
      [FRONT_COMPOUND_NOUN_SING]
      [REAR_COMPOUND_NOUN_SING]
      [THE_NOUN_SING]
      [REAR_COMPOUND_NOUN_PLUR]
      [OF_NOUN_PLUR]

I'd have to make it:
[WORD:ABBEY]
   [NOUN:abbey:abbey]
      [FRONT_COMPOUND_NOUN_SING]

[WORD:ABBEY]
   [NOUN:abbeys:abbeys]
      [FRONT_COMPOUND_NOUN_PLUR]

and go on with it until it all worked out right and the game properly generated "the picks of steel" as "hatekkud deleri" or whatever, or until I went mad from the sheer effort for such little gain. It'll probably require a strange mood not to quit halfway through....
Danger: Raw duplication. Each WORD tag needs a different name. Something like [WORD:ABBEY_NOUN_SING] and [WORD:ABBEY_NOUN_PLUR] so that the game doesn't do whatever weird stuff it does when top-level tags are the same.

I'd also very much recommend creating some sort of script to break up the various words instead of doing it manually. There's probably ten lines of code that would properly divide each word, assign it a knock-off in each translation, and associate each new word with the same symbols as the old one. With the bonus that if Toady or a modder ever changes up the vocabulary, you've got grammar_fixer.script ready to go to make it kosher.

54
DF Dwarf Mode Discussion / Re: Minecarts and stuff
« on: November 21, 2013, 02:40:04 pm »
I mostly use them for hauling magma and quantum stockpiles with the occasional use to clean-up the bits and pieces of goblins after invasions.

55
I try to be nice. I even built an above-ground town with individual houses for the dwarves to live in and then built a keep for civilians to hole up in when invaders came to town so that nobody would get slaughtered in the streets. I've tended to have an emphasis on drowning traps and such to keep my dwarves out of harm's way. I've never really gone the full-on malevolent route.

56
DF Modding / Re: Change the barrel capacity
« on: November 17, 2013, 08:00:08 pm »
If we're going to imagine theoretical solutions to this problem, why not larger seeds? Somewhere in the bowels of the compiled code, there is a integer describing how big a seed is. One possibility is that there's a hard-coded number of seeds per bag (100). The other is that is the capacity of the bag (3000) divided by 100 (seeds/bag), which gives us 30 as the size of the seed. Alternatively, the cap on the maximum number of seeds per type (200) could be increased, which boosts the number of bags/barrels holding them, which means it's less likely that all of them are in use at once.

Options also exist in d_init.txt to make dwarves sloppier about keeping all the seeds of one kind together.

57
DF Dwarf Mode Discussion / Re: How will sailing work?
« on: November 16, 2013, 09:34:55 pm »
Well i want to build docks in the rivers/sea and get trading ships come, and the occasional raiding ship full of pirates for FUN.
Doing it right now wouldn't be that hard. At the basic level, there could be a water-bound wagon variant that paths across surface water tiles and will only show up if there's a dock adjacent to enough water. If not, there could be smaller canoes that carry one (or more) creatures. They would path across one water section and one land section and let the passenger(s) disembark at the junction.

58
Other Games / Re: Creeper World 3
« on: October 17, 2013, 10:48:47 pm »
I played (and bought) the original. It was excellent.

The liquid (I think technically it's modeled on heat) concept really is a masterstroke. There aren't chains of various enemies coming down the same old paths, but a limitless, amorphous ooze that actually requires quite a bit of strategy to deal with.

59
DF Dwarf Mode Discussion / Re: 4 Months of playing (Question Time!)
« on: October 11, 2013, 01:18:42 am »
Archery is really hard to get them to train. It's the difficulty of getting dwarves to train regularly, adn the trouble with getting dwarves to use crossbows as ranged weapons, combined. I prefer live targets, as they train much, much faster per-fired-bolt, and you know, they actually shoot.
Yes. If you can get some caged enemies/animals, have a pit to dump them in that crossbowdwarves-in-training can come up to the edge of to shoot down at them with wooden bolts. It's much faster than shooting at targets.

60
DF Dwarf Mode Discussion / Re: Spartan society: your impressions?
« on: October 08, 2013, 08:29:48 pm »
I'll take inspiration from this. I've never formally used picks as weapons.

And in keeping with the Spartan theme, woodcutters and others unworthy of weaponry can be assigned to the 'Helot' class. I'd also like to suggest Girlinhat's article on Dwarven Day Care as the proper way to raise future warriors.

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