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Messages - tolkafox

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886
DF Gameplay Questions / Re: Tilesets 2010 vs 40d
« on: December 20, 2010, 08:30:41 pm »
Maybe if you compared it to a similar one, like Phoebus, Mayday or Ironhand, instead of.... THAT.
All is like that.

They are most assuredly not.
Spoiler (click to show/hide)

You make the entrance to my fort look largely inadequate. My dwarves weep at your awesome simplicity.

887
DF Gameplay Questions / Re: A good way to train soldiers?
« on: December 20, 2010, 08:24:23 pm »
Putting pressure plates in a high traffic area and letting dwarfs have pets is pretty quick if you don't have idlers to pull levers. I have a 1-9 ratio of sedimentary/metamorphic layer on my embark. The small sedimentary layer all the way in the northwest of the map is the only place I can mine coal, and it just seemed a shame to waste all that foot power for just hauling.

888
The maximum distance between my meeting area and stockpile/workshop is 30 spaces; that's going from the very end of the meeting room to the very last spot of my coke stockpile.

If you delete your caravan, don't make a meeting hall from a table, and set a meeting area with zones you can make them meet in the work area. Just make sure it's an out of the way place and not a stairwell :/

Also: squares. I love squares. And diamonds, they're like squares only funnier.

889
DF Gameplay Questions / Re: How to Militarize Effectively
« on: December 20, 2010, 08:09:10 pm »
I start my military right from the start and bring a competent teacher novice ambusher/marksdwarf/archer. He'll be legendary or near legendary by the time I outfit the new recruits. Outside of that, as per above wooden bolts/weapons and live targets for them to train on. Cage traps aren't cheating either, I keep a few scattered about to capture the random living thing. If you insist on not using them, weapon traps work just as well loaded with iron disks.

Also, it might be good to mention that dwarfs get unhappy when they're on long patrols. They also get unhappy if they're drafted and don't have novice in a military skill, and unhappy when they're relieved and don't have novice in a civilian skill. I build a quern for half of my military and have a farmer growing cave wheat/longland grass/whip vines for the sole purpose of giving my off duties something to do. I alternate my squad of rangers with my squad of infantry, when one is off duty the other is on and vice-versa.

Elves make good live practice. Buy their animals first, then trap and kill them.

890
You can make a burrow for every dwarf, but this is a high lvl of micromanagement and I don't think you need to for what you are doing. Unless you have a team of crummy masons and one legendary mason who you want making furniture, then no. I guess the question is, what are you trying to do that needs burrows?

I don't know about dwarfs being assigned to multiple burrows, it's something you can try out though. Burrows can overlap each other.

Having two people for one job is a good way to have them take shifts, after a while of one being idle and one working they'll get into a routine. This can easily be broken if the idle one is hauling and gets tired the same time the working one gets tired so it's not perfect.

{q} over a stockpile and press {t}, then go to the stockpile you want to take from the select it with {enter}. Stockpiles can take from multiple stockpiles, but multiple stockpiles can't take from one stockpile (if that's not confusing...)

I have the stockpiles built under the workshops and connected by a two tile wide pathway between the stockpiles, or if I'm lazy just dig out large cavern under all of the workshops and make the stockpiles from there. I also build my kitchen/still besides my farm, and farmers workshops/mills under my farm. You might also want to optimize for space, I try to keep my dwarves walking 10-15 spaces from the entrance of their living level to their workshops. Utilize those z levels, one level is only one walking space.

891
DF Gameplay Questions / Re: Why not use a graphics mods?
« on: December 17, 2010, 07:25:43 pm »
Because ASCII keeps it simple;
His 'audience' are people who are -patient- enough to appreciate ASCII;
H(w)e don't want to attract the 'wrong' crowd. IE, assholes;
ASCII is easy to look at when you get used to, and some people have been used to it for a while;
There are already community graphic sets;
This is a side project of a very bored man.

I for one grew up playing MUD's and other fun text adventures and heard about this game from another developer. Minecraft is nice, don't get me wrong, but DF is far more complex than minecraft and will probably remain that way. That and DF is free. You can't beat free.

892
DF Gameplay Questions / Re: Surviving a Siege..
« on: December 17, 2010, 07:15:25 pm »
3x10 line of weapon traps armed with 10 large serrated iron disk. An outside parameter surrounded by walls with entrances like so:

   WTTTW
   WTTTW
WWTTTWWWWWW
   WTTTW
   WTTTW

Outside of that, water/magma/obsidian traps. How you mine for goblin? :)

893
DF Gameplay Questions / Re: How to "Dig"?
« on: December 17, 2010, 07:03:45 pm »
I've had problems saving with multiple regions/fortresses and savescumming. Manual saves would create a save file, but it would just be the seasonal save. Only solution I have is deleting all save files and starting anew, and don't play old fortresses when you have new ones, the game doesn't like time traveling.

894
DF Gameplay Questions / Re: Multi-Cored Processors and DF
« on: December 17, 2010, 06:39:16 pm »
Do note, though, that if you extract 2 copies of Dwarf Fortress to separate directories, then you'll be able to run 2 fortresses at once without any problems.

Should of titled this thread 'The things we do to maximize DF'.

Each core will need it's own stick of RAM and they'll need to be given priority to local memory, if not latency might become (MIGHT, I said) a problem and you'll reach the too common memory wall. Although honestly, 2 GB of RAM should run two instances of DF with little interference, I know it has for me.

You may want to check your processor and OS as well, some shift tasks between idle cores to avoid overheating and running four instances of DF on four cores may cause them to overheat as well as void your warranty. Then again, who would be able to play 4 DF's? I think that would be gross misuse of idle cores.

Anyone know anything about SMT? I did something to my dual-core processor to treat itself as one processor, but that was 3 years ago and I can't remember what it was. Can someone running Windows Vista or below with a multi-processor add /numproc=1 at the end of their BOOT.INI and see if that helps?

895
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: December 16, 2010, 07:21:56 pm »
Sorry all, can't find any tricks for multi-core processors that don't involve either recoding the game or having a couple of fancy degrees. There is a neat trick for having different cores favoring local memory that makes good use of idle cores, but I don't think anyone is going to go that far for DF. Sorry guys :(

I think I'll start a new thread dedicated for getting the most DF out of your rig for fear of hijacking this one. For instance, did you know that you shouldn't go over 50% of your hard disk drive's capacity? (Actually, I think it was like 64%, but 50% for safe) The innermost disk is a ***** to read from and can slow a computer down horribly.

896
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: December 15, 2010, 05:43:12 pm »
Just a quick note: Due to the single-threaded nature of DF, it's not unlikely that an older single-core CPU would have better per core clock speed/buffer response/bus bandwidth than a CPU with multiple cores.

Just for future reference, it's not old it's new(ish), about the size of a thumbnail, and runs with the same gross performance of a P4. With 1GB of RAM, I'd say this is about the worst single core test machine I could come up with, although the Atom(R) is capable of hyperthreading (theoretically, SMT works better); and no, it has no number pad. I've never used one for DF.

I wasn't saying a multi-core processor would be more useful for DF alone for obvious reasons, but there are known problems between hard disk drives, multi-core processors, and RAM when large amounts of data are going between them (as it does in DF) that would be solved with a SSD; and multi-core processors have the capabilities to mitigate other non-DF applications to the other cores allotting one 'full' CPU for DF alone. There was a trick to treat multi-cores as single cores in a magazine I read, give me a minute and I'll try to find it

Coding multi-threading into a single-threaded source is in short.....a pain in the ass.
Coding anything but single threads is a pain in the ass.
Coding is a pain in the ass.
No. If Toady didn't start it off that way, I doubt he'll go back to change it when his time can be better spent elsewhere. Meanwhile, let me find that trick for those of you with multi-cores....although it might have been for dual-cores only...

897
DF Gameplay Questions / Re: Why is .31 so much slower than .40d ?
« on: December 15, 2010, 02:31:56 pm »
Here's a question to the people with good .31 performance, is your CPU single/multi core, and what OS are you running? XP? 7? Linux? x32 or x64?

I've just tried running a fortress on 40d (vanilla, no graphics set) for 5 years (sorry it took so long) and have come to the grand epic conclusion on this debate:

Spoiler (click to show/hide)

I'm sorry, I didn't see a large FPS difference between the two, but for .31's case my 40d fortress consisted of -100 dwarfs goofing around behind defenses while I tried to figure out what was what and what the hell I was doing. I am a shame to all ASCII gamers everywhere :(

I average 80-100 FPS with a vanilla SDL copy of DF .18 with phoebes graphics set. It may drop to 70-100 if the fortress lasts over 15 years depending on what my fortress is doing. With 196 dwarfs, 11 years into the fortress, all the lakes draining into a large pointless underground reservoir as soon as they fill up with rain, more fancy sticks than I can shake a stick at, and a 2 Z level artificial river 3 tiles wide that spanned one edge of the map to the other (also pointless) I averaged the same as the slacker 40d fortress. Although the goblin ejaculator (ha, it looks like a...) did cause it to lag for quite a while :)

For reference, I'm on an HP Mini, CPU Intel(R) Atom(TM) N270 @ 1.60GHz with a huge 1 GB of RAM on Windows 7 x32. If you're getting worse than this on a quad-core, I would suggest looking for other programs that are eating up CPU power or physical memory, check your hardware for malfunctions or abnormalities (especially if you're overclocking), and/or upgrade your hard drive. Does it lag in safe boot? Chances are, an SSD would solve all of your problems especially with a multi-core processor.

898
DF Gameplay Questions / Re: Community poll on population lag
« on: December 15, 2010, 01:51:13 pm »
The FPS drop I get is on average 0 to .4 per dwarf, although the majority of my dwarfs live and die inside the fortress outside of the woodcutters and fisherdwarfs. The most lag inducing thing I can find in the game is large groups of breeding animals (cats, dogs, goats, horses, donkeys, and mules) all unrestrained, large (10k+) piles of stone laying about, large water/magma works, and the horrible cavern layers. I use a vanilla copy of DF with Phoebes graphics set.

For reference, I'm on an HP Mini, CPU Intel(R) Atom(TM) N270 @ 1.60GHz with a huge 1 GB of RAM. All physical memory is given priority for DF and DT. The processor is actually quite competent and cute, but this is about the worst system you can have for DF.

Of course, with a dual-core processor, 6 GB of RAM, and a bit of hyperthreading you will never lag with DF. (Catsplosions included)

899
DF Gameplay Questions / Re: Soldiers Training at Snail's Pace
« on: December 15, 2010, 01:30:57 pm »
It's faster if you have one dwarf with high military and teaching skills to instruct them. I embark with a novice archer/marksdwarf, proficient teacher, and competent ambusher. You could probably do the same thing with a warrior, but it's a pain to watch them chase groundhogs around the map (cut them off at the pass! No, don't follow everyone else, oh for Armok's sake)

The alert should be training, you can do this from the {m}ilitary menu or {s}quad menu under alerts. Be sure to read about schedules so you don't train them to death as well.

900
DF Gameplay Questions / Re: The DF2010 Little Questions Thread
« on: December 14, 2010, 11:34:13 pm »
Retracted bridge acts as a wall, you can't shoot through a wall (retracted bridge)

Archers will opt to hit things with their crossbow rather than shoot 7/10 times, only way to guarantee that they don't is to make it overly difficult/impossible for them to use melee and force them to use range. Archer towers or pill boxes are my favorite way, they shoot bolts and stay out of melee's harm.

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