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Messages - Raap

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Haha, love it. I just killed the 'antidote' to that problem since I was sure they were causing the loyalty cascade.

2
Ah, thanks. Thought maybe it had to be something with the mod, since I'd never seen anything like it before.

The first fighting report I see has to do with a tame Watcher attacking some of the other animals in my pasture. At the time I'm also slaughtering some stuff from that pasture. It's right after the watcher attacks that it all starts, though I'm still not sure how it relates to an Engraver and a Planter, the two people I can find who have declared war on my(and their) civ.

*edit*

Or not. I just noticed that I suddenly and completely lost control over a couple of dwarves. As in, I stopped being able to see their skills and set jobs. Only lasted for a couple of seconds, but it was enough to have them attack another dwarf. Then, just as soon as it came, they reverted back to their normal selves. This didn't appear to be related to loyalty; both before and after the incident, they were members of the correct civ. It might have triggered the loyalty cascade though, if they attacked someone while 'converted', then got attacked back after reverting.

But I've no idea what caused the temporary conversion in the first place. Is there something in the mod that could cause this?

3
I'm having a bit of a problem. I'm a few years in and things are relatively smooth, but a few weeks/months after loading my game my dwarves will start attacking each other. For no apparent reason, a few of them will become threatening to the other dwarves, scaring them away, and eventually get themselves killed by threatening one of my soldiers. Soon after, more people will be 'infected' by this whatever, and eventually it all goes to hell.

Any ideas? All the infected dwarves have excellent moods and nothing anywhere to indicate a disease or some such. They appear to just walk randomly around the fortress, not even chasing anyone they threaten.

4
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 11, 2010, 07:42:29 pm »
Well, and this is purely guessing, I'd think it's because every hallway square will also have access to the tile directly above and below it.  I'm not entirely sure how pathfinding works but if it looks at which tiles are accessible, than that might add up.
Well, there's that of course. But wouldn't that pretty much mean that every single tile you carve out, anywhere on the map, would contribute to this?

Yeah so I'm not sure how big a deal it would actually be.  Basically, in an open area, an open space will have access to 8 other open spaces, and a staircase will have access to 10, since I don't think they can go to tiles adjacent to the one above them.  If they can... then it's something like 26, and that might be a problem, but I really don't think it's the case.

I should really point out that again that I'm just guessing, and hoping that somebody will know enough to correct me if I'm wrong, and/or get the idea to try and test what actual effect it has on fps.  All I know for sure is that the biggest drain on FPS is probably pathfinding, and that I've heard up/down stairs are worse than ramps for pathfinding.
Just occurred to me, I actually think staircases might have access to adjacent tiles on the levels they connect to as well. I can't remember atm if I've seen them move from a lower/higher z-level straight into an adjacent tile without walking on the staircase of the current z-level first, but I've seen several times when I've had 4x4 staircases where they've moved both down one z-level and sideways to another stair in the same tick.

Still though, I guess it's all moot if we've no idea how pathfinding actually works. I'd also assume there's two pathfinding algorithms, one for short distances which is called every tick (i.e. to find out if there's another dwarf blocking the way and whatnot) and another for long distances which sets up the route the dwarf will take and which is likely called fewer times; possibly only when a new order is triggered.

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DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 11, 2010, 06:49:25 pm »
Well, and this is purely guessing, I'd think it's because every hallway square will also have access to the tile directly above and below it.  I'm not entirely sure how pathfinding works but if it looks at which tiles are accessible, than that might add up.
Well, there's that of course. But wouldn't that pretty much mean that every single tile you carve out, anywhere on the map, would contribute to this?

6
DF Dwarf Mode Discussion / Re: Adamantite on the ground
« on: December 11, 2010, 06:33:43 pm »
I've managed to make a floor before the demons could reach up after a breach. The stupid thing is that breaching that thing seems to literally remove half your fps.

7
DF Dwarf Mode Discussion / Re: Hallways replaced with up/down staircases
« on: December 11, 2010, 06:30:37 pm »
Anyone know for sure if this would really hurt fps? I'm trying to think of why it would, but I can't really see why it would hurt more than, say, making the (no-stairs) hallway 3 tiles wide instead of 2. I mean, why would z level pathing/walking be more taxing than x and y level pathing/walking? Is this just a rumor/myth, or does anyone know for sure? Does a 10 levels deep staircase tax the CPU more than a ten tiles long hallway?

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DF Dwarf Mode Discussion / Re: Sudden framerate death
« on: December 02, 2010, 08:37:29 am »
I have had huge fps drops when I've dug out adamantine veins and thus attracted countless fun from below. Seems like there's so many of them hiding down there sometimes that my fps goes to hell. Sealing it up again doesn't help either, the fps stays low.

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