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Messages - GreatWyrmGold

Pages: 1 ... 3457 3458 [3459] 3460 3461 ... 3706
51871
DF Gameplay Questions / Re: Random mechanical questions
« on: May 20, 2012, 11:11:25 am »
Maybe you could set it lower, or use it to divert non-children to...

OH GOD WHAT AM I DOING?

51872
DF Gameplay Questions / Re: DF ecosystem questions
« on: May 20, 2012, 11:08:11 am »
"Feets?"

I'm not sure if the game will remember "X horses in location Y have burnt feet/ropes," which is why I advised using the caverns. Horses don't naturally occur in caverns.

51873
DF Gameplay Questions / Re: Using Minecarts
« on: May 20, 2012, 11:06:05 am »
No and yes.
If you lock nobles in a room with a minecart so they're the only ones who can start the route, you might have something there.

51874
DF Gameplay Questions / Re: My First Forgotten Beast
« on: May 20, 2012, 11:04:43 am »
...How do I get the forgotten beast there? I doubt it'll obey burrow orders.
Nope, it won't. Shoot.

51875
DF Suggestions / Re: Hemp and all its uses
« on: May 20, 2012, 11:02:45 am »
Aside from the "all-in-one plant is bad for gameplay" thing, there's no reason that hemp shouldn't be able to be used for everything it can IRL (except maybe its...recreational purposes). Of course, unles we decide that the wet-growing rope reed is the same as the real world's dry-tolerant hemp, hemp doesn't exist in DF, so the point is moot.
I don't think there's anything special about hemp being used for fuel IRL. Plants in general should be fuel-able, although moister plants/fungi (such as plump helmets, berries, etc) would be worse fuel sources that drier ones (rat weed, longland grass?, quarry burshes, etc).

51876
DF Suggestions / Re: Cave-in system
« on: May 20, 2012, 10:58:38 am »
The worst bottleneck on FPS is exactly the metric that performance should be measured against. If it isn't on the same scale, it's not worth optimizing.

That's a slightly too-simplistic view. 

Every cause of lag will add up.  A hundred things that take a tenth of a second to calculate are just as much a problem as one thing that takes ten seconds to calculate.

Besides, if we're talking about what to optimize first, there's the matter of "low-hanging fruit" - rewriting container types in order to make the lag from huge item counts less noticeable may be much easier and clear up more lag than potentially marginal gains in incremental changes in pathfinding optimization.
Yes there are cases where small lag adds up, but this isn't one of them.
Why not? It's still computing.

Quote
Here's the biggest issues I see: Toady wants a realistic system which is easy to communicate with the player, and a realistic system that doesn't kill FPS.

And yes, checking a crapton of tiles every time someone mines something WILL kill FPS faster than the HFS. Even if it only takes mybe a tenth of a second per tile, that's still several seconds of lag once you get deep enough. Several seconds of lag, per tile. That's a ton of lag if you've got multiple miners.
Why would it take a tenth of a second per tile? that'd be extremely slow. Memory access is on the order of nanoseconds, not hundred milliseconds. And with tiles in an array, there is a certain amount of pre-fetching and other CPU optimization that makes it so that accessing a lot of tiles is faster per tile than accessing one tile.
I made up a number. Even so, do the math. Each tile mined, assuming for a moment that it's the only non-solid tile in the world, has nine tiles above it that would need to be checked, 25 above those, 49 above those, 81 above those, 121 above those, etc. A mere 10 z-levels underground, you'd be checking hundreds of tiles. That's a significant portion of a second, every time a tile's mined. And that's assuming tiles below and to the sides of the ones mined aren't being checked. So...another half-second of lag, every time a miner mines a tile around the top of the first cavern layer and even more when deeper? Sounds significant.

51877
DF Suggestions / Re: World Gen Rebellion
« on: May 20, 2012, 10:51:23 am »
That sounds awesome. It makes me think about what elves or dwarves would do to captured goblin sites...or what goblins would do to their sites...or what elves would do to human and dwarven sites...or what dwarves would do to human sites...or what anyone would do to kobold sites...

I know what people would do to elven sites: Build something!

51878
DF Suggestions / Re: Wheelbarrows for Construction & More
« on: May 20, 2012, 10:47:38 am »
Hm, that could be an issue. I'm having trouble thinking of a time where that would really affect a fortress, though. Annoy, maybe, but not as much as having to re-designate wheelbarrows to be used every time you make more constructions.

Oh! I know! How about being able to designate wheelbarrows for various uses within a burrow?

51879
DF Gameplay Questions / Re: DF ecosystem questions
« on: May 20, 2012, 09:49:49 am »
I don't know if that's tracked yet. Why don't you try it? You came up with a good idea, with that "introducing critters into foreign habitats" thing, but they might just end up back on the surface somehow. I'm having trouble thinking how to check if that's the case, though, so here's my suggestion for someone who wants to do some !!SCIENCE!!:

1. Create a thriving fortress.
2. Capture as many surface critters as you can and release them into the caverns, ideally unharmed. Breeding ideal but optional.
3. Release them into the caverns. Make sure they can't reach the surface.
4. Kill/capture as many cavern critters as possible.
5. Repeat steps 2-4 as needed, as well as possibly step 1, until you see some surface animals arriving in the caverns or, conversely, have killed all cavern animals until only the occasional forgotten beast shows up.

51880
DF Gameplay Questions / Re: My First Forgotten Beast
« on: May 20, 2012, 09:14:44 am »
Anything more specific, like how to time the cavein at such a time as to trap the FB, as opposed to squishing dwarves, tossing the FB into a wall, or simply not firing at the right time?

51881
DF Gameplay Questions / Re: Are those dwarves hungry !
« on: May 20, 2012, 09:12:04 am »
Did you tell the dwarves to take short swords, or just "indiv. choice, melee"? If the latter, dwarves won't grab any weapon unless they actually have a weapon skill.

51882
DF Gameplay Questions / My First Forgotten Beast
« on: May 20, 2012, 08:25:23 am »
I recently got a forgotten beast in my second cavern layer (Dolra, a huge tarantula with large mandibles, blocky and overlapping black scales, and a poisonous bite). To commemorate my first uninvited guest to visit one of my forts, I want a forgotten beast zoo in my dining room.
Currently, a floor in my hospital is the only thing keeping Dolra out. I could probably set up a bunch of cage traps in the hospital and go from there, but I hear that FBs are immune to traps. Sadly, I have no access to and kind of webbing things, so that's not an option. Any other ideas?
Just to help, there's already a long, narrow path out of my hospital, through a small (walled-off) bit of the first cavern layer, and then up a stairwell into my fort.

51883
DF Gameplay Questions / Re: Help on fixing civilization populations
« on: May 20, 2012, 08:19:43 am »
Goblins get into tons of wars with everyone. Oddly enough, fighting wars with every nation you come across drastically decreases your population.
Dwarves live in mountains. Not a lot of other races like living in mountains.
Elves are immortal (well, unaging), and breed as fast as other races, so it adds up. Try increasing the age at which they become adults.

51884
DF Gameplay Questions / Re: Random mechanical questions
« on: May 20, 2012, 08:16:02 am »
Why does it seem like I'm the only one who spares children? Granted, I kill a lot of useless migrants that come to my fort...but never children!

51885
DF Gameplay Questions / Re: New Hauling System Help
« on: May 20, 2012, 08:02:52 am »
Yes, but wood is only a fraction of the density of stone. Logs are big (1 tree=1 log).

Short of it is, they can't.

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