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Messages - ffaerie

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46
DF Dwarf Mode Discussion / Re: FPS
« on: June 29, 2011, 01:05:53 am »
By my observations neither process at REALTIME nor binding dwarf fortress to a single core or processor (via affinity of process) bring any fps.
2x2 to 5 embarks are infatigable fps if you don't dig too deep.
Less z-layers pretty much guarantees 150+ fps (I play capped at 120 fps) no matter how big your fort is to a certain point. Destroying stone, clothes and stuff (goblinite for example) in DAS or magma doesn't seem to help improve FPS, sadly.
2x2 embark with 400 dwarves counting babies and children gives a steady 120 fps no matter what I do with stone levels. It all goes to 75ish if I have any water. I heave also read somewhere that disabling weather and especially temperature doubles your fps, but what kind of fortress would it be without proper magma.


If you have seen your share of stuff "digging too deep" dftubefill guarantees around 1/5 to 5/5 fps when you hit that stuff. I really advise you to go ahead and use it for your fort. For the sake of efficiency on my old Macbook I never use any hallways, everything has to be reachable both by z above and below and by walking. It seems to help smooth things a bit when I designate some mass dumping of stones at least. I have a lot of stairs this way and many people here don't like stairs so I'll just leave it here as a partial solution. I use ramps to get my caravans down to z-3 where the trade depot is.

There appears to be a massdump utility in dfhack package that allows for instant destroying of stuff you dump, this might also help you out.

Going by numbers my biggest fort is at 300 dwarves with children in a Tundra biome with no goblins and I never have fps less than 120 even with my magma forges running. It dips a little if I switch all dwarves to hauling and back to doing their jobs, though. It's a 3x3 embark, I can provide you with a save if you like, the dwaves there are named after guys in my former guild in World of Warcraft (some of them are currently top1 by achievement points in World of Warcraft, like my baron (or duke something) Korealstraz), we used to play together in the Enrage guild on Borean Tundra-EU.

47
DF Gameplay Questions / Re: sun and glass constructions
« on: June 28, 2011, 08:28:41 pm »
actually when you cover it with a roof and four walls it becomes dark indoors if i remember correctly

You don't remember correctly.  Tiles can only ever go from dark to light.  When you start the game everything underground is inside/dark/subterranian, and everything that isn't underground is outside/light/aboveground.  If you expose a tile to the sky through digging, it becomes outside/light/aboveground.  If you cover a outside/light/aboveground tile with a roof, it becomes inside/light/aboveground.  Walls surrounding the tile are irrelevent, the only thing that matters is the presence or absence of a roof overhead.

From my experiments, 'light' gets added when the tile is exposed to sunlight (i.e. has no tiles above). Glass ceiling (floor), sadly, makes tiles below it 'inside' for purposes of refuse piles etc. At least you can actually plant 'aboveground' stuff under a roof provided the tiles your farm plot is are 'aboveground' (or were exposed to sunlight and thus became aboveground).

48
DF Dwarf Mode Discussion / Re: This Game Is So FUN!
« on: June 28, 2011, 06:54:12 pm »
You might want to embark on "Calm" sites and if you dislike camels so much, may I suggest some temperate biomes.

49
DF Dwarf Mode Discussion / Re: Siege requirements?
« on: June 28, 2011, 06:50:03 pm »
Have you had any ambushes yet? Do you produce/export much stuff? You have to have some kind of minimum population living in your fort too (around 80) as per wiki. Make sure you have [INVADERS:ON] in your d_init.txt. It can be altered between saves and doesn't require to start over, too. Where I happen to embark, usually the first siege doesn't come until at least year 8 -- ambushes start around year 3.

50
DF Dwarf Mode Discussion / Re: Am I the luckiest ever?
« on: June 28, 2011, 06:28:47 pm »
If you play in a world with reduced number of z-levels (like I do) cutting off the cavern size, number of layers between stuff and have it flat (i.e. elevation 296..301) you can actually get the candy around level z-15 (might take a few tries, you sometimes get weird stuff like 500 z-levels of air for no graspable reason). There won't be thousands upon thousands of it, though, more likely ~700 per spire and a little more if you dftubefill it. But as evident from some of my 280+ dwarves forts, you might have surplus of fps (I cap at 120 fps, 60 g_fps on an i7 workstation and it doesn't dip down really).

51
DF Dwarf Mode Discussion / Re: Your architecture.
« on: June 28, 2011, 05:18:18 pm »
My current project is a rather peaceful embark where I am trying to design my fort to resemble a kimberlite pipe. It's rather hard to think of ways to defend it, though, I am maybe looking into making the glass ceiling on top of it. The inspiration for this project comes from me watching some footage from an expedition to Yakutija region that had some pics of Myr (Peace) kimberlite pipe (over 1,2 mile in diameter, actually visible from space), fascinating stuff.

something like this
Spoiler (click to show/hide)

or this

Spoiler (click to show/hide)

52
DF Dwarf Mode Discussion / Re: Sedimentary layers
« on: June 28, 2011, 05:14:43 pm »
To easily find sedimentary layers you could just remove [AQUIFER] tag from all the layers in raws, add [AQUIFER] tags to the chalk, dolomite and limestone entries in inorganic_stone_layer.txt raws, gen a world, find a good embark place (finder actually works in this case!) and make a note on it, abort game, go to the data/save/yourregion/raw/objects and remove the tags from those entries and then start playing on the world you genned.


edit: edited for clarity, since I play with usual aquifers disabled

53
DF Dwarf Mode Discussion / Re: DF2010 WorldGen "Cookbook" Thread
« on: June 27, 2011, 10:03:52 pm »
another flat volcano, a tiny cave-in on embark which reveals some caves

embark location (2x5 fortress in my case in the upper-left corner)
Spoiler (click to show/hide)

dfprospector
Spoiler (click to show/hide)

worldgen

Spoiler (click to show/hide)

The mineral scarcity values can be adjusted prior to generating the world to produce highly varying results without changing the geography. It will not change the type of layers of stone, however.
Another fun thing I found is when you embark somewhere near the oceanside on a flattish world it sometimes reveals the first level of caverns from the very beginning.

54
DF Dwarf Mode Discussion / Re: Bedroom Designs...
« on: June 25, 2011, 09:44:40 pm »
Here is the bedroom layout I use for my non-noble dwarves, (i have around 20 nobles and this hosts pretty much the rest of my whole population). Yes, I use lots of stairs. It doesn't have much lag, although I do play on rather shallow (z < 35) worlds.

Spoiler (click to show/hide)

Excel: http://www.megaupload.com/?d=WV4VXM9O
Quickfort csv (start at 27 steps west, 27 steps north from the central point of central stairwell): http://www.megaupload.com/?d=DFC8MVD3


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