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Messages - superbob

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1
DF General Discussion / Re: What turns you off about DF?
« on: August 14, 2018, 06:03:09 pm »
Back when I was starting out, I actually enjoyed the challenge of figuring out how to do things and build a fort that survives past the point initial food reserves perish. I really liked reading stuff on the wiki and trying new things, getting more efficient forts working, putting together interesting constructions like minecart systems, obsidian farms or elaborate traps. The only complaint I have about all that is it takes too much time to get anything substantial done, if micromanagement could be reduced it would help a lot. I also hated interruptions like liaisons or caravans showing up that would distract me from what I was doing at the time.

But that was back when I was relatively new to the game. Fast forward a few years, up to somewhere like 2016 since I haven't really played in a while, there were two major things that irked me as a more experienced player.

First, performance. I'd really like to be able to play on bigger embarks, there would be plenty of awesome things to do in a 16x16 embark with a 1000 dorfs, unfortunately the single-threaded nature of the game prohibits that. It also irks me how people pop up whenever that is mentioned claiming concurrency is super-near-impossible-hard or whatever. It really isn't, not 90% of the time anyways, with proper design and threading libraries it's only challenging if you're doing seriously advanced stuff, otherwise the reason it's hard is because you're doing it wrong. It would definitely require some serious design changes and would translate to a lot of work, but the sheer numbers required for larger embarks dictate the need for parallel processing.

Second thing is that once the initial learning curve has been defeated, the game becomes too easy, unless the player becomes careless or wants to mess it up on purpose. There's reanimating biomes, of course, but that essentially translates to more micromanagement and taking even longer to get anything done. Food production is too easy, wealth for trading is easy too once you know what to build, army training is mostly automatic and once setup will produce unstoppable killing machines in a few game years. Sieges can be defeated by traps or turtling. While this is fun for building megaprojects, it also means there's no real need for  fancy setups in fortress mode, a tiny, perfectly mundane fort can easily be happy, rich, and self sufficient, with little effort it will withstand any siege and beat the circus. Once I realized the game is 90% self-indulgence it bothered me even more than the performance limited population and build area.

2
Is it still possible to strip caged prisoners of their belongings? IIRC it was done by making all their items forbidden or marking them for dumping. I used to do that then use the stripped prisoner for combat training in the arena.

3
DF General Discussion / Re: TWBT you error
« on: July 29, 2018, 03:44:44 am »
Try increasing graphics card memory in BIOS settings, it's usually easy to find, maybe this guide can help.

4
DF Dwarf Mode Discussion / Re: Crashes are very frustrating
« on: April 09, 2018, 04:45:38 pm »
Can't DFHack force the game to save anymore? I remember I used to save quite often, usually after major alterations to the fort or lengthy caravan transactions. I think it was crashes that made me do it too.

5
DF General Discussion / Re: Linux DF delayed / Computer death thread
« on: November 23, 2017, 12:56:14 am »
Consider using a Virtualbox VM, if you're lucky you might even be able to use the HDD image from the dead laptop.

6
DF General Discussion / Re: Future of the Fortress
« on: November 02, 2017, 12:51:10 am »
For the second, if it is something in particular you want, Kisat Dur is closest currently, though it's 30+ pages are players teaching players rather than NPCs. Though, yeah, procedural magic means teachers and unique uses.

For the third example, I think as far as past years go one would have some struggle thinking of added features that don't take hours to explore the possibilities. My first thought would be that weeks or months would work better as time unit, but I've got the feeling that merely spending long time on something isn't what you mean on minigame, which I imagine to be something more self-contained.

What I consider a minigame here are all the little rules and relationships that might exist in a system that would, in a cooking system, take some ingredients then process and combine them in some way that lets the player tap into all the procedurally generated goodness.

The inputs come from the main game, like ingredients, ways of processing them and crafting stations, there's the output in the form of a meal, but most of what goes on in between is contained within the cooking system. For example frying some flower petals in butter made from some weird animal's milk produces a sought after seasoning, but only if stirred with a spoon made from some specific wood and cooked on a copper pan. Then someone makes an excel spreadsheet of how the taste is composed to find out a steel pan and a copper spoon would work better, provided they add a drop of resin. At some point, assuming the player is into that stuff, creating new recipes and advancing the cooking skill becomes the focus while the rest of the game is just an awesome backdrop that facilitates getting what's needed and rewards the player for making better food. In case the player doesn't care about cooking and just want to keep the character fed, they could learn some basic recipes and only worry about the ingredients, never looking into how any of this works.

7
DF General Discussion / Re: Future of the Fortress
« on: November 01, 2017, 09:13:48 pm »

With all the wealth of procedurally generated content and simulations that make it all work together in meaningful ways, do you foresee various aspects of Dwarf Fortress becoming interesting enough to be a (mini-)game in itself?

Examples:
For the economic aspect, a fantasy trading game where the player can go from town to town, buy cheap and sell high, buy wagons or ships to move more stuff, eventually create a trading empire that has to deal with world politics rather than bandits.

For the combat aspect, a martial arts game where the player can learn various moves and techniques, fight other warriors who might use different schools, seek out masters to learn new ways to fight.

Similarly for all sort of magic/art/cooking/crafting, do you foresee these becoming interesting enough at some point that a player might simply spend hours exploring the possibilities? Wandering the game world following leads and rumors to find new masters or schools to learn from or challenge, perhaps even have deities teach them some seriously awesome stuff.

8
DF General Discussion / Re: Best computer setup for Dwarf Fortress
« on: January 17, 2016, 12:07:33 am »
Unless you're playing DF with Oculus I think Core i5 is a good choice for bang for your buck.
Yeah that's pretty much what I meant by saying it's the sweet spot :)

I7 CPUs tend to have more cache, and the LGA2011 variants have much higher memory bandwidth, which may have some impact on single-core performance in DF. Of course they also have more cores/threads, which will have no impact on DF for the foreseeable future, so for most people that would be a waste of money, considering the cost/benefit ratio. Even more so because AFAIK it's not like you can use all of the CPU cache and memory bandwidth with just two cores.

If someone will put together a benchmark for the latest version, I'm willing to submit some results. I can test if the amount of CPU cache is actually important, I have these three CPUs on hand: http://ark.intel.com/compare/65510,65733,75048
Slowing down the newer i5 to match the E3 should provide some insight - if cache size is important, the performance should be close or better on E3, otherwise the i5 should be faster due to newer architecture. Also, the difference in CPU generations can be compared by matching the speeds of the i5 CPUs, seeing if the game runs about the same on both.

9
DF General Discussion / Re: Best computer setup for Dwarf Fortress
« on: December 20, 2015, 06:19:15 pm »
Fast CPU, fast RAM, a motherboard that will let you overclock both.

You want an Intel CPU, i5 is the sweet spot, i7 might be better due to larger l3 cache, best would be the type that runs on a lga2011 socket. Either way you want clock speed and a CPU version that you can overclock. For DF you can disable hyper-threading and all but two CPU cores, which may let you overclock it more.

Aside from that, GPU isn't important, SSD reportedly helps also for just DF you don't need more than 8GB RAM.

Keep in mind you'll be getting diminishing returns in respect to the amount of money you spend and effort you put into overclocking. You still won't be able to run a 16x16 embarks or hugely cluttered forts with lots of dwarves and moving water/magma.

10
DF General Discussion / Re: How would dwarven civilization react to ___?
« on: August 09, 2015, 07:25:16 pm »
How would Dwarves react to Minecraft?

Upon discovering the portal to the blocky world of Minecraft the dwarves would set up a small fort on the other side and proceed to haul in cages with necromancers and war animals. They would quickly learn how to deal with creepers and trap them along with other creatures wondering the world, including the Players. To the horror of everyone witnessing the event, the dwarves would process the Minecraft fauna in necro-meat factories and attempt to breed Steves and Alexes for their valuable bones. Undead and traps would spiral outward as dwarves claimed more land.

The first thing dwarves would do after securing the initial fort would be to dig down. They would build pump stacks and set the above wold on fire with lava. Upon discovering there is no candy beneath the last layer of this world, they would mark the surface with paths of blood and vomit as they searched for their prize. Until the first Nether portal was discovered.

The creatures of Nether would stand no chance against the dwarves who had previously conquered hell in their world. Having wiped out all life near the portal, the dwarves would begin to colonize the dimension. They would make it their home in this blocky world.

11
How would dwarves react to Kerbals?
How would dwarves react to The Sims?
How would dwarves react to Trolling Saruman?

12
I plan on giving the science/knowledge system a spin. Build a library, use adventurers to steal books from the other libraries around to kickstart the biggest science center in the world. Hopefully that will make all the philosophers flock to my fortress where I'll try to keep them safe from FUN until all the knowledge items are unlocked. Then maybe use an adventurer to raid a necromancer's tower for some special books that ought to keep the embark interesting for a while longer.

13
DF General Discussion / Re: So I've been out of the loop
« on: May 20, 2015, 01:34:16 am »
One time I successfully used minecarts for hauling involved a large obsidian farming operation, deep underground and a very long way from where my workshops were. IIRC it took a lot of setting up, even with macros it took hours to get the carts rolling. It worked ok.

Same fort, I tried using minecarts after finding a massive iron ore vein, it wasn't worth the effort. By the time the route was carved and setup, dwarves had already hauled most of the ore up to the stockpile level and there wasn't much left to dig out. OTOH I didn't try very hard that time - had an excess of idle haulers. Had I organized the effort to maximize the use of minecarts, that would've saved me many dwarf-work-hours.

Another setup that worked was a quick route moving metal bars from the smelter level to the master smith level, dumping them in a nice quantum stockpile near the magma forges. Minecarts can fit a lot of metal bars, so that was a very efficient way of keeping the forges supplied and more importantly, preventing the smelters from overflowing.

14
DF Dwarf Mode Discussion / Re: Buying all the caravans
« on: February 23, 2015, 07:53:25 pm »
Does buying out a caravan with stuff that's significantly more valuable than what they brought result in a much better caravan next year? Say the dwarven caravan brought 100k worth of goods and I give them 500k in food and traps, will that result in a better caravan next year, relative to what I'd get if I gave them stuff worth ~100k?

15
DF Dwarf Mode Discussion / Re: Regarding Statues
« on: January 27, 2015, 11:32:42 pm »
Do surroundings or mason's thoughts have any effect on the statues produced? If for example the workshop (loaded with a quantum stockpile of rock) was in a locked down area full of cats, would the dwarf start producing statues of cats? Or cats, cheese and booze, since there has to be a food stockpile in there too.

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