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Messages - Yourself

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106
DF Bug Reports / Re: Crash while looking at stocks screen
« on: November 27, 2007, 01:36:00 pm »
Somewhat related to this is I've noticed a considerable delay when trying to view the stones under the stock screens.  This seems to get worse as the number of stones gets larger.  But 5000 stones shouldn't take an entire second to count up.  It doesn't cause a crash and may not actually be a bug, but it is annoying trying to scroll down through the list and it pauses as I pass "stones".

107
DF Bug Reports / Re: Distance calculations ignore floors
« on: November 28, 2007, 11:21:00 pm »
The main thing is that there is more open space horizontally than vertically.  It will almost always be easier to cover some horizontal distance than a vertical one since stairs aren't built every other tile.

108
DF Bug Reports / Re: Distance calculations ignore floors
« on: November 27, 2007, 01:19:00 am »
quote:
Z-axis is no different than x or y.

Except for gravity; but that's irrelevant to this discussion.  I guess it'd be kind of funny to see all the dwarves falling to the right.


109
DF Bug Reports / Re: Distance calculations ignore floors
« on: November 26, 2007, 02:40:00 pm »
The issue isn't so much a lack of stairs, but rather construction on a different level interfering.

For example, in my fortress, the workshops are all in a "tower" sort of formation.  I have 8 stairwells connecting all the workshop levels to the stockpiles.  When I was digging magma chambers to go below my magma forges and smelters, the stones generated were causing my stonecrafter dwarves to take a really long route into the chambers to grab the stones.  I couldn't connect my normal staircases to the chambers because then I would have flooded the entire lower half of my fortress with magma.  I ended up forbidding all the stones to stop it.

This raises another issue with some of the solutions we've suggested here.  Each level of a fortress isn't necessarily connected (and rarely is).  Keeping the distances to staircases won't account for the fact that different staircases lead to different sections that don't connect.  This makes a practical solution trickier.  Although one thing does come to mind.  DF can already compute whether or not your trade depot is accessible and display the accessibility of every tile.  Rather than a simple binary "can get there" or "can't get there" state, it could keep the path distance to each tile (and for efficiencies sake it could possibly only compute this value for tiles within a certain distance.

I do, however, agree that this isn't a bug.  The dwarves do exactly what they're supposed to; it's just that what they're supposed to do is rarely the best.


110
DF Bug Reports / Re: Distance calculations ignore floors
« on: November 26, 2007, 01:07:00 am »
quote:
If you want to be clever, you could create and store a map of the exact distances between all staircases and ramps using A* - those don't change much, so it'd be easy to do once and maintain, and we could then use it to produce very accurate distance measurements (since we'd only need to take a rough guess to the current floor's staircases, and from the staircases at our destination floor.) Exact distances between the staircases a few other generally 'static' things, like the trade depot and various stockpiles, could be calculated and stored as well. That way, we'd only need to approximate the occasional stray item, and only as close as the nearest staircase.

You have to be careful with dynamic things in between those, though.  Someone could easily raise a drawbridge or lock a door and a path could be invalidated.  You could keep paths that don't cross things like this and it's probably unlikely that anyone's fortress would cause problems, but you never know.


111
DF Bug Reports / Re: Distance calculations ignore floors
« on: November 25, 2007, 08:36:00 pm »
quote:
(And, as a programmer, I know how terrible it would be to run an A* search between every object and the target square just to generate a list.)

That is true.  But in this case we don't really need a perfect solution.  An acceptable solution might be to simply compute the cost to reach each floor from the given workshop.  This has its own set of problems, though.  Dynamic things like drawbridges kind of throw a wrench into the whole process.

It doesn't have to be perfect, just better than what it is.  The problem came up when I was digging magma channels for my smelters.  I didn't want to dig staircases down to the channel from my main fortress, so I dug it starting at the vent.  As I got under my workshops, my dwarves started walking all the way out to the vent and down through the channel to collect stones to make their crafts.  I decided to just forbid everything down there, but it seems like an unnecessary step (since the craftsdwarves were ignoring the stone stockpiles near their workshops to walk down and grab stones 2 levels below them.


112
DF Bug Reports / Re: Infinite Eating/Resting loop for the Injured.
« on: November 27, 2007, 01:53:00 pm »
I tried deconstructing the bed and the dwarf immediately starts dancing around another bed.  I'll see if getting rid of all my beds does anything.

The solution only worked temporarily.  After rebuilding some beds, one of my miners went to rest and stayed there, but then as soon as he gets thirsty, he gets up to get a drink and starts dancing again.  This really makes some aspects of the game totally unplayable.  One of my miners died of thirst because he was dancing back and forth long enough.

[ November 27, 2007: Message edited by: Yourself ]


113
DF Bug Reports / Re: Infinite Eating/Resting loop for the Injured.
« on: November 27, 2007, 12:36:00 am »
I can confirm this bug with injured dwarves.  It's quite frustrating to have all of your miners caught in a cave-in and dance around their rooms while trying to eat and rest.

114
DF Bug Reports / Re: Major flow lag
« on: November 24, 2007, 01:41:00 am »
That doesn't sound like a bug at all.  It's not surprising that the game lags since it's performing more calculations than it was before.  Of course it'll slow down.

115
DF Bug Reports / Re: [33a-g] Not revealing above stairway
« on: December 23, 2007, 12:34:00 pm »
quote:
You do make a decent point here, though.

Except that, by that reasoning, simply mining out a hallway should reveal what's above you.  That's also assuming that when you dig, you actually do dig out the area up to the next type of stone.

I'm with ein Syndication here.  I've always considered floors to be half-way between z-levels.


116
DF Bug Reports / Re: Losing stone smoothing designation
« on: November 20, 2007, 11:33:00 pm »
I've seen this happen when the dwarf who was about to do the job starts it but then decides to go eat/drink/sleep/etc. before he finishes.  The dwarf leaves and the job gets canceled because it was "done" (but not finished).

117
DF Bug Reports / Re: Item in dining room demand unfulfilled 33b
« on: November 22, 2007, 07:13:00 pm »
Try looking at your mayor's profile and seeing what materials he likes.  It could be one of those.

118
DF Bug Reports / Re: Goblin sieges still bugged
« on: November 22, 2007, 12:41:00 am »
On a completely unrelated note, how do I keep my idiot dwarves from running out to gather up the items the goblins drop after I pummel the first with a rock?  The first goblin siege I had ended in a magnificent failure thanks to the morons running out to grab the goblin's garb after the first one was killed.  This dragged the whole set of goblins up to my siege operators thus killing them.  I didn't try telling the dwarves to stay inside because I figured that'd send the siege operators back inside and totally defeat the purpose.  Not that this is a bug or that it has anything to do with this.

119
DF Bug Reports / Re: Craftsdwarf not grabbing the nearest stone
« on: January 22, 2008, 12:51:00 pm »
quote:
Originally posted by benoit.hudson:
<STRONG>They grab the "nearest stone" as measured if there were only one z-level, and no obstacles.

It's bloody annoying.</STRONG>


Which is exactly what I said they weren't doing.  They weren't walking across my fortress and then back to grab a stone that was under them.  They were walking across the fortress to actually grab a stone that was nowhere near them.


120
DF Bug Reports / Craftsdwarf not grabbing the nearest stone
« on: January 21, 2008, 03:17:00 pm »
And, no, this isn't about dwarves going long distances to get stones on the z level above or below.  I actually have a craftsdwarf who is walking across my entire fortress to grab a stone probably about 120 tiles away (and a few z-levels down) instead of grabbing the stone that's in the same room (and isn't forbidden).  The z-level stone thing is annoying enough, but watching my dwarf walk the entire length of the fortress to grab a stone is far more irritating.  The stone chosen seems almost completely arbitrary since it's not the most recent stone that was mined.  They're simply grabbing stones in my WIP metal smithing area.

EDIT:

And just as mysteriously they stop doing it.  Posting about it helps, I guess.

[ January 21, 2008: Message edited by: Yourself ]


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