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Messages - nuget102

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16
DF Dwarf Mode Discussion / Re: Maintaining framerate in 20 year fort
« on: April 07, 2018, 11:42:22 pm »


Dwarves will never path through restricted zones unless they need to, even if it takes them to the other side of the map.

Nope. "Restricted" tiles have a pathing cost of 25, meaning dwarves will only detour up to 12 normal-traffic tiles (or 25 high-traffic tiles) by default. (You can modify these values, however.)

In general, setting traffic costs can be helpful, but only if you know what you are doing. It doesn't matter what traffic costs you set if your dwarves are constantly running into each other in one-tile-wide hallways--they will flood-fill the entirety of the map looking for an alternate route, regardless of your traffic costs.

Thanks for the correction. :) apparently (according to the wiki) you can something like 10% fps from traffic designation, if some properly. On my fort I had a slight fps increase, but my fort is still young and runs great (80 calculation fps still and 50 graphical)

17
DF Dwarf Mode Discussion / Re: Maintaining framerate in 20 year fort
« on: April 07, 2018, 10:16:49 am »
So if I understand everyone correctly for starting a fortress that does not die performance death I should:

    Embark 1x1
    Small+young world
    Limit Caverns
    No trees
    Don't build stairs
    pop below 50
    no sieges
    don't produce rotting clothes
    destroy all excess items
    don't mess with water
    don't dig out much
    no animals

Forgot anything? Maybe I try playing this game again maybe it can still be fun with the outside raids and such but those above measures drastically reduce the fun in a fortress.

Just my thoughts on this:
First. Learn to love traffic zones. Set your main hallways and stairs to 'high' traffic priority. It's my understanding that the game will attempt to path through 'high' priotries. You can also set medium (default) and low priorities as well as restricted. Dwarves will never path through restricted zones unless they need to, even if it takes them to the other side of the map.

I find 1x1 embarks rather fun, I enjoy forts that span z-levels. I can usually fit a fort for 80 dwarves on 5 levels, and have everything they need including temples and taverns.

I enjoy young world's,  more nasty beasts to fight.

I never limit caverns and I don't usually have fps issues.

I embark on deserts or tundras usually, and I import all my wood. Easier than designating trees to be cut.

I think 60 dwarves is a good number. Gives me 20 military dwarves, nobles, and more workers than I know what to do with.

Rest is pretty accurate I suppose, but I enjoy sieges. Instead of atomsmashing (too much micro management) I like to set up a few minecarts that get filled with my junk using stockpiles and such, and I push them down into the magma sea

18
DF Dwarf Mode Discussion / Re: Evil Biome Tips
« on: April 06, 2018, 11:41:00 am »
Build a enclosed structure on the surface asap.

Evil biomes don't always reanimate

Weather can be nasty, like rain that causes localized necrosis. But it gets everywhere so you end up with a zombie of melted flesh.

19
if the last version you played was 0.31.25, then there'd be a very long list of changes.

Heh, last version I played was. 34. I've played ocassionaly since then but never managed to get past getting a tavern set up.
I'm loving the world activation, and libraries seem cool once I figure out how they're used... And pedestals are a thing now which is awesome.

My question is, would fps be worse on a medium world than a small? I've been playing small world's, but I'm use to large. Planning to try a multigenerational fort by setting the cap to like 60 dwarves.

20
DF Dwarf Mode Discussion / Re: How many bars per ore?
« on: April 04, 2018, 08:47:21 pm »

21
DF Dwarf Mode Discussion / Re: How many bars per ore?
« on: April 04, 2018, 06:46:12 pm »
It's always four bars per boulder of ore. Making bronze from ore requires two boulders, so you get eight bars. Same for other alloys you can make directly from ore.

Edit: Some ores do in fact have a chance of producing a second type of metal. This is limited to tetrahedrite (20% chance of silver) and galena (50% chance of silver). They count as silver ore if you're making alloys from ore.

It's been a while since it was one bar. That was back when your chance of getting a mined boulder scaled with the miner's skill level.

Thanks for the info! I didn't see it mentioned in the wiki as to how many bars per ore, unless I missed it.

22
DF Dwarf Mode Discussion / How many bars per ore?
« on: April 04, 2018, 06:10:46 pm »
It's been quite some time since I've played,  and never paid attention to how many bars a single one makes but I just assumed it was 1 bar per ore.

I have limonite on my map and it produces 4 bars per ore. What about other ores? Is it 4 bars per ore regardless of the ore? Do certain ores make more bars than others?

23
DF Dwarf Mode Discussion / Re: How to go about multilevel rooms...
« on: April 02, 2018, 06:07:22 pm »
Just remembered another trick. 
Dig everything you want to hollow out as stairs, then remove them from the top down.
probably the safest.

24
DF Dwarf Mode Discussion / Re: How to go about multilevel rooms...
« on: April 02, 2018, 01:21:28 pm »
Or you could intentionally do a cave in and then remine the room

25
DF Dwarf Mode Discussion / Re: Booze droppers
« on: April 02, 2018, 01:57:13 am »
I found booze drops too much hassle. I do an airlock room type. So let's say we have the room the dwarf stays in, say room 1. Well to get to the fort proper the dwarf needs to leave room one through another room (the airlock) which is sealed with a bridge or a door (depends on circumstances)

I lock the dwarf in room 1, fill the airlock with supplies, then reseal the airlock and allow the dwarf access to the airlock to collect said supplies. The airlock varies, from being a 3x3 up to 20x20.

Should be noted I don't normally drop off supplies, instead I pick up supplies. Such as rock crafts and such.

If you wanted to drop off booze though a simple way to do it:

1) Make the airlock a stockpile.
2) assign this stockpile to take from links
3) make the linking stockpile your main booze stock
4) make a stockpile in room 1
5) make this stockpile take from the airlock stockpile

Anytime your dwarf in room 1 needs supplies just lock the airlock from his room, fill the stockpile with needed supplies using above method, unlock the airlock (be sure to lock it from the fort proper first)

Voila. The micromanagement is pretty much none, since I often give the dwarf a year of supplies minimum. Normally because I only check every fall or some such. Unless I have a cool werebeast, then they become the center attraction I'm a glass room in middle of my dining hall. Results in !!FUN!! When you forget to lock the airlock.

26
Reading this makes me want to make a multi generational fort.
Get a good computer, set your population low, and turtle. Also grab yourself DFhack for fixing bugs that pop up in long-running forts.

Yep, already did. :) OK well I'm willing to sacrifice fps for a 60 dwarf fort. 20 military (raiding purposes mainly) and I embarked on a tundra, hopefully that'll help.

Working on making a few controlled cave ins to secure the first cavern later before exploring it fully.

27
Ptw

Awesome fortress!  I haven't played in a couple years but reading this has made me want to try another fort.

Reading this makes me want to make a multi generational fort.

28
DF Dwarf Mode Discussion / Re: Questions about Wagons
« on: March 31, 2018, 07:39:01 pm »
I thought traders would adjust their positions? Maybe not?

29
DF Dwarf Mode Discussion / Re: Crashes are very frustrating
« on: March 31, 2018, 06:03:09 pm »
Weird I would think df on Linux would be more unstable. I have yet to crash, I'm using LNP. Perhaps it's a Windows only issue? I've heard the crashes may be linked to dfhacks job manager (I use dwarf therapist)

30
I usually do a min/max style build. I take booze and meat of course to tie me over until the first caravan burn almost never take any picks, axes, or anything else that can be made.

My usual embark includes something like 100 wood logs since I enjoy being friends with the elves, they're more valuable to me alive than dead. I like the animals they bring,  so I don't cut down trees. I opt for war with humans instead, they have iron at least.

I also bring a ton of raw ore. I bring no fuel, I make charcoal when I need it.

Rest of my points goes into a breeding pair of cats, and then two male hunting dogs and a metric ton of war dogs.

The wood can be used to build a admittedly cramped roofed fort on the surface until I can get picks. I tend to embark on evil biomes for the added fun, so a way to block the rain and fog is a must.

At least two of my seven are drafted into the military, one is my bookkeeper/manager, the other four are allocated to whatever I may need. Usually going to the military by winter of y1.

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