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Voting closed: September 21, 2014, 09:36:21 pm


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Author Topic: The Natural History Museum "Adventurer succession world"  (Read 13522 times)

Plancky

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Re: The Natural History Museum "Adventurer succession world"
« Reply #120 on: September 28, 2014, 08:58:18 pm »

No axe or pick or fire-safe building materials at Castlebuds is making things interesting.
Thanks for the congrats.
« Last Edit: September 28, 2014, 09:01:51 pm by Plancky »
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #121 on: September 28, 2014, 09:11:39 pm »

Wooden training axes can cut down trees too.  Eventually you might get some miners to migrate, or you could trade extra booze to a caravan in return for some picks too, I suppose.  Also, I'm not sure but I think the aquifer still needs to be breached in Castlebuds.
« Last Edit: September 29, 2014, 12:32:35 am by Timeless Bob »
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L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
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Plancky

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Re: The Natural History Museum "Adventurer succession world"
« Reply #122 on: September 29, 2014, 12:56:04 am »

Summery of events durng the spring and summer at Castlebuds.
Spoiler (click to show/hide)
Two specimens lost, spinach leaf and pesimmon fuit. Should have forbidden them right away.
« Last Edit: September 29, 2014, 01:02:20 am by Plancky »
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #123 on: September 29, 2014, 03:13:09 am »

Just unretired Tosid Bolttakers from pisskop's save file and the game is slowed down to zero FPS about ten moves in.  However, I'm wondering if its because all the wildlife is pathing from one "wing" to another, and we happen to have four of them all adjacent to each-other?  While the game's running at "0" FPS, it's not entirely frozen - it's just taking @15 seconds (timed using my handy egg-timer here) per square to complete the movement.  I'll be attempting to move Tosid off-site and into the wilds to see if FPS improves.  Regardless, he'll need to go retire somewhere else before Planesfortress can be played in "Fortress" mode. (To avoid the "adventurer on site" crash bug.)
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L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
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ptb_ptb

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Re: The Natural History Museum "Adventurer succession world"
« Reply #124 on: September 29, 2014, 03:52:56 am »

However, I'm wondering if its because all the wildlife is pathing from one "wing" to another, and we happen to have four of them all adjacent to each-other?

It's possible, I suppose, but the FPS didn't increase when I turned all the unicorns and rhesus macques into clouds of pink fog.
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Timeless Bob

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Re: The Natural History Museum "Adventurer succession world"
« Reply #125 on: September 29, 2014, 04:21:05 am »

However, I'm wondering if its because all the wildlife is pathing from one "wing" to another, and we happen to have four of them all adjacent to each-other?

It's possible, I suppose, but the FPS didn't increase when I turned all the unicorns and rhesus macques into clouds of pink fog.

I conversed with the hammerer who'd been a previous companion, but since the site claim was made, he didn't want anything to do with Tosid, so that's interesting too.  The game crashed soon after, so I never was able to get him away from the Museum grounds (I crossed through the middle into the other sites to see if that changed anything.  No love.)
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L33tsp34k does to English what Picasso did to faces.

Dwarfopoly
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Bloodlines of the Forii

ptb_ptb

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Re: The Natural History Museum "Adventurer succession world"
« Reply #126 on: September 29, 2014, 05:17:29 am »

You could try vaporising Tosid (dump lava on him with dfhack or something).
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pisskop

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Re: The Natural History Museum "Adventurer succession world"
« Reply #127 on: September 29, 2014, 09:26:21 am »

You could try vaporising Tosid (dump lava on him with dfhack or something).
I would prefer you not, but if you must . . .

Im not sure its my adventurer thats causing the slowdown.  It was like that from the second I entered (genned into) the site, and has admittedly gotten worse
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drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
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Plancky

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Re: The Natural History Museum "Adventurer succession world"
« Reply #128 on: September 29, 2014, 02:25:29 pm »

Well I have gotton two crashed now in the middle of the month of limestone at Castlebuds. I am currently running it a third time, to see if it happens again before I make a bug report. My next earlier save is before I reclaimed Castlebuds right after my last adventuer, which looks like I will end up going to. Castlebuds runs at 9fps unpaused so this will be !!fun!!

ptb_ptb

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Re: The Natural History Museum "Adventurer succession world"
« Reply #129 on: September 29, 2014, 03:43:35 pm »

We could try retiring a copy of the save and examining it with a legends viewer. See if there are 2,000 blind cave ogres in the caverns or something.
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Plancky

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Re: The Natural History Museum "Adventurer succession world"
« Reply #130 on: September 29, 2014, 04:04:43 pm »

Trying that now.

pisskop

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Re: The Natural History Museum "Adventurer succession world"
« Reply #131 on: September 29, 2014, 04:06:13 pm »

If this all craps out, could we make four forts next to one another and abandon/retire them for wings?  Thats a population of 30 - ~100 staff members.  And plenty of space.
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

ptb_ptb

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Re: The Natural History Museum "Adventurer succession world"
« Reply #132 on: September 29, 2014, 04:13:54 pm »

If this all craps out, could we make four forts next to one another and abandon/retire them for wings?

Sure (IMO). That was basically the initial plan. Although, if we can't recover the items from the previous museum it might be sensible to just start a new world. :/

Or regen the old world with same settings and seeds - at least we'd know our way around. :P

We could give four players the chance to make one wing each.

It isn't clear exactly what is causing the crashes / FPS drop but I would suggest all adventurers be started in a world-gen site fairly distant from any player fortress and retired to a world gen site also fairly distant from any player fortress.

Or we could grind our teeth and wait for DF to be less buggy. D:
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Plancky

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Re: The Natural History Museum "Adventurer succession world"
« Reply #133 on: September 29, 2014, 04:43:56 pm »

Well pop isn't high.
13 Dwarves
2 Dwarf Outcasts
2 Chicken Outcasts
2 Blue Peafowl Outcasts
2 Dog Outcasts
2 Dingo Outcasts
2 Pig Outcasts
1 Human Outcasts
1 Rhesus Macaque Outcasts
1 Sheep Outcasts
1 Guineafowl Outcasts
not sure why so many outcasts.

pisskop

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Re: The Natural History Museum "Adventurer succession world"
« Reply #134 on: September 29, 2014, 04:49:56 pm »

Well pop isn't high.
13 Dwarves
2 Dwarf Outcasts
2 Chicken Outcasts
2 Blue Peafowl Outcasts
2 Dog Outcasts
2 Dingo Outcasts
2 Pig Outcasts
1 Human Outcasts
1 Rhesus Macaque Outcasts
1 Sheep Outcasts
1 Guineafowl Outcasts
not sure why so many outcasts.
An outcast is a foreigner or somebody else not officially part of a population/accepted by the site's group.  Not all outcasts are hostile outlaws.  Refugees?
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
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