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Author Topic: [question about] Simple way to avoid 1-3 FPS in dark Fortress  (Read 3116 times)

Tilogour

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Hi.
What should I do if I want to make this game more playable when I want to enter dark fortress (in adventure mode)?
I don't want to play at all If I have 1-3 FPS.

What is your ideas ?
« Last Edit: March 16, 2015, 05:55:36 pm by Tilogour »
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Max™

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #1 on: March 16, 2015, 06:06:14 pm »

Go to entity_default.txt, down to the goblin section, remove the brackets from:
[USE_EVIL_ANIMALS]
[LIKES_SITE:DARK_FORTRESS]

Go to creature_standard.txt, down to the goblin section, remove the brackets from:
[NO_EAT]
[NO_DRINK]

Generate a world, export legends, if the "how do you really cap site pops" thread is anything to go by it should give much more reasonable populations.

Not bad, one world had the gobs getting wiped out so I aborted and got a world which had a fortress show up and remain intact so I let it gen the full 200 years, said fortress I was watching turned out like so:
Code: [Select]
6: Abostosbub, "Agehated", dark fortress
        Owner: The Curse of Stigmata, goblins
        Parent Civ: The Speechless Dungeons, goblins
        lord: Mawada Flankbearded the Faint Fortune of Salves, elf
        48 elves
        39 dwarves
        11 humans
        1 purple fiend
        233 goblins
        31 elf prisoners
        34 dwarf prisoners
        12 human prisoners

Overall world pops:
Code: [Select]
        5462 Dwarves
        2851 Humans
        18668 Elves
        8635 Goblins
        201 Kobolds

        Total: 35817

There are three dark forts with over 1k pop (1337, 1357, and 1663 respectively) but interestingly said forts don't have prisoners or indeed anything present except goblins, no billion trolls, no 9000 gobs, and the only forts I saw with prisoners actually had far more reasonable populations, the one I posted above and this one... wait, a pit with prisoners?
Code: [Select]
100: Urardost, "Malignrhythmic", dark pits
        Owner: The Monster of Clutching, goblins
        Parent Civ: The Scalded Fiend, goblins
        lord: Kivish Amazegalley the Hateful Mob of Ferns, dwarf
        59 elves
        14 humans
        35 dwarves
        60 goblins
        20 human prisoners
        49 dwarf prisoners
        57 elf prisoners
Neat!

The really interesting thing? This world looks like the type that would normally end up soaked with a billion goblins:
Spoiler (click to show/hide)
Look at all that purple!
« Last Edit: March 16, 2015, 06:21:38 pm by Max™ »
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XXXXYYYY

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #2 on: March 16, 2015, 07:22:53 pm »

Ker-snip
Wow that's a pretty world. Do you have a save available, perhaps?
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Oooooooo. I know. ClF3. That should be a fun surprise.

Tilogour

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #3 on: March 16, 2015, 08:20:13 pm »

Go to entity_default.txt, down to the goblin section, remove the brackets from:
[USE_EVIL_ANIMALS]
[LIKES_SITE:DARK_FORTRESS]
Thank you for help !!

I'm testing it just now, and I think add entries

[LIKES_SITE:DARK_PITS]
[LIKES_SITE:CAVE_DETAILED]
[LIKES_SITE:DARK_FORTRESS]
in entity_deafult works better (and delete bracers from cave and fortress).
I also find
   [MAX_POP_NUMBER:10000]
I change value.
   [MAX_POP_NUMBER:605]
I'm going to test it more, but I think now it's much better.

I add also add entry
        [MAXAGE:30:40] in creature_standard.

Now I have 398 goblins in Dark fortress (210 years) ! : )
I change parameters a little and I have more but still less than 1000 ; )

Spoiler (click to show/hide)

I add some new changed in entity_default
It's very effective : )
   [MAX_STARTING_CIV_NUMBER:24]
   [MAX_POP_NUMBER:330]
   [MAX_SITE_POP_NUMBER:250]
« Last Edit: March 16, 2015, 09:33:22 pm by Tilogour »
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Max™

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #4 on: March 16, 2015, 08:46:28 pm »

That puts em in fortresses, I used it with my angels to make them produce reclaimable forts and it worked great, but glad it worked out.

Also: http://dffd.bay12games.com/file.php?id=10687

It's got the wanderer's mod stuff in for adv mode.

Edit: you might want to change the values in the material_template_creature.txt for dragonbones but I put them back to being basically steel bones though I was experimenting to see what would happen with slade and forgot to put them back, and I pumped up the balm of power/strength values significantly because I had already been screwing around with stupidly buffed folks last world gen, you can see them to lower ones if you want but they are damn fun and a good reason to go pick a fight with dragons and ettins and such. Derp, also forgot I was trying to make the kids stop punching alligators and finally removed all their attacks but they just reverted to biting everything happily, added those back in with the current version on there.
« Last Edit: March 16, 2015, 09:56:59 pm by Max™ »
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XXXXYYYY

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #5 on: March 17, 2015, 07:04:51 am »

That puts em in fortresses, I used it with my angels to make them produce reclaimable forts and it worked great, but glad it worked out.

Also: http://dffd.bay12games.com/file.php?id=10687

It's got the wanderer's mod stuff in for adv mode.

Edit: you might want to change the values in the material_template_creature.txt for dragonbones but I put them back to being basically steel bones though I was experimenting to see what would happen with slade and forgot to put them back, and I pumped up the balm of power/strength values significantly because I had already been screwing around with stupidly buffed folks last world gen, you can see them to lower ones if you want but they are damn fun and a good reason to go pick a fight with dragons and ettins and such. Derp, also forgot I was trying to make the kids stop punching alligators and finally removed all their attacks but they just reverted to biting everything happily, added those back in with the current version on there.
Thank you!
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Max™

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #6 on: March 17, 2015, 08:41:45 am »

Hmmm, not sure if it was trying the internal facial features thing from the historical weapons mod but I keep getting crashes when I am around too many elf males, perhaps armok does not approve of bearded elves?
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Deon

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #7 on: April 18, 2015, 04:24:53 am »

Is it possible to lower pop while keeping evil animals and avoid 1000 trolls? Does setting troll lifespan to short help?
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Robsoie

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #8 on: April 18, 2015, 05:27:51 am »

Even with forcing creature to eat, and have lower (and sometime very short) lifespan and etc... while i get more playable results with acceptable level of populations , i stil sometime obtain unplayable level of populations as if things were still not eating/drinking and were immortal.

I think one of the big problem i encountered is that despite the MAX_SITE_POP_NUMBER settings should force population to move out (either into another site or found a new one) when they reach the treshold , they simply don't and continue to accumulate in the same places and will nearly never go create new sites (despite the SITE_CAP from worldgen is very large enough to allow that)

As even with MAX_SITE_POP_NUMBER set to 50 i still had thousands of goblins on some dark fortresses, and them not really trying to make new sites.

But it's not a goblin-only problem, sometime you can get thousands of population in humans and elven sites (without counting the many thousands of animals, as the problem isn't a troll only one when it comes to animal overpopulation).






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Deon

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #9 on: April 18, 2015, 08:29:52 am »

Could it be because the code cannot find appropriate place to settle, and raising limits on settlement may help it?
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Robsoie

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Re: [question about] Simple way to avoid 1-3 FPS in dark Fortress
« Reply #10 on: April 19, 2015, 09:34:17 am »

I'm not sure, i had modded
   [START_BIOME:ANY_LAND]
   [SETTLEMENT_BIOME:ANY_LAND]
   [BIOME_SUPPORT:ANY_LAND:5]
For every entities to avoid them being limited to a specific type of biome , but while i noticed those entities being able to start everywhere, i then didn't observed any of those entities trying to build more sites than when they had tokens limiting their sites to specific biomes.
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