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Author Topic: What's going on in your fort?  (Read 3161719 times)

Gigaz

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Re: What's going on in your fort?
« Reply #54045 on: July 07, 2019, 10:55:51 am »

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nickbii

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Re: What's going on in your fort?
« Reply #54046 on: July 07, 2019, 04:03:28 pm »

RAM speed?

2666
2666?

Yeesh. Can't get above 2,133 without overclocking.

That processor you mentioned isn't particularly great, so I'd say this is strong evidence that RAM speed rules the DF roost.
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Schmaven

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Re: What's going on in your fort?
« Reply #54047 on: July 07, 2019, 08:06:52 pm »

RAM speed?

2666
2666?

Yeesh. Can't get above 2,133 without overclocking.

That processor you mentioned isn't particularly great, so I'd say this is strong evidence that RAM speed rules the DF roost.

In my fort, the undiscovered undead hordes in the caverns tank the FPS more than all the other factors combined.  Reveal all from DFHack showed that rather than the 300 other units I thought I had, there were well over 1200... 

The RAM timing is equally as important as the cycles per second.  2,133 MHz with 10-12-12-24 would be about as fast as some 3,200 MHz with 16-18-18-36 timing. 

Every 12 clock cycles, the first passes data to the CPU, doing 2,133,000 cycles a second.  That's 177,750 data transfers per second.  Whereas the second performs 3,200,000 cycles a second, passing data only every 18th cycle.  That would be 1,777,778 data transfers.  Only 0.0016% faster.  Put another way, these 2 hypothetical RAM sticks would have identical FPS all other factors being the same.

Dwarf Fortress deals with many small calculations rather than massive ones like you would find in video editing applications, so the GB specs of the RAM doesn't really give you any advantage.  The cache size of the CPU may have more of a role to play there.

TLDR: You can save a lot of money and potentially even build a faster PC too if you do a some research into all the specs of each component.  Timing was a new one for me.  I thought it was all about clock speed before my last build.
« Last Edit: July 07, 2019, 08:08:43 pm by Schmaven »
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Ulfarr

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Re: What's going on in your fort?
« Reply #54048 on: July 08, 2019, 05:30:17 am »

Faster wipe maybe ever

Embark on a terrifying taiga. "You have found whatever-its-name-is lair". Oh shit that's a fuckhuge named zombie bear. Your fortress has crumbled.

brewer bob

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Re: What's going on in your fort?
« Reply #54049 on: July 08, 2019, 12:35:40 pm »

My fort just turned 10 years and the neighbouring goblins came to celebrate it by besieging me. I got most of my citizens to the safety of the fort, but a one-handed mercenary goblin chose to stay behind... I was sure he'd be overrun, as he was still recovering from his previous wounds. Turned out he had quite the fight in him and he pretty much wrecked the 15 or so invaders all alone before the rest of the military arrived to help out. I was honestly quite surprised, as so far my (small) military hasn't been so effective in previous battles.
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Urist McLaptop

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Re: What's going on in your fort?
« Reply #54050 on: July 08, 2019, 10:52:19 pm »

I am building a half in half out fort. The majority of the workshops are inside the Cliffside along with the quarters. I am at 60 dwarves. I have a wooden wall surrounding the front which contains several two story warehouses with workshops up top,a tavern for visitors, and a temple. The wall has been renamed the wall of the dead as I am putting dwarf tombs In front of the wall to make it thicker. I traded with an elf merchant and my first instinct was to entomb them and add them to the wall but j decided to be civilized. The elf proceeded to come back as a were monkey, killing several and infecting a couple. I buried the dead to the wall and forced the two infected into burrows in the tombs where I walled them up. Well. One did. The other one was too Injured and turned in the middle of my fortress. Several more dead dwarves later, I took no chances and walked the two surviving infected up in the middle of my fort. Along with a baby and an innocent. They killed one weremonkey when it turned but were slaughtered by the other one. I later moved the dwarf monkey into the wall. I went from 25 to 7

I realized I needed a military so I started to experiment with child danger animal rooms. However... it rather failed. So looking after my dwarves religious needs, I built a temple and used the children's bodies to fill the walls. One of my child experiments is haunting the living quarters. Well I trained up three dwarves, hit iron and armed them up. The next time elf traders came, my spear dwarf jabbed both in the head and stabbed one to death while the mace dwarf bludgeoned the escapee. I out the elf corpses on display in the temple. Now I am arming for inevitable war. I am 60 strong with 5 military. I am digging deeper to fuel the resources for traps and ballista when those skinny eared a holes come a knocking
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Legend tells of a fort besieged by a dragon. When 79 brave recruits fell to its breath, the last dwarf of the fort took up arms. He sprung from his sickbed and claimed an adamant one sword before he bulrushes the dragon. A clean swipe severs the head. But the dragon claws him in the lower body and burns him alive. As he melts into a pile of booze and fat, I rename him Ronnie James Dio and change his profession to dragonslayer. He will forever be immortalized and worshipped as a dragonslayer God.
Re: What's going on in your fort?
« Reply #54051 on: July 11, 2019, 02:00:18 pm »

Well isn't this fun!

Who would have thought a goblin siege would arrive and then a werewombat was thrown into the mix. Closed up an entrance drawbridge and will just wait my guests out, I suppose... don't even have a functional military yet - and a monarch to satisfy too.
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Robsoie

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Re: What's going on in your fort?
« Reply #54052 on: July 12, 2019, 07:20:03 pm »

Ok, i'll embark on an aquifer to test some water things.
As it takes way too much time to pierce it, i'll embark on a cold location so aquifer removing is easy as it will freeze from being exposed in the large hole i'm going to dig



I should have known the dwarven sense of moving on a bad tile when channelling.
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Deus Machina

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Re: What's going on in your fort?
« Reply #54053 on: July 12, 2019, 11:39:53 pm »

Welp.
Survive an early goblin siege I was completely unprepared for, had no military set up, no dwarves with weapons skills, and none that I could spare without losing vital functions.
Managed that by a combination of turtling up, getting hunters to occasional take potshots at goblins, and tricking them into ways to drop into the dry moat.
And then drop the drawbridges, permit the dorfs to go collect the goblinite, and the instant almost literally everyone is out grabbing armor, weapons and socks, a werepanther sneaks in and bites everyone on its way to plant itself right in the main fort entry.
80% plus infected or dying in about 90 seconds.
« Last Edit: July 12, 2019, 11:41:38 pm by Deus Machina »
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Quote from: KillerClowns
Beneath the slade, there is sheep. By all that his holy, there are so many sheep down there. I don't know why it's sheep.

Naturegirl1999

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Re: What's going on in your fort?
« Reply #54054 on: July 13, 2019, 12:03:23 am »

Welp.
Survive an early goblin siege I was completely unprepared for, had no military set up, no dwarves with weapons skills, and none that I could spare without losing vital functions.
Managed that by a combination of turtling up, getting hunters to occasional take potshots at goblins, and tricking them into ways to drop into the dry moat.
And then drop the drawbridges, permit the dorfs to go collect the goblinite, and the instant almost literally everyone is out grabbing armor, weapons and socks, a werepanther sneaks in and bites everyone on its way to plant itself right in the main fort entry.
80% plus infected or dying in about 90 seconds.
At least the infected don’t have to worry about future werepanthers, all is not list yet
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GENERATION 28: The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment
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*picks up pepper* “Look, a pickle” *puts down pepper* “wait, pickles and peppers are completely different instruments”
Moral of the story: Everyone has dumb moments, laugh at them

Eric Blank

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Re: What's going on in your fort?
« Reply #54055 on: July 13, 2019, 02:43:58 pm »

all is not list yet

Sounds like the bookkeeper's getting fired :P
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"THEN CAME TOBNOM, ASS-GOD".
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

Witty

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Re: What's going on in your fort?
« Reply #54056 on: July 13, 2019, 02:56:12 pm »

Tragedy, a werecat assaulted a group of haulers who were gathering wood. While thankfully a good portion of the others ran off, three foolhardy dwarves stood their ground for the brawl. All three were bitten.

The militia killed the cat, and two of the victims were exiled successfully. One however cannot be exiled due to the child not present bug/limitation.

He is now walled in the hospital, for the rest of his days most likely. I was hoping starvation/thirst would take them with time so we could at least bury them with some dignity, but it looks like those timers reset with transformation.
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I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Deus Machina

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Re: What's going on in your fort?
« Reply #54057 on: July 13, 2019, 04:16:07 pm »

I was hoping starvation/thirst would take them with time so we could at least bury them with some dignity, but it looks like those timers reset with transformation.

Indeed they do. My last fortress had a dedicated 'isolation room'. Once the infected is out of their hospital bed, they get a squad all of their own, and stationed in the room.
The door on one side locks behind them. The door on the other leads to the pumps.
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Quote from: KillerClowns
Beneath the slade, there is sheep. By all that his holy, there are so many sheep down there. I don't know why it's sheep.
Re: What's going on in your fort?
« Reply #54058 on: July 15, 2019, 03:17:39 pm »

I'm playing with a mod of my own in this fort, and got a slight surprise when some winter traders turned up and brought along some exotic animals. As they are fortress dwellers but also use surface things, they're even more versatile than elves... which last winter resulted in a tame giant cave spider showing up. Not this time though.

I've contacted three civs of these guys and so got three caravans. The animals of the first one to arrive are shown above; the animals of the last one to arrive are shown below. The one in between has no animals of interest (a cat and a giant sparrow).

And yes, a giant cheetah is on my map as of this post. I've mostly tried to keep my dwarves underground, as a giant cat is not really what they need to satisfy that "X is (unfocused/distracted) after leading an unexciting life" need (the excitement is because the cheetah would promptly try to kill them).
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Re: What's going on in your fort?
« Reply #54059 on: July 17, 2019, 02:17:04 pm »

This probably sounds like a necropost or whatever you call it on here, but I didn't think it warranted another thread. My fort being the only one to have dwarven (mood) artifacts in existence certainly boosted the wealth... since I have 6 of them. No strange moods have failed - yet, one will eventually. 3,600 for the bituminous coal table; 34,800 for the mudstone figurine of the queen of my civ; 3,840 for the donkey bone helm; 7,200 for the mudstone mechanisms; 72,000 for the mica mechanisms; and 44,400 for the slate dizesh (musical instrument), adding up to a total of 165,840 (values gained from DFHack, as it has the nifty feature of showing the "basic value" of a particular item when that item is viewed, which is basically an estimate of its worth - possibly irrespective of trade agreements)
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