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Author Topic: Murkknife - 1000 Dwarves; One tile.  (Read 12435 times)

Derpy Dev

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #15 on: August 30, 2017, 03:39:40 pm »

Hmm... perhaps if you can get the majority of those dwarves to live in cages, the issue can be bypassed.

Heliman

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #16 on: August 30, 2017, 04:22:39 pm »

Are you factoring for FPS death? Things get slow around 200 dwarves, let alone 1000.

FPS on small embarks get a remarkably easier; one of the reasons I started making 1x1 embarks was because I was playing on a teeny tiny netbook and a small area got me a performance spike right off the bat. Right now, I'm playing on a pretty dang powerful computer, so I think I can pull through. Possibly.

We'll see.
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Zammer990

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #17 on: August 30, 2017, 05:00:12 pm »

For the first few paragraphs I assumed you meant 1 tile, as in a 1000 dwarf tall pile of dwarves in a hole.
I recall I tried a 1x1 burrow a while back, though everyone ended up in a 3x3 area.
 :P
I assumed he was using some dfhack wizardry to make the embark area 1 tile :/
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If your animals aren't expendable, you could always station a dwarf or two out there?

Fleeting Frames

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #18 on: August 30, 2017, 06:53:41 pm »

Hm...I think you'd probably need at least 16x16 embark tiles due that being the size of a block, if it is possible at all. Still 1/9 of 48x48. 

bloop_bleep

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #19 on: August 30, 2017, 07:46:28 pm »

You say the game slows down significantly after 200 dwarves on a 4x4 embark. A 1x1 embark is 16 times smaller, so if FPS scales linearly (probably not true) the game slows down significantly after 3200 dwarves. This is of course, an enormously simplified calculation.

Fake-Edit: Well, actually, FPS is more correlated with amount of revealed space than embark size. If we suppose that only approximately a quarter of the available space per layer is used on a 4x4 embark, and all of the available space is used on a 1x1 embark, then the FPS would only be 4 times better, and the game would start slowing down after 800 dwarves.
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Dunamisdeos

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #20 on: August 30, 2017, 08:15:31 pm »

If I may make a suggestion, the most important thing is multiple meeting spaces and 5x5 hallways. I usually mandate one dining hall/statue garden/temple etc per 100 dwarves.

5x5 hallways makes sure there is enough space for them to move without slowing down due to pathing.
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Heliman

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #21 on: August 30, 2017, 11:15:55 pm »

If I may make a suggestion, the most important thing is multiple meeting spaces and 5x5 hallways. I usually mandate one dining hall/statue garden/temple etc per 100 dwarves.

5x5 hallways makes sure there is enough space for them to move without slowing down due to pathing.

The main stairwell is 4x4; It sounds smaller, but it goes through the heart of the fortress and has 16 squares to move around in. It should serve the high volumes I'll need.
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Heliman

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #22 on: September 01, 2017, 01:06:50 am »

1st of Limestone, 554:
-Is the only thought that runs through my mind.

We were Selected for this mission. "Selected". Another wagon of many that the king has sent out to die in the badlands. When we departed under an armed guard, I saw him standing on the parapet of our Mountainhome, speaking to an audience. He bid us farewell on our 'Pilgrimage,' but even as he proclaimed us saviors, he wasn't truely looking at us. No, there was some kind of anger in his eyes; the kind that broached into insanity. Haunting, really. I don't know what he meant by finding an 'ark of purity', and I don't think I ever will. I'm going to die in the badlands; like the rest.

~As Asmellular, the newest "Expedition Leader", apparently.

7th of Limestone, 554
Guards 'escorted' us into the badlands with our wagon, then ordered us to march until we were out of sight. Within an hour, we found the remains of the first expedition. Their bodies were left out to dry in cursed sunlight. The elements didn't claim them, though. They were filled with crossbow bolts. Dodok, one of the other miners, claimed they were of Dwarven make. Is this what happens when the wrong location is chosen? Rithzam; Wardmother- preserve me. What ever did I do to deserve this fate?


10th of Limestone, 554
We keep finding more wagons. Some of them look eaten. We heard Obok, our militia man, screaming one night near one of the abandoned carriages. We ran over as fast as we could, only to find him frantically swinging an axe into one of the bodies. He swore that it started moving. I told him to stay away from the axes for awhile. Stress must be getting to him. Come dawn, we saw something on the horizon. Nothing friendly could be out here. I decided to keep moving.

17th of Limestone, 554
We haven't seen a wagon in a week. We're Far enough away from the others, I suppose. I took Dodok and began digging straight down. The animals are going haywire because of the animals wandering around our outpost. Only goats have visited us so far. They're dreadful, bleating things but hardly worth the fuss. Our excavations yielded clay; and I've tasked all idle hands with collecting mounds to build a wall. It won't be much, but it will serve.

8th of Sandstone, 554
Construction on the wall has begun. Not much more to say. Though I suppose it is interesting we haven't been killed yet; considering all the other wagons, I guess that's the most remarkable thing of all.

6th of Timber, 554

Spoiler (click to show/hide)
It's done; it's finally done. Thanks to the clay, the groundwork of our defenses are finished quicker than we could have dreamed. Rithzam knows that it is far from the most defensible, but it is a first step. We were so tired that, as the final brick was laid down, the whole caravan collapsed where they stood. For once, I didn't yell at them to wake up. They've done good. For now, that's enough.

That's enough.


Dwarf Count: 7

« Last Edit: September 01, 2017, 01:26:49 am by Heliman »
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AbstractTraitorHero

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #23 on: September 01, 2017, 01:10:50 am »

Shouldn't this be in community stories/Succession fortresses? Also a dwarfing if possible would be cool. If ye do that.
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Heliman

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #24 on: September 01, 2017, 01:18:29 am »

Shouldn't this be in community stories/Succession fortresses? Also a dwarfing if possible would be cool. If ye do that.

I put it here 'cos this is where I saw Archcrystal. Not sure how to move the thead; though.

Dwarfing is where you rename dwarves after people right? Suppose I could. Armok knows I'll have enough people for it.
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AbstractTraitorHero

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #25 on: September 01, 2017, 01:22:30 am »

Yes that is what dwarfing is.
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Derpy Dev

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #26 on: September 01, 2017, 08:32:01 am »

This should definitely be with community games, but that's already been said. But what hasn't been said is how to do it! Scroll all the way down to the bottom of the page, and look to the bottom-left. A button labeled Move Topic should be there, as well as one labeled Lock Topic.

Also I'd like to be dwarfed too please :)
« Last Edit: September 01, 2017, 09:01:37 am by Derpy Dev »
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Heliman

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #27 on: September 01, 2017, 10:21:48 am »

Done; thanks for telling me how! I'll dwarf the two of you in the first migrant wave.

Progress right now is going good. I'm going to be climb-proofing the wall and paving the land around the fort, then probably build a raised trading route on top of it to allow room for !!traps!!. Clay lets me make complex early defenses much, much quicker. I seriously love this stuff.
« Last Edit: September 01, 2017, 10:24:18 am by Heliman »
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Dainz

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #28 on: September 01, 2017, 02:33:42 pm »

Great Idea, will be happy to watch the fps counter as the fort goes on. Please dwarf me too!
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Dunamisdeos

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Re: Murkknife - 1000 Dwarves; One tile.
« Reply #29 on: September 01, 2017, 02:43:48 pm »

I want to be dwarfed! Whoever the first weaponsmith/armorsmith is.
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