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Author Topic: Future of the Fortress  (Read 1169385 times)

Kogut

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Re: Future of the Fortress
« Reply #3780 on: January 14, 2012, 08:05:01 pm »

And finally, what do werewolves have to do with any targetting at all ?
They can be... um... targeted??
Sometimes (targetable during werephase by dwarves/tagetable by everuthing else during dwarfphase? And wereturtle will attack wereelephant, but it will leave different wereturtle unharmed)

EDIT: Praise FPS increase!
« Last Edit: January 14, 2012, 08:07:14 pm by Kogut »
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Willfor

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Re: Future of the Fortress
« Reply #3781 on: January 14, 2012, 09:35:46 pm »

I'm assuming that all of the new interaction code (used by vampires, and other assorted things) links into the targeting code to allow you to do some precision things with it in melee. In order to link it in, he probably had to make it do checks for the interactions. This checking likely slowed it down in some way that he now has to fix.
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Cheese

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Re: Future of the Fortress
« Reply #3782 on: January 15, 2012, 08:34:11 am »

Is the problem of dwarven civs and to a lesser extent goblin civs tending to go extinct/near extinct (perhaps due to humans and elves doing so well because of farming) going to be fixed at some point? Perhaps in the next update cycle?
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Knight Otu

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Re: Future of the Fortress
« Reply #3783 on: January 15, 2012, 08:41:26 am »

Is the problem of dwarven civs and to a lesser extent goblin civs tending to go extinct/near extinct (perhaps due to humans and elves doing so well because of farming) going to be fixed at some point? Perhaps in the next update cycle?
The next version should do this.
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01/07/2012 Toady One More random issues today. I put iron back into the weapon stockpile menu were it was erroneously excluded, corrected manual typos, checked out how books/pages interact with reactions, tested all of the interactions in the interaction example folder, and forced world gen to check out farming races more closely so there'd be fewer worlds generated with starving dwarves (due to a lack of underground plants at their starting location).
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06/09/2011 Toady One Found my first tower-cap bed in a human's bedroom. It had an image of the foundation of a dwarven mountain hall in giant toad bone. An iron scourge made by the goblins made it to the back of the warehouse as well -- it commemorated a skinless demon becoming the law-giver of the goblin civilization. I also put in some extra precautions and tweaks so that dwarves form markets properly and are more survivable in world gen. Kobolds as well.
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Ghills

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Re: Future of the Fortress
« Reply #3784 on: January 15, 2012, 10:33:04 am »

Am I the only one worried by the sentence "Targetting [has gotten slow] too, in all modes, something to do with the werewolf/necromancer checks" ?

Not sure if it's too technical to be asked, but Toady : how can a necromancer line of sight affect a non-necromancer targetting something ? Do you mean targetting as in chosing which body part to attack or the "fire crossbow"-type targetting ? And finally, what do werewolves have to do with any targetting at all ?

I didn't read that as necromancer line of sight - I read it as "Targeting is slow in all modes, and it seems to be due to targetting checking for necromancer/werewolves".  That's the only thing that makes sense.  The slow code isn't necromancers/werewolves targeting others, it's X targeting Y and all the code that runs to tell if X or Y are necromancers/werewolves.

This might be related to the new interactions - necromancers and werewolves are only types of people who use the new framework as far as I know.

The news about markets is really awesome.  I'm excited for non-starved kobolds and dwarfs. :)
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EmeraldWind

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Re: Future of the Fortress
« Reply #3785 on: January 15, 2012, 11:30:51 am »

Am I the only one worried by the sentence "Targetting [has gotten slow] too, in all modes, something to do with the werewolf/necromancer checks" ?

Not sure if it's too technical to be asked, but Toady : how can a necromancer line of sight affect a non-necromancer targetting something ? Do you mean targetting as in chosing which body part to attack or the "fire crossbow"-type targetting ? And finally, what do werewolves have to do with any targetting at all ?

I didn't read that as necromancer line of sight - I read it as "Targeting is slow in all modes, and it seems to be due to targetting checking for necromancer/werewolves".  That's the only thing that makes sense.  The slow code isn't necromancers/werewolves targeting others, it's X targeting Y and all the code that runs to tell if X or Y are necromancers/werewolves.

This might be related to the new interactions - necromancers and werewolves are only types of people who use the new framework as far as I know.

The news about markets is really awesome.  I'm excited for non-starved kobolds and dwarfs. :)

Another possible problem is that checking to see IF a creature (this include player characters) has a interaction as/attached to an attack.

I say this is because there is no reason to check to see if the targeted creature is a werewolf anymore more than it checks to see if the creature is a chicken.

But the fact that a creature can have several various targeting interactions (some of which might be randomly generated), the targeting system needs to check through any attached syndromes/interactions for attacks and to check the attack for which type of targeting it uses (assuming that all interactions are treated as attacks for targeting).
« Last Edit: January 15, 2012, 11:33:36 am by EmeraldWind »
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Neonivek

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Re: Future of the Fortress
« Reply #3786 on: January 15, 2012, 05:46:03 pm »

The only time I notice combat REALLY slow down is when your knocked unconscious.
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Mel_Vixen

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Re: Future of the Fortress
« Reply #3787 on: January 15, 2012, 07:35:27 pm »

I guess its the Material-weakness-check that slows combat down. But it shouldnt be that troublesome?
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Re: Future of the Fortress
« Reply #3788 on: January 15, 2012, 08:04:26 pm »

Ooh, yeah, hadn't thought of material weaknesses... But still, why does it affect targetting ? I'd expect it to affect the damage resolution. Maybe the targetting AI ?
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monk12

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Re: Future of the Fortress
« Reply #3789 on: January 15, 2012, 09:27:02 pm »

Not to mention mummy bad luck curses- depending on when such checks are made, it might need to know whether the target is cursed early to modify any applicable dodge rolls.

Untelligent

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Re: Future of the Fortress
« Reply #3790 on: January 15, 2012, 11:23:54 pm »

Seems the remaining sponsorship animals (which presumably excludes the squids and ostriches and things he already did) won't be accompanied by new, unique features until later. A January release suddenly became much more plausible.

I'm fine with this.
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Greendogo

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Re: Future of the Fortress
« Reply #3791 on: January 16, 2012, 01:08:42 am »

Just some salt and water related questions:

Toady, will the game ever automatically remove the "salt" flag from empty dry spaces and provide us with means to scrub away "salt" as a contaminate in spaces filled with dry stuff so using cisterns becomes easier and more logical?  Also, will screw pumps ever be changed so they don't purify water and have that function replaced by a desalination tool of some sort?

Edit: To clarify, currently if you dig out a cistern and fill it with fresh water, and then contaminate that water with salt water, it makes the whole cistern full of salt water.  But as an added "bonus" it permanently makes any fresh water later entering the space of the emptied cistern into salt water.  This is irregardless of whether or not you have dug out the cistern and replaced every single block with new blocks, the "space" is what's contaminated, not the materials or items in the space.  So, my question is really why haven't you just made a check that removes "salt" from spaces that have nothing in them (no floor, no blocks, no rocks or trees or items or water) except air, and then just make the salt that still exists a contaminate that can only be removed from dry squares (so a cistern would just be emptied of salt water and scrubbed down good as new).
« Last Edit: January 16, 2012, 01:19:21 am by Greendogo »
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Kogut

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Re: Future of the Fortress
« Reply #3792 on: January 16, 2012, 07:42:07 am »

why haven't you just made a check that removes "salt" from spaces that have nothing in them
thousands (additional) checks every single tick may be described as "Laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag"
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MrWiggles

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Re: Future of the Fortress
« Reply #3793 on: January 16, 2012, 08:21:23 am »

why haven't you just made a check that removes "salt" from spaces that have nothing in them
thousands (additional) checks every single tick may be described as "Laaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaag"
Lag smag. Toady already describe checking for such thing, doesnt actually impact game responsiveness. As far as liquids go, its their logarithmic exponential mixing/interaction checks per tick that'll bog down the game.

Whats probably closer to a real reason to this long standing bug, is that it hasn't come up as part of DF development. It'll probably remain that way until liquids get looked at again. Maybe when more liquid types are added, or maybe when additional vehicles are added to the game, IE, ships.

Just some salt and water related questions:
Toady, will the game ever automatically remove the "salt" flag from empty dry spaces and provide us with means to scrub away "salt" as a contaminate in spaces filled with dry stuff so using cisterns becomes easier and more logical?  Also, will screw pumps ever be changed so they don't purify water and have that function replaced by a desalination tool of some sort?

The answer to this question, is most likely to be, yes, eventually.
« Last Edit: January 16, 2012, 08:24:40 am by MrWiggles »
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Neonivek

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Re: Future of the Fortress
« Reply #3794 on: January 16, 2012, 08:54:25 am »

Hmm I wonder... Well I guess I'll put out the Footkerchief bait... but this question is driving me nuts

Toady do the sponsorship animals means that soon we will have giant and person versions of all the animals currently in the game? Are we that far from a Monarch Butterflyman?
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