Heh, I don't want to dig through 70 pages of post so I'm just boldly making these 2 performance tips:
1) In the DF 0.27.169.32a release (October 29) there is a significant bug that causes big performance hits on any z-level other than the starting one. I made a post about it on the Dwarf Fortress Gameplay Questions Forum and ToadyOne replied pretty quickly acknowledging the bug.
Luckily, he fixed it quickly. The DF 0.27.169.33a release (November 1) fixes this issue, so the game just zips along now on my fairly modest processor (Athlon XP 3000+)
2) The biggest performance correlator I've seen is the size of your playing map. Now, before you embark, you can increase or decrease the size of your playing environment. I believe the smallest is 3x3 world map tiles; I think that works out to 25% of the map space of the default 6x6
I can get extremely high FPS on smaller maps, actually faster than I could ever achieve in the old DF.
Personally I don't find smaller maps constraining as a lot of the "outdoor" area for my designs tends to be just a place for Mandrill to run around, hogging CPU cycles and terrifying my poor dwarves.
With the z-axis, I can just go up or down if I need more space.
Plus my largest ever old DF fortress would still probably fit in a maybe 4x4 world map, even if I built it somehow all on a single z-plane
Oh man, for an entire year and a half I received no immigrants so my Fort was slowly chugging along with just the original 7 workers. Then in the summer of the 2nd year I received 22(!) all at once. I'm struggling to expand my fort fast enough to make room for the new guys, especially since I only have 2 pickaxes.
I also have way, way to much stone. Crap is everywhere on the floors.
GRAAAAAAAAAAAAAAAAAH!!!!!!!
THE GAME CRASHED WHEN I WAS SAVING, IM SO FAR BACK NOW, GRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Im about to put this down for awhile, this is getting gay
Has anyone had a dwarf complaining about "the draft" at all? I've never seen that one before. Is it just because it's winter out?
If that was a joke, it was pretty humorous. If not, "the draft" refers to that dwarf being put into military service (militia). Dwarves without military skill don't like having to give up time at their crafts to go stand around in some drafty hallway. Of course, this can naturally be counteracted with the "Enjoyed the thrill of slaughter" happy thought.
I also have way, way to much stone. Crap is everywhere on the floors.
Make a parade field for your army using stone roads and then start a nuke program
Designate a dump zone, and start dumping a majority of that shit. Instead of selecting stone the tedious way, go into your "Stocks" menu, and to the stone section, then just start smashing the keys and going down the list.
The Pink coloured rocks are workshops though, so don't dump those ones.
Oh man, for an entire year and a half I received no immigrants so my Fort was slowly chugging along with just the original 7 workers. Then in the summer of the 2nd year I received 22(!) all at once. I'm struggling to expand my fort fast enough to make room for the new guys, especially since I only have 2 pickaxes.
I also have way, way to much stone. Crap is everywhere on the floors.
Same thing happened here. I was just getting along well with around 23 dwarves. My food and booze stocks steadily growing. Then I get a migration and think 'oh well'...until I noticed I received 23 new dwarves, doubling the size of my fortress. Now I've just got booze set on repeat and forever churning out barrels as I'm struggling to keep above 30 drink for them.
And to compound the difficulty, it seems my map has a nice river. Which would be great, if it weren't frozen into solid ice 100% of the time. So the only source of actual drink for my city is whatever booze they can produce. Which sucks since my fisherdwarves have jack-shit to do. Just turning everyone I can into farmers to produce more food than I can brew.
Had a sad event, one of my war dogs ended up dying to a kobold after previously tearing apart a kobold a few minutes earlier. So my other war dog ripped said kobold into itty bitty chunks for killing her brother. Yay, free weapons!
So I just started a map, right next to a cave. It looks like a pretty extensive network of tunnels and whatnot, and it culminates in a valley or something that's at least 4 z-levels lower than my starting point, which is filled with kobolds and random loot. Pretty cool, actually, but I've never fucked with building an army or whatnot and I'm scared I'm gonna die.
Also, just southwest of my starting position is the kobold leader, an elite bowman(bowkobold?). If I didn't think he'd massacre us all I'd go ahead and bumrush him.
Darmak on
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Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
edited November 2007
So, in a bit of experimentation (and still not having worked out how to get water power from the the cave river underneath a brook, which somehow has a floor layer between the two) I tried to build tower fortifications outside the fortress. The rewalling part took forever, but I now have two towers which are accessible from only inside the fortress and are some five stories high. One tower is for 5-6 archers (all encased in fortifications) and the other is large enough to field TWO catapaults. I'd put a roof over the fortifications as well, but I'm not sure there's any way to seal off a section above the dwarf's heads. Anyway, the project is fairly fruitless as far as the archers go simply because there's nothing close enough to do attack. The catapaults launch rocks ludicrously far, but I don't know if they can ever actually hit anything. At any rate, I plan to try and tick off the next race that comes through with whatever the next caravan is. Hopefully I'll get some sort of siege going on (I'm on year 3 of the current fortress, but it's almost entirely internally self-sufficient by now) without bugging the game.
Oh yeah, insane dwarfs + multiple levels = hilarity. A peasant (who really cares about peasants anyway?) went insane because I didn't make the right glass or something (I hate when it's something stupid like that). Instead of attacking his fellow dwarves, he goes outside and jumps about 2 spaces down, injuring himself and knocking himself out. He then crawls up a ramp and falls one space. Then he proceeds to crawl and crawl and now it looks like he's headed for some wolves outside the fortress. Hopefully they're about as tolerant of his antics as I would've been (I had six marksdwarves awaiting his eventual insanity).
Oh man, two goblins just tried to snatch kids out of my main entry hall... which is protected by six war dogs. The entire room is doused in blood and a Miasma is spreading now.
What does the Miasma do? It won't let me bring up a description for it.
Oh man, two goblins just tried to snatch kids out of my main entry hall... which is protected by six war dogs. The entire room is doused in blood and a Miasma is spreading now.
What does the Miasma do? It won't let me bring up a description for it.
Just gives a negative thought and obscures your view. On its own, it's nothing to worry about.
Dwarf Adventure. Instead of building or digging, you make a group of dwarves, all set for war, with plenty of swords and weaponry, then set them out to a hostile fort or cave full of enemies.
It would be interesting for me. I want to try it one of these days. I'd hopefully clear out an entire goblin fort, abandon, then come back with an actual dwarven building party.
Rear Admiral ChocoI wanna be an owl, Jerry!Owl York CityRegistered Userregular
edited November 2007
I think you do something similar in Reclaim Fortress. One of your past fortresses is full of enemies and you have to clear them with an armed party before you get to work, or that's how I last remember it.
I'm still debating on whether or not to take out the kobold leader. He is an elite bowman, but that's the problem. He's taking potshots at any dwarves or dogs who come near him, and he's close enough to the starting area that I'm kinda nervous. If I kill him, will the other kobolds retaliate?
Well a goblin master thief (ruler) attacked my fort a little while ago and was promptly ripped to shreds by the dwarven caravan that was currently in my trade depot. His head went flying 4 spaces away during the slaughter. Anyways, the goblins haven't retaliated in any way so far. You should be alright killing him.
About once a season the goblins try to snatch a child of mine peoples, this time around they sent a Master thief, and he had the audacity to snatch the child from his very bed. As I surveyed the scene with my godlike pause powers I noted 2 war dogs immediately outside the room, and I figured the thief's days had come to an end, daring or not the dogs would tear him limb from limb, as they have already done to so many of his kin.
I was wrong.
He exits the room and the dogs pounce, in a flash one of the dogs drops dead and the other limps off, minus limbs he enjoyed just moments before, The thief continues his escape. My dwarven militia is on the other side of my fortress and will never reach him in time, I think all is lost and begin to mark up another child lost to these green devils, but then as I watch him easily outrun my quickly conscripted dwarves he chooses a corridor that will forever change the outcome of his mission, for at the end lies one of the dwarven wonders, the most devious and deadly trap of them all... He runs, thinking to himself he is assuredly home free for he sees stairs and daylight seeping in, but then, seemingly from nowhere as if the dwarven god himself has decided to intervene and save this childs life, a block of shale three times the size of our thief falls, killing him instantly and sending body parts flying, his bag falls and out climbs the child, no worse for wear, and the fortress resumes its duties.
Well, this is annoying.
The outpost liaison is here, but can't speak to my outpost leader because he is unconscious and dying, and my leader can't get help because there are no water sources on the map, despite my ample alcohol.
I guess we lock the two in the room, poor bastards.
CmdPrompt on
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited November 2007
Water sources are a real pain in the arse in this version.
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
Human merchant wagons teleported through my walls by teleporting underground and then teleporting up on the other side. On their way out two of them teleported down into my underground food stockpile.
Human merchant wagons teleported through my walls by teleporting underground and then teleporting up on the other side. On their way out two of them teleported down into my underground food stockpile.
Posts
a really nice metal bucket, encrusted with gems
I think I'll just stick with my staircase perpetually flooded with water at the bottom
AKA [PA]Ilovepandas
whats it called? Logonarock, Chain of the Golden Ages?
AKA [PA]Ilovepandas
AKA [PA]Ilovepandas
That only happens if they are rather unhappy.
I think you misspelled "best". That sounds AWESOME.
1) In the DF 0.27.169.32a release (October 29) there is a significant bug that causes big performance hits on any z-level other than the starting one. I made a post about it on the Dwarf Fortress Gameplay Questions Forum and ToadyOne replied pretty quickly acknowledging the bug.
Luckily, he fixed it quickly. The DF 0.27.169.33a release (November 1) fixes this issue, so the game just zips along now on my fairly modest processor (Athlon XP 3000+)
2) The biggest performance correlator I've seen is the size of your playing map. Now, before you embark, you can increase or decrease the size of your playing environment. I believe the smallest is 3x3 world map tiles; I think that works out to 25% of the map space of the default 6x6
I can get extremely high FPS on smaller maps, actually faster than I could ever achieve in the old DF.
Personally I don't find smaller maps constraining as a lot of the "outdoor" area for my designs tends to be just a place for Mandrill to run around, hogging CPU cycles and terrifying my poor dwarves.
With the z-axis, I can just go up or down if I need more space.
Plus my largest ever old DF fortress would still probably fit in a maybe 4x4 world map, even if I built it somehow all on a single z-plane
I also have way, way to much stone. Crap is everywhere on the floors.
THE GAME CRASHED WHEN I WAS SAVING, IM SO FAR BACK NOW, GRRRRRRRRRRRRRRRRRRRRRRRRRRRRRRR!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
Im about to put this down for awhile, this is getting gay
AKA [PA]Ilovepandas
If that was a joke, it was pretty humorous. If not, "the draft" refers to that dwarf being put into military service (militia). Dwarves without military skill don't like having to give up time at their crafts to go stand around in some drafty hallway. Of course, this can naturally be counteracted with the "Enjoyed the thrill of slaughter" happy thought.
Make a parade field for your army using stone roads and then start a nuke program
Designate a dump zone, and start dumping a majority of that shit. Instead of selecting stone the tedious way, go into your "Stocks" menu, and to the stone section, then just start smashing the keys and going down the list.
The Pink coloured rocks are workshops though, so don't dump those ones.
Is there something about miners that cats really like? Both of mine have a herd of them following them in both of my forts.
Same thing happened here. I was just getting along well with around 23 dwarves. My food and booze stocks steadily growing. Then I get a migration and think 'oh well'...until I noticed I received 23 new dwarves, doubling the size of my fortress. Now I've just got booze set on repeat and forever churning out barrels as I'm struggling to keep above 30 drink for them.
And to compound the difficulty, it seems my map has a nice river. Which would be great, if it weren't frozen into solid ice 100% of the time. So the only source of actual drink for my city is whatever booze they can produce. Which sucks since my fisherdwarves have jack-shit to do. Just turning everyone I can into farmers to produce more food than I can brew.
Had a sad event, one of my war dogs ended up dying to a kobold
Currently DMing: None
Characters
[5e] Dural Melairkyn - AC 18 | HP 40 | Melee +5/1d8+3 | Spell +4/DC 12
Also, just southwest of my starting position is the kobold leader, an elite bowman(bowkobold?). If I didn't think he'd massacre us all I'd go ahead and bumrush him.
Oh yeah, insane dwarfs + multiple levels = hilarity. A peasant (who really cares about peasants anyway?) went insane because I didn't make the right glass or something (I hate when it's something stupid like that). Instead of attacking his fellow dwarves, he goes outside and jumps about 2 spaces down, injuring himself and knocking himself out. He then crawls up a ramp and falls one space. Then he proceeds to crawl and crawl and now it looks like he's headed for some wolves outside the fortress. Hopefully they're about as tolerant of his antics as I would've been (I had six marksdwarves awaiting his eventual insanity).
The dragon Limâr Neraban has Come!
I'm seriously fucked I think.
And yes, it does apparently breathe fire.
EDIT: haha it totally destroyed a kobold thief, god I hope it doesn't come into my fortress.
EDIT: Oh god, its inside!!!! I just drafted my entire fortress, pray for me and my kin.
Mine just sit there for 5-10 minutes before actually heading over to the fort.
The harder the rain, honey, the sweeter the sun.
Make sure that meeting area can be easily flooded.
What does the Miasma do? It won't let me bring up a description for it.
Just gives a negative thought and obscures your view. On its own, it's nothing to worry about.
I'm trying to get rid of some stone but would prefer if my planters kept planting.
Updates, you asshole! Inquiring minds want to know!
Dwarf Adventure. Instead of building or digging, you make a group of dwarves, all set for war, with plenty of swords and weaponry, then set them out to a hostile fort or cave full of enemies.
It would be interesting for me. I want to try it one of these days. I'd hopefully clear out an entire goblin fort, abandon, then come back with an actual dwarven building party.
I was wrong.
He exits the room and the dogs pounce, in a flash one of the dogs drops dead and the other limps off, minus limbs he enjoyed just moments before, The thief continues his escape. My dwarven militia is on the other side of my fortress and will never reach him in time, I think all is lost and begin to mark up another child lost to these green devils, but then as I watch him easily outrun my quickly conscripted dwarves he chooses a corridor that will forever change the outcome of his mission, for at the end lies one of the dwarven wonders, the most devious and deadly trap of them all... He runs, thinking to himself he is assuredly home free for he sees stairs and daylight seeping in, but then, seemingly from nowhere as if the dwarven god himself has decided to intervene and save this childs life, a block of shale three times the size of our thief falls, killing him instantly and sending body parts flying, his bag falls and out climbs the child, no worse for wear, and the fortress resumes its duties.
Master thieves are dangerous.
The outpost liaison is here, but can't speak to my outpost leader because he is unconscious and dying, and my leader can't get help because there are no water sources on the map, despite my ample alcohol.
I guess we lock the two in the room, poor bastards.
Now you're trading with portals!
I'm told my dudes have found a cave, but I can't find it on the map. I worry it'll be halfway up the cliff and home to some evil giant birds.