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Topics - zagibu

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...for AMD announced an architecture capable of running a single thread on multiple cpu cores: http://gizmodo.com/5620423/amd-announces-8+core-bulldozer-cpu

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DF Dwarf Mode Discussion / Weapon research
« on: April 08, 2010, 08:19:07 pm »
The data below has been acquired with this simulator: http://node23.net/df_arena_simulator.zip (old version for DF without "About ..." entry on main menu: http://node23.net/df_arena_simulator_old.zip ) and this evaluator: http://node23.net/evaluator-hc.zip Just unzip the simulator package into the main dir of a new df installation, change df_arena_simulator_setup.txt to your likings, start df and run the .exe. The .au3 script is also included, in case you want to modify something (needs AutoIT scripting environment to run/compile). I recommend setting FPS to 0 in df, so that the tests will be as fast as possible. Also, don't change any key bindings, or the simulator might stop working.
Before running the evaluator script, edit it in a text editor and change the $pattern_start variable. Per default, it only counts strikes of "Dwarf 1". If you tested other creatures, or want to count strikes of another dwarf, change this pattern.
The evaluator script reads all "testreport" files and creates statistical data, which can be pasted in the included spreadsheet, for easier evaluation. The first page of the spreadheet represents the old results prior to 0.31.12, and the second page those of 0.31.12. I suggest you copy one of those and make a new page for the overview of your new test.

New data:
green = hit ratio (percentage of blows getting through armor)
yellow = light wounds
orange = medium wounds
red = heavy wounds
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver hammer100% 0% 100% 0%100% 1% 99% 0%100% 5% 95% 0%100% 1% 78% 21%93% 6% 94% 0%87% 2% 90% 7%
copper hammer100% 3% 97% 0%100% 7% 88% 5%100% 4% 96% 0%100% 7% 93% 0%97% 6% 94% 0%86% 2% 98% 0%
iron hammer100% 1% 99% 0%100% 8% 92% 0%100% 5% 85% 10%100% 0% 100% 0%89% 11% 84% 5%73% 5% 93% 2%
bronze hammer100% 3% 97% 0%100% 2% 93% 5%100% 8% 92% 0%100% 0% 100% 0%94% 9% 85% 6%86% 2% 96% 2%
steel hammer100% 7% 82% 11%100% 0% 100% 0%100% 6% 90% 5%100% 2% 98% 0%97% 2% 86% 11%82% 3% 95% 2%
adamantine hammer48% 96% 3% 1%21% 94% 4% 2%14% 97% 2% 1%38% 95% 3% 2%12% 94% 3% 3%9% 97% 3% 1%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver mace100% 6% 94% 0%99% 7% 93% 0%93% 6% 89% 5%99% 15% 85% 0%56% 17% 82% 1%20% 15% 83% 2%
copper mace100% 4% 96% 0%94% 16% 80% 4%92% 2% 88% 10%100% 7% 93% 0%52% 26% 72% 2%20% 14% 84% 2%
iron mace100% 7% 93% 0%95% 6% 94% 0%97% 1% 99% 0%100% 12% 88% 0%53% 25% 74% 1%19% 15% 83% 2%
bronze mace100% 1% 99% 0%100% 5% 95% 0%97% 5% 95% 0%100% 0% 100% 0%62% 14% 84% 2%21% 12% 86% 2%
steel mace100% 6% 90% 4%98% 8% 92% 0%91% 5% 95% 0%100% 18% 78% 4%53% 20% 75% 4%21% 12% 86% 2%
adamantine mace35% 85% 11% 4%32% 78% 20% 2%15% 82% 16% 2%34% 79% 19% 2%21% 77% 21% 2%9% 81% 17% 2%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver spear68% 9% 74% 17%45% 16% 62% 22%24% 35% 32% 33%63% 6% 74% 20%14% 81% 7% 11%9% 89% 3% 8%
copper spear94% 0% 66% 34%61% 10% 64% 26%42% 21% 53% 26%66% 4% 86% 10%15% 87% 1% 12%10% 78% 7% 15%
iron spear100% 0% 4% 96%99% 0% 13% 87%25% 59% 13% 28%66% 20% 23% 57%15% 89% 1% 9%8% 96% 0% 4%
bronze spear100% 0% 68% 32%100% 0% 42% 58%29% 42% 13% 45%70% 14% 35% 52%17% 86% 4% 11%8% 76% 15% 8%
steel spear97% 0% 64% 36%100% 0% 49% 51%100% 0% 22% 78%100% 0% 59% 41%16% 77% 5% 18%8% 90% 4% 6%
adamantine spear98% 0% 22% 78%100% 0% 21% 79%100% 0% 13% 87%98% 0% 31% 69%100% 0% 23% 77%2% 80% 10% 10%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver sword11% 40% 17% 42%6% 65% 0% 35%5% 86% 6% 8%9% 62% 12% 26%6% 68% 4% 28%3% 58% 8% 33%
copper sword13% 57% 10% 32%7% 43% 6% 51%6% 60% 6% 34%9% 57% 7% 36%6% 79% 2% 19%3% 65% 2% 33%
iron sword80% 0% 0% 100%59% 0% 4% 96%7% 61% 3% 36%10% 66% 9% 24%6% 62% 8% 30%3% 43% 11% 45%
bronze sword65% 0% 0% 100%50% 0% 9% 91%6% 45% 14% 42%11% 66% 5% 29%4% 56% 2% 42%3% 50% 11% 39%
steel sword98% 0% 7% 93%97% 0% 0% 100%85% 0% 6% 94%98% 0% 0% 100%5% 73% 5% 22%3% 57% 15% 27%
adamantine sword98% 0% 0% 100%100% 0% 0% 100%100% 0% 0% 100%100% 0% 0% 100%100% 0% 0% 100%1% 19% 5% 76%
silver armorcopper armoriron armorbronze armorsteel armoradamantine armor
silver axe4% 49% 11% 40%1% 0% 0% 100%2% 12% 4% 85%5% 41% 5% 54%2% 4% 0% 96%2% 0% 0% 100%
copper axe3% 64% 2% 33%2% 0% 7% 93%2% 0% 0% 100%3% 37% 0% 62%1% 0% 0% 100%2% 0% 0% 100%
iron axe41% 0% 3% 97%18% 0% 0% 100%2% 28% 0% 72%4% 33% 2% 64%2% 0% 0% 100%2% 0% 0% 100%
bronze axe19% 0% 0% 100%18% 0% 0% 100%1% 21% 7% 71%4% 53% 0% 47%2% 5% 0% 95%2% 0% 0% 100%
steel axe84% 0% 0% 100%100% 0% 0% 100%83% 0% 0% 100%77% 0% 0% 100%4% 44% 2% 55%1% 0% 0% 100%
adamantine axe97% 0% 0% 100%100% 0% 0% 100%97% 0% 0% 100%94% 0% 0% 100%96% 0% 0% 100%2% 0% 6% 94%

Unfortunately, the max post size doesn't allow me to post both the new and the old data, so i'll post the old data in my next post below.

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DF Dwarf Mode Discussion / Tough buggers those dwarves...
« on: April 06, 2010, 06:53:18 pm »
Maybe a bit too tough. It seems that creatures don't die fast enough in DF2010 (see attached screenshot). 5 goblins are standing around this poor dwarf hitting her for 5 minutes, but she still doesn't die.


4
DF Suggestions / Job manager: job distribution
« on: August 23, 2008, 11:46:40 am »
Currently, it's possible that the job manager ditributes jobs to workshops, but no dwarf can do them, because the workshop's profile doesn't allow the proper dwarf to work there.
I suggest the job manager checks whether there is a dwarf listed in the workshop profile capable of doing the job, instead of just spamming the workshop queue.


5
DF Suggestions / No auto pause in menus
« on: August 22, 2008, 03:27:26 pm »
I think the pause when accessing any menu should be removed. Instead, the pause action should work on every screen, so that you CAN pause the game when accessing a menu, but DON'T HAVE TO.
I find it rather annoying that big mining projects only take long, because the designating is complex and time-consuming, and not because of the mining itself. Would be cool if you could designate while the little dudes are already digging.

I think it would be handy in many cases, like when you are dumping stuff from the stockpiles list, or setting up new jobs in the manager, etc. Usually doesn't make sense to pause the game there...

But yeah, I don't know how the code is structured. It's well possible that such an overhaul would be quite the project...

6
DF Dwarf Mode Discussion / Poor thing never had a chance
« on: August 22, 2008, 10:36:46 am »


Now to try the same with a chasm, high cliff or lava pit.

7
DF Modding / New DF Auto Site Locator
« on: August 09, 2008, 09:55:50 pm »
As you might have noticed, there is now a cool site finder utility on the DF embark screen. The only problem is, that you still have to manually generate world after world and run it through the site finder.
Don't despair, for you'll be given the brand new and oh-so-great DF Auto Site Locator: http://www.geocities.com/qrphome/asl_v0.2.zip

Well, it's actually just an AutoIt script that generates a bunch of worlds and scans them using DF's above mentioned built-in site finder. You can let it run over the weekend, or during the night, if you are hunting for this very special location that can only be found in 1% of all worlds...

INSTRUCTIONS
1. Download and install AutoIt
2. Download Dwarf Fortress and unpack it to a new location
3. Change the default embark rectangle in data/init/init.txt to values of your liking (this will be used during the scan). DON'T CHANGE ANY FULLSCREEN SETTINGS!
4. Configure the world_gen.txt file. Make sure to change the right section (all world sizes have an own section, make sure you modify the values of the correct one)
5. Download the DF_ASL script and unpack it to the newly created DF location
6. Change to the asl folder in the newly created DF location and edit the DF_ASL_bla.au3
7. Start dwarf fortress in windowed mode
8. Run the DF_ASL_bla.au3 script. You can abort it anytime with ctrl + c. Try not to hit any other keys during the scan, or the script might get confused.
9. After the scan, make sure to close DF and delete all data/save/regionX folders (or move them to another folder). This is important, because if you start the whole process on an unclean DF instance, the output in DF_ASL_locations.txt will be wrong.

If the script never leaves the start screen, the pattern files provided with the script don't work on your computer. There is another script called DF_ASL_Pattern_Utility.au3 you can run that tries to create patterns in an interactive way. Also, if the script behaves strange, you can try to increase the  menu_delay and key_delay values in the script. They are responsible for the small pauses during script execution, and if your computer is slow, they might be too short, and the script might send keys to DF when it's not yet on the proper screen. I suggest doubling both values until the script behaves as expected (though it probably doesn't make much sense to go over 10000 for menu_delay and 2000 for key_delay).

Old version: http://www.geocities.com/qrphome/asl_v0.1.zip

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DF Gameplay Questions / Future gameplay: cave-ins and stairs
« on: August 09, 2008, 05:00:58 pm »
I just wanted to get your opinion about whether stairs should act the same as regular supports and keep the ceiling from caving in, or not, once a proper rock model is implemented.

9
DF Suggestions / Only store when not used in job
« on: August 09, 2008, 04:44:05 pm »
I'd like to see a priority change in the store item in stockpile job. Currently, only moody dwarves can grab an item right from the production site, all other dwarves that need a just produced item have to wait until it's stored in a stockpile.

I know, it's only a minor thing, but if it's possible to implement it without eating too many CPU-cycles, it could increase efficiency in the workflow.

10
It seems as if dwarven cities were not checked for when the game first places the embark rectangle upon visiting a new world tile, because it can happen that they are included in the rectangle, which results in an unembarkable "default" placement.

I know, you can just manually shift the embark rectangle, to exclude the dwarven city, but my DF Auto Site Locator can't do that. Also, it's still a bug, however minor it is.

11
DF Modding / DF Auto Site Locator
« on: April 19, 2008, 07:25:00 pm »
This is an AutoIt script that can automatically generate DF worlds and scan them for interesting fortress locations. It works by reading screen info, and not by analyzing the world data directly, so it is pretty slow.

   1. download AutoIt and install it: http://www.autoitscript.com/autoit3/downloads.shtml
   2. download and/or create a new Dwarf Fortress installation, change the default embark rectangle to 2:2 in DF's init file (but leave all other settings alone)
   3. download the current script and unpack it to a new folder in your DF installation: http://www.geocities.com/qrphome/df_asl_v0.6.4.zip
   4. download the latest version of regional prospector and put it into your DF folder: http://dwarf.lendemaindeveille.com/index.php/Utilities#Regional_Prospector
   5. edit the asl_bla.au3 script (found in the folder created in step 3) in notepad and set the global variables as you need them (especially the width and height of the world map, and check that tabula_rasa is True)
   6. Run DF, leave it at the start screen, then run regional_prospector and finally run the script by doubleclicking the asl_bla.au3 file
   7. wait until the script has generated and scanned all worlds (which can take a loooooooong time if you set it to generate and scan a bunch of 257x257 worlds)
  8. check all found positions by manually navigating to the coordinates (x is tiles from left edge, y is tiles from top edge) logged in locations.txt (found in the folder created in step 3)

The script generates worlds on the fly, checks all tiles of these worlds' maps and scans the local regions for the features set in the global variables of the script. It can currently search for all six of the regional prospector's special tiles. In addition, the script checks if the found features can be matched in an embark rectangle of user-defined size, and if it's even possible to embark there. It can also scan for flux and sand layers in this step.
If the script finds an appropriate location, it logs the current position on the world map to a text file in the same folder as the script, called "locations.txt". To see if you can get the script to work, it is best to set the map_width and map_height both at 17, worlds_num to 1 and scan for adamantium only (ignore every other feature). If you don't get any entries in locations.txt, something is wrong, as I've never seen a pocket world without at least one embarkable adamantium location.

Note: The script only works on systems where DF is reasonably responsible. If the script doesn't work as expected, you can try a higher value for the step_delay, but if DF alone already takes 100% cpu time on your system, just forget it.
I developped it on an Intel Core 2 Duo E6400, but I've also succesfully tested it on a regular P4 2.8 GHz. It didn't work on an AMD Sempron 3000, though.

The script is pretty much done. What remains are usability improvements and speed optimization.

Older versions:
http://www.geocities.com/qrphome/df_asl.zip
http://www.geocities.com/qrphome/df_asl_v0.1.zip
http://www.geocities.com/qrphome/df_asl_v0.4.zip
http://www.geocities.com/qrphome/df_asl_v0.4.5.zip
http://www.geocities.com/qrphome/df_asl_v0.4.6.zip
http://www.geocities.com/qrphome/df_asl_v0.4.7.zip
http://www.geocities.com/qrphome/df_asl_v0.4.8.zip
http://www.geocities.com/qrphome/df_asl_v0.5.2.zip
http://www.geocities.com/qrphome/df_asl_v0.5.5.zip

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DF Dwarf Mode Discussion / Hardcore baby
« on: April 16, 2008, 05:10:00 pm »
Seems my dwarves invented lobotomy...


13
DF Gameplay Questions / Pressure plates and hatch covers
« on: March 15, 2008, 06:13:00 am »
Has anyone gotten hatch covers to be opened by pressure plates? Mine just won't open at all. I've used masterwork mechanisms for the plate and exceptional for the links, yet the cover stays closed...I DO have set it to get triggered by citizens, BTW.

14
DF Bug Reports / [33g] Water wheels disappearing
« on: January 20, 2008, 12:06:00 pm »
All my waterwheels disappear from time to time. The structure is gone, it doesn't display, it also doesn't show anything when moving over it with q or k, yet you cannot rebuild something there unless you deconstruct the thing the old wheel was attached to earlier.
First I thought it was because in winter the wheel froze and got damaged this way, but it doesn't explain the construction blockade. Also I had it happen in autumn once when there was no frozen water anywhere.
Second thing is that floodgates don't seem to block the "flow" of water. I had a channel of water disconnected from the river on both sides, yet the wheel happily kept turning, and the water ripples still displayed.

15
DF Bug Reports / [38c] Moody dwarves demanding non-magma forges
« on: March 15, 2008, 07:48:00 pm »
So I had this moody dwarf. No matter what workshop I built, he didn't move. Then it came to me, that I had magma forges, and no normal ones. As soon as the regular forge was built, he claimed it and built a steel sock or something similarly useless. Maybe he wanted to have sex with a fire-imp, or whatever...

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