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Author Topic: Question about optimal FPS/Calcuation caps, and safely accessing Magma.  (Read 892 times)

BoogieMan

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I was curious if anyone was aware of good setting for the Graphical and Calculation caps. Assuming there is not appreciable slow down, what would be the best setting for the game to run at the intended pace?

I got to thinking about this because I'm trying to set up some Magma Forges from a volcano at my embark site. But I'm having an issue I've not encountered before. Previously, I set up floodgates just a little ways down from where the magma will be breached from and sent a miner to open the last wall segment, and they were always able to run away before the magma caught them. However, in my current game when I breach the last wall, it seems to jet out extremely fast and make it impossible for the miner to survive. I've savescummed while experimenting with different things, but nothing seems to affect the speed at which it comes out. I've dug channels it *should* have to fill before rushing out, put grates, fortifications, ramps, and even multiple layers of these things but the miner can never escape. So either there is something else going on I am unaware of, or I've changed my caps in a way which is somehow affecting the results. Currently I have to on 100 Calculation and 50 Graphical. It "looks" relatively normal, if perhaps tad bit fast.

So any advice for dealing with these two issues?

EDIT:

I tried digging a 3 z level deep pit below the breaching point that was 2x2, at the bottom of which I made a snaky corridor probably about 9 tiles long. I then put 2 floor grates over the pit and had my minor dig it out at an angle, and still he dies and that entire region is filled with 6/7 and 7/7 Magma in less than 5 seconds. Before I remember watching the magma drain out FAR slower.

M=Magma
O=Obsidian
PP= Pit 3z levels deep
GG= Obsidian Floor Grates, with 3 z level pit below them. Miner stand on right grate to breach, then gets incinerated.
X= Wall section breached, from a lower left angle.

MMMM
OOOM
PPXM
GGO
    OOOOO

OOOOOOO
« Last Edit: June 26, 2013, 11:29:07 am by BoogieMan »
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BoogieMan

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And interesting side note during one of my experiments, one of my marksmen just shot a Sparrow Man flying over the volcano, the surface of which is 2z levels down from the ground level around it. Apparently, it's crippled body fell into the magma and caused a splash of magma to spray up and start a colossal wildfire all over the heavily forested map. One of my other marksmen stood in approaching fire without attempting to flee and had his head melted.

:o
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ORCACommander

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Game FPS will not affect miner death. its just the "max number of calculations" that can be done in a second. graphical fps there is no point in setting it higher than your monitor's refresh rate.

its a bit exploity but what i do is use the bridge breach method to get inside a magma tube from below the top level.

o.......
^bbb
o.....
o

o is the obsidian, b is the bridge and ^ is a channel ... are floor tiles

if i have drawn this right then you have your main floor underneath it a tunnel with a bridge and below it another tunnel.
you block off access to the bridge layer and order your miners to channel the obsidian directly next to the bridge. the miner will then do this from beneath the bridge. the magma will then ruish over the bridge but not through it allowing your miner ample time to escape even if the bridge is not magma safe.


EDIT: and yup magma mist can be nasty
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BoogieMan

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I was able to get them to channel the wall next to the bridge from below, but the magma poured down diagonally anyway.. Not quite sure what I did wrong. I channeled the wall 1 space south of the original on the same level as the bridge and somehow that worked. So I finally got it going. Thanks for the input!

But that still leaves the initial question if anyone is aware of optimal speed settings to make it run at the intended speed.
« Last Edit: June 26, 2013, 03:13:22 pm by BoogieMan »
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Deepblade

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I usually make sure to tap into volcanoes at a diagonal if I'm not using some safer method. Water and Magma flow a little bit slower through diagonals, and water depressurizes.

Another good way to make sure Urist makes it out safely is to have more work for him to do nearby. That way the next thought in his head is "Time to go mine that section out upstairs" instead of "This is a beautiful hole I just dug. I'm gonna take 5 seconds to enjoy the view."
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ORCACommander

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As far as i can tell game speed is meant to 100 fps.lower the fps value will NOT increase performance

maybe this will clarify a bit

Z0 where you forges will be
Spoiler (click to show/hide)
Z-1 bridge and breach
Spoiler (click to show/hide)
z-2 support layer
Spoiler (click to show/hide)


i forgot that you must also have a ramp un the tile underneath the bridge
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BoogieMan

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That's pretty spiffy, thanks for the illustration!
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chris_strain

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As far as i can tell game speed is meant to 100 fps.lower the fps value will NOT increase performance

maybe this will clarify a bit

Z0 where you forges will be
Spoiler (click to show/hide)
Z-1 bridge and breach
Spoiler (click to show/hide)
z-2 support layer
Spoiler (click to show/hide)


i forgot that you must also have a ramp un the tile underneath the bridge

This is the proper (semi-exploity) method. Just take note that you mine the wall, not channel it.
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