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Author Topic: Catsplosion and solution.  (Read 2181 times)

Deathworks

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Re: Catsplosion and solution.
« Reply #15 on: May 05, 2010, 07:45:23 am »

Hi!

See! The cats killing your FPS is just a myth! I knew it! Just a conspiracy of the dog-lovers!

As for increasing FPS, these are the things you can try I know of, but which usually only bring small changes:

* Reduce the number of objects : Convert your riches to few objects, selling off all cheap/small stuff to the caravans. Items that do not need to think about where they should go next or whether they should rot or not can not eat up your FPS
* Traffic zones : By having strong differences between the traffic zones and then prescribing high traffic for what you consider the most important/most often traversed routes, you can help the pathfinding a little bit

Deathworks
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Julien Brightside

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Re: Catsplosion and solution.
« Reply #16 on: May 05, 2010, 08:32:56 am »

THat would explain stuff, considering I`ve had a few "merchants meets goblins" situations occur on my map.

Quatch

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Re: Catsplosion and solution.
« Reply #17 on: May 05, 2010, 09:15:33 pm »

Further things:

wide hallways (3-5 tiles).
set your pathing costs in the init to 1:1:... rather than 1:2:5:.. see here: http://www.bay12forums.com/smf/index.php?topic=53651.msg1166201#msg1166201
partial print ON, + baughns accelerator
traffic cost low designations accross the front of every door and hallway that isn't a throughfare (so pathing doesnt check dead ends).
graphics fps to 20 or less

If desperate consider editing the raws, add [SPEED:0] to the dwarves for a while, they will move 10x faster than normal. That can help you implement wide hallways and dumping rocks to recover your normal FPS.
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SAVE THE PHILOSOPHER!
>>KillerClowns: It's faster to write "!!science!!" than any of the synonyms: "mad science", "dwarven science", or "crimes against the laws of god and man".
>>Orius: I plan my forts with some degree of paranoia.  It's kept me somewhat safe.

Julien Brightside

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Re: Catsplosion and solution.
« Reply #18 on: May 06, 2010, 07:22:36 am »

Ey, Thanks, oughta try that.

In any case, got tired off my old fort and started a new. This time I`m an experience smarter.

zwei

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Re: Catsplosion and solution.
« Reply #19 on: May 06, 2010, 07:35:50 am »

That killed 70 animals.
I gained 1 fps.

Hum, what else can I do to get higher FPs?

Add [AQUATIC] tag to dwarves.

The Grim Sleeper

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Re: Catsplosion and solution.
« Reply #20 on: May 06, 2010, 10:56:41 am »

I take it you are already using DF accelerator?

Flowing water or magma is also murder on your FPS. Consider embarking on a 2x2 river-less zone.
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Julien Brightside

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Re: Catsplosion and solution.
« Reply #21 on: May 06, 2010, 12:57:37 pm »

DF accelerator...no.

Where do I find that?

snelg

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Re: Catsplosion and solution.
« Reply #22 on: May 06, 2010, 01:09:35 pm »

DF accelerator...no.

Where do I find that?
Second sticky from the top in general discussion.
http://www.bay12forums.com/smf/index.php?topic=51957.0
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When there's no more room in the fortress, the cats will walk the earth.
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Julien Brightside

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Re: Catsplosion and solution.
« Reply #23 on: May 06, 2010, 02:56:15 pm »

That just made the game work at least three times faster.
I am now constant at 100 fps.
Thanks guys.

Hyperturtle

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Re: Catsplosion and solution.
« Reply #24 on: May 06, 2010, 07:18:04 pm »

What type of video interface do you have?

Oh and hey my recent problem is not a catsplosion, but a grizzly bear cub splosion.  Which is pretty handy, actually.
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