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Author Topic: FPS for a well developed fort  (Read 2125 times)

Reudh

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Re: FPS for a well developed fort
« Reply #15 on: November 20, 2011, 05:00:19 pm »

I've got 2.0Ghz dual core processor and 4GB of ram... so I can't imagine why it's so slow.

peskyninja

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Re: FPS for a well developed fort
« Reply #16 on: November 20, 2011, 05:21:44 pm »

I have a 3.0GHz dual core, and I'm afraid of trying something bigger than 4x4.
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Kepplerr

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Re: FPS for a well developed fort
« Reply #17 on: November 20, 2011, 05:47:38 pm »

I currently have 214 Dwarves and 15 animals all running around my fort merrily with a constant FPS of 100. The only time it dips below is when I mass dump 1000 pieces of stone or something. My personal trick is to create a nudist colony, dumping all the clothing into the magma sea. I have thousands of different types of items and a running river. The only thing is that I turned off Temperature and Weather. Temperature does little in terms of gameplay for my current fort and drops my FPS about 40-50 FPS when I breach the magma sea.

This may be a stupid question, but how do you get them to take their clothes off in the first place?
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Having a sudden increase of additional units in the area can take your FPS down like a paraplegic on an ice covered hill.

ImBocaire

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Re: FPS for a well developed fort
« Reply #18 on: November 20, 2011, 05:52:04 pm »

There's a dfhack tool that removes all ownership tags, allowing you to mark their worn items for dumping.
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Kepplerr

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Re: FPS for a well developed fort
« Reply #19 on: November 20, 2011, 05:53:05 pm »

Ah, thanks.
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Having a sudden increase of additional units in the area can take your FPS down like a paraplegic on an ice covered hill.

darkflagrance

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Re: FPS for a well developed fort
« Reply #20 on: November 20, 2011, 07:29:14 pm »

On my five year old computer, running a 4x5 map with 140-170 living creatures and constant 80+ enemy sieges due to the Fortress Defense Mod, I got 45-50 fps; this was at the cost of weather, temperature, any fluid movement other than the underground river, new construction or digging, and the need for constant destruction of items via atom-smashing.
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Buttery_Mess

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Re: FPS for a well developed fort
« Reply #21 on: November 20, 2011, 09:35:12 pm »

Clothes have that much of an impact? I'd always assumed it was the preponderance of stones.
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dyllionaire

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Re: FPS for a well developed fort
« Reply #22 on: November 22, 2011, 05:48:19 am »

The first thing I do when I hit magma is channel out two squares over it with two floors adjacent. I designate all four squares as a single garbage zone, and designate all the unwanted articles of clothing for dumping using the stocks menu. After that, I switch to handy-dandy dfhack, type in cleanowned all, and my Dwarves get to work! Just a warning that this is hugely time consuming, albeit one-time activity.
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LoSboccacc

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Re: FPS for a well developed fort
« Reply #23 on: November 22, 2011, 06:09:30 am »

Clothes have that much of an impact? I'd always assumed it was the preponderance of stones.

both of them, for different reason. stones adds up to temperature and stuff, so you can atom smash them or turn off temperature.

on my pc, I've found that changing all the clothes tag from SOFT to HARD prevented late game fps death (but you have to regen world)
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Nidokoenig

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Re: FPS for a well developed fort
« Reply #24 on: November 22, 2011, 07:05:36 am »

4x4 embark, 128 ponies, 374 animals, all caverns breached and walled off, temperature and weather on, 5 FPS(more if I shut off Firefox). Oddly enough, I like the way Dorf Fort essentially slows down to accommodate the exponential increase in things to keep track of as the fort sizes up.
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Triaxx2

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Re: FPS for a well developed fort
« Reply #25 on: November 22, 2011, 11:34:30 am »

4x4 is all the bigger you go?
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Sutremaine

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Re: FPS for a well developed fort
« Reply #26 on: November 22, 2011, 12:17:30 pm »

Maps are deeper than they used to be and increasing the embark area won't give you more mineral variety by itself. You need to add a new biome to the embark for that, and sometimes you have to go a long way to add a biome. 4x4 is enough to straddle a couple of biomes and get enough to work with in each one, and has fewer than half the tiles of the default 6x6. 3x3 is nice if you can get what you want into those nine tiles.
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