Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 4 5 [6]

Author Topic: Fort Design  (Read 14580 times)

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Fort Design
« Reply #75 on: February 26, 2012, 09:50:00 am »

Looks like you've got the same CPU as me Azkanan. I still avoid using stairs but that's just because I prefer ramps.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

Azkanan

  • Bay Watcher
    • View Profile
Re: Fort Design
« Reply #76 on: February 26, 2012, 09:57:19 am »

Looks like you've got the same CPU as me Azkanan. I still avoid using stairs but that's just because I prefer ramps.

Pros of everything on one layer: I don't have to try and remember how many times to hit > or < to get to the Hospital or Bedrooms or...

Cons of everything on one layer: WTFAMILOOKINGAT.EVERYTHINGISEVERYWHERE.
Logged
A pool of Dwarven Ale.
WHO IS RESPONSIBLE FOR THIS ?

Koremu

  • Bay Watcher
    • View Profile
Re: Fort Design
« Reply #77 on: February 26, 2012, 10:00:02 am »

Looks like you've got the same CPU as me Azkanan. I still avoid using stairs but that's just because I prefer ramps.

Pros of everything on one layer: I don't have to try and remember how many times to hit > or < to get to the Hospital or Bedrooms or...

Cons of everything on one layer: WTFAMILOOKINGAT.EVERYTHINGISEVERYWHERE.
I just define hotkeys to take me to the core sections of each level
Logged
It's a dwarf.  Their natural habitat is "trapped on the wrong side of a wall".

Flinging children halfway across the map to land in magma is good, wholesome fun, but extramarital reproduction?  Why, that's just unseemly!

Sutremaine

  • Bay Watcher
  • [ETHIC:ATROCITY: PERSONAL_MATTER]
    • View Profile
Re: Fort Design
« Reply #78 on: February 26, 2012, 11:15:16 am »

I use hotkeys every 5 or 10 levels, whichever is appropriate to the map depth, and then maybe shift a couple of them around if an important location is right between two hotkeys. Since I'm a big fan of vertical fortresses having an orderly view of the place allows me to form a mental map more easily.
Logged
I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Mushroo

  • Bay Watcher
    • View Profile
Re: Fort Design
« Reply #79 on: February 26, 2012, 01:45:29 pm »

Is it true that using stairs hurts FPS? I have never heard this before.
Logged

Nikow

  • Bay Watcher
    • View Profile
Re: Fort Design
« Reply #80 on: February 26, 2012, 04:56:06 pm »

Is it true that using stairs hurts FPS? I have never heard this before.
Dwarf must stay on stairs, then he go up, next he must go to in some way. When Dwarf is using ramp, he must go to ramp tile and then staight to destination up tile. Three moves vs two moves.
Logged
In my fortress dwarves are dying from old age.
Dwarven wine is a little bit like good chicken soup:  solid at room temperature.

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Fort Design
« Reply #81 on: February 26, 2012, 04:57:32 pm »

Is it true that using stairs hurts FPS? I have never heard this before.
Dwarf must stay on stairs, then he go up, next he must go to in some way. When Dwarf is using ramp, he must go to ramp tile and then staight to destination up tile. Three moves vs two moves.
RAWR ALL NONSENSES!!!

Ok, but the difference is negligible.

Ross Vernal

  • Bay Watcher
  • Hilarity ensues.
    • View Profile
Re: Fort Design
« Reply #82 on: February 26, 2012, 05:01:12 pm »



The fort has been running for four years.

Solid green lines are unmade walls/floors/etc. The Palace is not going to be inhabited for some time, and the Captain of the Guard's bedroom is going to be lined with glass windows, surrounded by water, and filled with fish and vampires. You can't see it, but every entrance has a bridge, a row of quality bismuth bronze pick weapon traps, and a row of cage traps. All levers are in the Dining Room.

I'm also planning on making the towers into lead minarets with gold tops and to roof the fortress with a lead pyramid, topped with gold and menacing with spikes of wood.

I'm not showing the iron tunnels.
« Last Edit: February 26, 2012, 05:03:23 pm by Ross Vernal »
Logged

Montague

  • Bay Watcher
    • View Profile
Re: Fort Design
« Reply #83 on: February 26, 2012, 06:07:33 pm »

Wait. How do stairs adversely effect FPS exactly?

Is it when dwarves 'collide' when one is going down and the other is going upstairs? Would'nt multiple staircases alleviate this problem?

Also, I'd point out that the spreading A* pathfinding dwarves use calculates up and down on every single layer. Notice this when stonecrafters will go down 20 z levels under their workshop to pick up a rock to make mugs out of, but the rocks on the periphery of the same level the workshop is are the last to be picked up.

I noticed other players have a preference for ramps over up/down staircases, but I figured it was because up/down staircases sort of boggle the mind in how they actually represent real structures. As an asthetic choice, rather then practical one.

Not a problem for me ;D.

You have an envious number of cores in a excellent CPU, but remember DF only works off a single core. It is not a multithreaded program. Theoretically a duel core processor (one to handle DF, one to handle the OS and everything else) with a high GHz would be best. That said, the i7 multicore is probably still the best CPU commerically available to run the system, except what do you even have, 8 cores? That is probably overkill.
Logged

Jake

  • Bay Watcher
  • Remember Boatmurdered!
    • View Profile
    • My Web Fiction
Re: Fort Design
« Reply #84 on: February 26, 2012, 06:26:38 pm »

I tend towards a simple grid pattern of four 3x3 rooms connected by 2-tile corridors, both for workshops and bedrooms, but if I hit a mineral seam in the process I'll endeavour to work it into the layout of the fortress. I also hate leaving black space in between rooms for some reason, so any awkward-shaped spaces not big enough to wedge a 3x3 room into become furniture stores or small armouries or occasionally get expanded into a tiny sculpture garden.
Logged
Never used Dwarf Therapist, mods or tilesets in all the years I've been playing.
I think Toady's confusing interface better simulates the experience of a bunch of disorganised drunken dwarves running a fort.

Black Powder Firearms - Superior firepower, realistic manufacturing and rocket launchers!

Urist Da Vinci

  • Bay Watcher
  • [NATURAL_SKILL: ENGINEER:4]
    • View Profile
Re: Fort Design
« Reply #85 on: February 26, 2012, 06:35:43 pm »

This is what I have in d_init.txt:

Code: [Select]
Change these numbers to set the default weights for traffic designations.  If you make the last numbers too large, pathfinding might lag.
The format is (PATH_COST:<high>:<normal>:<low>:<restricted>).

[PATH_COST:1:1:5:25]

I changed the NORMAL path cost (default is 2) to be the same as the HIGH path cost (default is 1), which improves my FPS since the game spends less time hunting for a path in the wrong directions. I also wall off or use locked doors to seperate dead ends and unused mining tunnels.

Feb

  • Bay Watcher
    • View Profile
Re: Fort Design
« Reply #86 on: February 26, 2012, 06:46:33 pm »

I change my layout according to the map, evil map is usually make a shift+direction-sized room to get my wagon unloaded and then work toward a farm/poultry room (yeah, evil glacier with no aquifer, you HAVE to get food somehow :P), then trade depot (so I can get my layout going), then crafts/mason/carpenter/mech room, inner airlock for trade depot, exterior airlock for spider web passages (so migrants and traders can get in safely), then go from there, usually dorms then barracks though
Logged
Pages: 1 ... 4 5 [6]