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Author Topic: HFS lag to all buggery  (Read 1511 times)

Bunny

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HFS lag to all buggery
« on: September 03, 2009, 01:14:51 pm »

Running 40d14, and playing in the DwarfHeaven seed.  Broke through to the HFS and, suddenly, LAG!  Lag so bad I can barely handle watching my dwarves walk down a corridor without needing to switch off the game in frustration.  FPS around 1-2!

I turned off temperature and weather
I set all other running programmes to my other core (dual core processor)
Gave DF a processor to itself on high priority
Everything in the pits is dead
Only the charcoal still burns
My fortress still lags.

Does anyone have any idea what more I can do to solve this?
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IHateOutside

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Re: HFS lag to all buggery
« Reply #1 on: September 03, 2009, 01:18:44 pm »

Are you sure all the fun is dead? You may still have some fun in ambush mode committing depraved acts on your FPS.
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Bunny

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Re: HFS lag to all buggery
« Reply #2 on: September 03, 2009, 04:25:33 pm »

Good point, I didn't really get much fun when I dug out.  Maybe I'll need to charge in with some suicide troops.  Thanks!
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Neruz

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Re: HFS lag to all buggery
« Reply #3 on: September 03, 2009, 07:34:22 pm »

If you're lagging badly, it's a surefire sign you still have some fun in ambush mode. Ambush mode eats CPU for breakfast.

kuro_suna

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Re: HFS lag to all buggery
« Reply #4 on: September 04, 2009, 12:10:47 am »

Based on my observations:

1 flying creature path finding is ridiculously expensive because it needs to test every empty square instead of just ground squares.

2 creatures in a melancholy like most of the trapped humans and elves will be take a lot of processing power when searching for a place to kill them selfs.
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torne

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Re: HFS lag to all buggery
« Reply #5 on: September 04, 2009, 06:24:21 am »

Didn't Toady confirm that creatures with melancholy don't actively try to commit suicide, they just ignore hazards while pathing?
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Rowanas

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Re: HFS lag to all buggery
« Reply #6 on: September 04, 2009, 10:37:49 am »

Yep, they ignore hazards, but for some reason they really do path off things more often than the average dwarf would.
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kuro_suna

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Re: HFS lag to all buggery
« Reply #7 on: September 04, 2009, 11:11:26 am »

Didn't Toady confirm that creatures with melancholy don't actively try to commit suicide, they just ignore hazards while pathing?

I'm pretty sure this is wrong, when I broke open a HFS 20+ creatures all made a beeline to a cliff in the bottom right end of the map.
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Quietust

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Re: HFS lag to all buggery
« Reply #8 on: September 04, 2009, 03:55:41 pm »

Didn't Toady confirm that creatures with melancholy don't actively try to commit suicide, they just ignore hazards while pathing?

I'm pretty sure this is wrong, when I broke open a HFS 20+ creatures all made a beeline to a cliff in the bottom right end of the map.

You'd figure the eerie glowing pit would be a lot closer. In my last fort (which pierced HFS), a quick look in Legends revealed that at least one of the melancholy creatures did jump into the pit.
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It's amazing how dwarves can make a stack of bones completely waterproof and magmaproof.
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kuro_suna

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Re: HFS lag to all buggery
« Reply #9 on: September 04, 2009, 04:31:44 pm »

Didn't Toady confirm that creatures with melancholy don't actively try to commit suicide, they just ignore hazards while pathing?

I'm pretty sure this is wrong, when I broke open a HFS 20+ creatures all made a beeline to a cliff in the bottom right end of the map.

You'd figure the eerie glowing pit would be a lot closer. In my last fort (which pierced HFS), a quick look in Legends revealed that at least one of the melancholy creatures did jump into the pit.

Is it possible one creature either was pushed into the pit, spawned over the pit or spawned in a way they were blocked by the pit.

Anyway the main reason I think they are doing some sort of search is multiple creatures keep choosing the same place and its likely the search start at one end of the map instead the creatures current position.
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