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Author Topic: How would you design a fortress is fps wasn't an issue.  (Read 2417 times)

assasin

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How would you design a fortress is fps wasn't an issue.
« on: April 08, 2013, 10:54:02 pm »

It simple. If the various hardware compoments and stuff relating to dwarf fortresssess performance had a rating of "infinity" how would you design your fortressess. Would you keep it small to make it more effcient. World gen a world with several hundred z-levels, embark on a 16 x 16 and aim for a dwarf population of ten thousand. Design your fortresseess so every bedroom had its own shower and mist generator. There'd probably still need to be an fps cap to stop the game from running faster than you could respond to it, but what would you set it at? Would you lower it as the fortress grew and you had more things you would need to pay attention to.
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weenog

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #1 on: April 08, 2013, 11:15:17 pm »

If FPS weren't an issue, I might get more serious about my idle idea to try to fireproof dwarfs with carefully controlled body fat melting, and then put magma mist generators at all entrances, choke points, major intersections, and meeting areas.  Not even have a military, just the very air inside the fortress is on fire all the time.
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hops

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #2 on: April 08, 2013, 11:19:09 pm »

If FPS weren't an issue, I might get more serious about my idle idea to try to fireproof dwarfs with carefully controlled body fat melting, and then put magma mist generators at all entrances, choke points, major intersections, and meeting areas.  Not even have a military, just the very air inside the fortress is on fire all the time.

Humans exercise to lose weight. Dwarves just walk through magma.
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weenog

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #3 on: April 08, 2013, 11:22:49 pm »

I bet my medical staff would be top notch, too.  So much practice before the payoff...
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

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Gamerlord

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #4 on: April 08, 2013, 11:26:07 pm »

My fort would eventually end up with a population of on average 4 dwarves per tile. And I most likely would have carved out every possible square and used to the stone to build up, in a frantic attempt to give my dwarves enough space. One cave in would probably result in the deaths of about 3000 dwarves. The ensuing tantrum spiral would be epic.

Reudh

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #5 on: April 09, 2013, 12:01:46 am »

I would embark on a major Dwarven Childcare project. Every child, bar those showing poor physical attributes, would be sent to become blacked husks of destruction in a ten year cycle. I would devote an entire Z level to this.

hiroshi42

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #6 on: April 09, 2013, 01:56:21 am »

hmmm.

I would create a massive 16x16 embark tile dome resting upon the candy pillars of the world with obsidian cast buildings and artificial rivers of the three liquids (water, lava, and blood).  My dwarves' every need would be met by a small army of vampire slaves toiling away in the pits with the idea that after initial setup the fortress would be able to maintain itself at a stable population of 1000 dwarves for 1000 years without player intervention.  And no there would be no turtling, weredwarf and vampire marksdwarves, a massive trap hallway, and captured demons or forgotten beasts would defend the main entrance to the fort which would be housed within an emptied volcano. 

I have actually tested most of the components for a millennial fort but on much smaller scales.  Digging out even a 100 game-tile wide dome takes forever and I end up with horrible FPS.  And actually getting a vampire migrant when your popcap is 50 is a pain.  The only thing that cannot be automated and would be the limiting factor on the time a no-interference fort can run is body disposal/ghost prevention, you just have to crank out enough coffins ahead of time. 
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Beyondrepair

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #7 on: April 09, 2013, 05:37:27 am »

With infinite computing resources you could deploy immediately into the world itself without restricting embark area.. Why not run whole world inside fortress view then. ;) (Ok, so you could get lost, but there would be remedies to that like a "back to fort" button.) The point I'm trying to make is the game design would be completely different and more realistic, most probably. Even to the extent where simulating individual molecules in a liquid would be easier than 0-7 levels of water.
« Last Edit: April 09, 2013, 05:39:29 am by Beyondrepair »
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weenog

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #8 on: April 09, 2013, 05:47:21 am »

Actually with unlimited processing power you might as well go ahead and top the dwarven calculator by building a computer and installing Dwarf Fortress on it.  Just don't nest identical fortresses or your megaproject goes recursive and you'll never finish it.
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Loud Whispers

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #9 on: April 09, 2013, 07:39:27 am »

16x16 100zlvl tall artificial mountain with flowing canals all originating from one point pumped all the way up from a single originating source. A Dwarf for every room and corridor, a Dwarf for every level a DWARF FOR EVERY DWARF.

werty892

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #10 on: April 09, 2013, 09:20:47 am »

16x16 100zlvl tall artificial mountain with flowing canals all originating from one point pumped all the way up from a single originating source. A Dwarf for every room and corridor, a Dwarf for every level a DWARF FOR EVERY DWARF.
. A Dwarf for every room and corridor, a Dwarf for every level a DWARF FOR EVERY DWARF.
a Dwarf for every level a DWARF FOR EVERY DWARF.
DWARF FOR EVERY DWARF.
DWARFCEPTION

Sonlirain

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #11 on: April 09, 2013, 11:26:07 am »

1 - Drain the ocean into hell.
2 - Build a massive fortress over 100 dorfs strong at the bottom of the ocean.
3 - Plug the hole that leads into hell.
4 - BIOSHOCK!
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chevil

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #12 on: April 09, 2013, 12:38:09 pm »

I rarely use magma because of FPS but if I had unlimited processing power I would build a fort that has water guns only filled with lava aimed at every point on the map. Also some nice lavafalls, lava moats in major hallways, unlimited popcap and a huge hospital full of charred dwarves.
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weenog

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #13 on: April 09, 2013, 01:06:08 pm »

You know, perhaps the greatest thing about a fortress full of magma mist generators, and dwarfs who can survive it unperturbed, is it would solve the population explosion problem and provide the gradual hardening against tragedy that's so helpful in keeping a fortress sane.  Every time a baby is born, you'd get a witnessed death recently thought for nearby dwarfs, rather than a parasite for the next 12 years.
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

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Mohreb el Yasim

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Re: How would you design a fortress is fps wasn't an issue.
« Reply #14 on: April 09, 2013, 01:41:11 pm »

the biggest 3D Maze, or if i feel geeky i would make a cart-pump computer so my dwarfs can platy HC (human citys) in theire fortress ...
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