Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: New embark, frame rate optimization.  (Read 727 times)

Headless

  • Bay Watcher
    • View Profile
New embark, frame rate optimization.
« on: December 06, 2014, 04:48:46 pm »

So I won the last game.  Now I'll thinking about starting again.  I might want to try using magma, but I hear that stuff can crush your frame rate. 

When I won, my rate was down in the high 40s from just under 120 in the first year.  So I think a huge pump stack might be a problem.

Are rivers demanding on cycles?

If I don't have a river I will need an aquifer, or 2,  power means moving water, which option will use fewer cycles?

I was getting a lot of jobs canceled because something was inaccessible, usually some junk that ursit thought had to be stored.  Is that demanding on processor power? 
I would welcome any suggestions on the most efficient patching fortress.  I was thinking 3x3 tic tac toe grid. Stairs on the corners of the center square.   

Animals, are they better off alive and making decisions, of or dead but in dozens of pieces?


Not related to processor power, how wide does the path need to be for trade wagons?  Will rocks block the path?   How many turns can I put in my switch backs and still have them come through?
Logged

Magistrum

  • Bay Watcher
  • Skilled Fortresser
    • View Profile
Re: New embark, frame rate optimization.
« Reply #1 on: December 06, 2014, 05:16:23 pm »

First, you didn't won, you resigned before the inevitable defeat.
No, a river shouldn't make much difference in a fairly decent computer, as long as you don't tweak too much with it( like draining it into the caverns.)
The job cancelation spam isn't all that costly too, but takes a toll.
Stairs in the center and huge corridors are usually better.animals are better dead, but keeping them contained in a room helps a lot too, beware tough, because some animals may try to path trough forbidden doors bringing the framerate down to a ridiculous level.
Three tiles wide, when checking for path it will only show one tile. Mined rocks don't matter, but the map boulders that can be seen by looking with k do. Try to make roads so the path is kept clean.
Logged
In a time before time, I had a name.

Loci

  • Bay Watcher
    • View Profile
Re: New embark, frame rate optimization.
« Reply #2 on: December 06, 2014, 06:19:00 pm »

If I don't have a river I will need an aquifer, or 2,  power means moving water, which option will use fewer cycles?

Water doesn't have to be moving to provide power, it just has to have "flow". Dumping water into an aquifer can produce tiles with perpetual flow, great for powering things. However, a pump stack moves a lot of fluid around, and there are several more fps-efficient means to move magma.



Animals, are they better off alive and making decisions, of or dead but in dozens of pieces?

Neither. Avoid creating excess animals, and keep unused animals in a cage. Unwanted critters can be traded to a caravan to avoid cluttering up the unit list with dead peachicks, etc.

Logged

Headless

  • Bay Watcher
    • View Profile
Re: New embark, frame rate optimization.
« Reply #3 on: December 06, 2014, 09:33:32 pm »

First, you didn't won, you resigned before the inevitable defeat.
I did not resign.  I reached a new and satisfying end state, very fun!
Logged