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Author Topic: What's going on in your fort?  (Read 6188425 times)

TheFlame52

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Re: What's going on in your fort?
« Reply #46125 on: February 14, 2016, 09:41:05 am »

So... platinum crutches: effective sidearms for injured militia, or extravagant waste of resources?
I've got a civilian with a lead crutch with like six cavern creature kills on it.

Calidovi

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Re: What's going on in your fort?
« Reply #46126 on: February 14, 2016, 10:57:15 am »

That raises a question for me: at what skill level is replacing a legless dwarf better than giving him a crutch?
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46127 on: February 14, 2016, 01:55:10 pm »

That raises a question for me: at what skill level is replacing a legless dwarf better than giving him a crutch?

What's more important is the fact that the afflicted dwarf needs time to build up their crutch-walker skill in order to get back to moving as fast as they could while walking.
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Chevaleresse

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Re: What's going on in your fort?
« Reply #46128 on: February 14, 2016, 02:36:22 pm »

I'm considering straight up getting a better player or at least someone with a better computer to fix my FPS for me.
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46129 on: February 14, 2016, 02:57:29 pm »

I'm considering straight up getting a better player or at least someone with a better computer to fix my FPS for me.

Lowering population caps and zeroing out the baby/child cap will help immensely. :V
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Chevaleresse

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Re: What's going on in your fort?
« Reply #46130 on: February 14, 2016, 04:15:03 pm »

I think lowering the popcap won't help much when the fort's already 200 strong. I know I have design flaws (big open spaces/etc) but I need them around until i can get stuff hauled out of them and all but aaaaah it's so slow

Plus the amount of shit that gets produced in the course of keeping said 200 dorfs occupied while I wait for a caravan to successfully make it to the depot without getting spooked by a giant mantis or something.
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Button

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Re: What's going on in your fort?
« Reply #46131 on: February 14, 2016, 05:20:27 pm »

Some ways to increase FPS without major changes to fortress architecture:

  • Paint major throughways as High traffic, and places you shouldn't path through unless that's explicitly where you're going as Restricted traffic.
  • Put any animals that don't need to graze in a cage. Make sure any animals that do need to graze are in a pasture.
  • Wall off the caverns when you're not using them. A locked door is fine too.
  • Turn off any machinery.
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FantasticDorf

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Re: What's going on in your fort?
« Reply #46132 on: February 14, 2016, 05:29:58 pm »

I'm not sure if its just my low-end laptop, but flying birds are particularly lag inducing with the high amounts of pathing that they do between z-layers for erratic flying pattern behavior (looking at you giant swallows) so killing/trapping them is a step i would advise, preferably with some nice solid crossbow bolts or whatever works for you.
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martinuzz

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Re: What's going on in your fort?
« Reply #46133 on: February 14, 2016, 06:01:28 pm »

or just remove the [FLIER] tag from all creatures
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Libash_Thunderhead

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Re: What's going on in your fort?
« Reply #46134 on: February 14, 2016, 06:46:21 pm »

I'm not sure if its just my low-end laptop, but flying birds are particularly lag inducing with the high amounts of pathing that they do between z-layers for erratic flying pattern behavior (looking at you giant swallows) so killing/trapping them is a step i would advise, preferably with some nice solid crossbow bolts or whatever works for you.
Killing creatures will cause another group to spawn. So sometimes I will leave relatively harmless ones alone as long as possible. Maybe you can trap them between draw bridges? Surely that will stop new spawn for a while.
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Psieye

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Re: What's going on in your fort?
« Reply #46135 on: February 15, 2016, 05:35:00 am »

I'm considering straight up getting a better player or at least someone with a better computer to fix my FPS for me.

Dude, me too. I'm currently doing a massive population cull (animals and resident non-citizen performers) which will remove pathing calculations for like three hundred creatures. I also have this obsessive tendency to get dwarves to legendary as quickly as possible: that means a crapload of repeat tasks, a crapload of items, and a crapload of hauling jobs/temperature calculations. It's not feasible. I'm switching to "slow growth" skill training and only producing items as necessary, focusing on more infrastructure projects like defence etc. Also selling off every single thing that a) is not going to be used in the near future and b) is easy to replace.

Hopefully it helps. It'll be anecdotal, but I'll let you know.

Alright, this seems to have helped a lot. I probably lost around a hundred animals, maybe, by deliberately leaving them outside during the last visit from our goblin guests, and my FPS just jumped drastically. Anecdotally, pathing costs a serious chunk of FPS so... I guess you could have got that from the wiki?
Experimentally, stockpiles were identified as an FPS burden just by existing.
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FantasticDorf

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Re: What's going on in your fort?
« Reply #46136 on: February 15, 2016, 06:50:59 am »

Killing creatures will cause another group to spawn. So sometimes I will leave relatively harmless ones alone as long as possible. Maybe you can trap them between draw bridges? Surely that will stop new spawn for a while.

True. And I've observed cage-trapping to induce the respawn behaviour as well.

However, eventually you can make the species go locally extinct, if you're diligent, which is a nice permanent solution. Don't know what kind of population numbers we'd be talking about, though.

I build barracks/archery ranges and set crossbow squads to train on the surface. They take pot shots at passing fliers, which gives them more experience than archery targets, and frequently take down the fliers.

Cage trapping or just being in custody (even if released again and bred) makes the wild population re-roll. Troglodytes for instance, can be fully controlled by catching a roaming group, point contact breeding them for younglings (who will immediately get out of dodge to the caverns often walking back into your traps)

Meaning that any you have behind (further breeding) will be disposable and the damage of taking them is negated by that youngling/younglings escaping. Perfect for dismemberment (via organised meat grinder traps set on repeat) if the bones or perhaps meat is of interest to you (depends on your civ entity)
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Chevaleresse

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Re: What's going on in your fort?
« Reply #46137 on: February 15, 2016, 10:51:21 am »

I'm considering straight up getting a better player or at least someone with a better computer to fix my FPS for me.

Dude, me too. I'm currently doing a massive population cull (animals and resident non-citizen performers) which will remove pathing calculations for like three hundred creatures. I also have this obsessive tendency to get dwarves to legendary as quickly as possible: that means a crapload of repeat tasks, a crapload of items, and a crapload of hauling jobs/temperature calculations. It's not feasible. I'm switching to "slow growth" skill training and only producing items as necessary, focusing on more infrastructure projects like defence etc. Also selling off every single thing that a) is not going to be used in the near future and b) is easy to replace.

Hopefully it helps. It'll be anecdotal, but I'll let you know.

Alright, this seems to have helped a lot. I probably lost around a hundred animals, maybe, by deliberately leaving them outside during the last visit from our goblin guests, and my FPS just jumped drastically. Anecdotally, pathing costs a serious chunk of FPS so... I guess you could have got that from the wiki?
Experimentally, stockpiles were identified as an FPS burden just by existing.

I use QSPs religiously. I've recently set up a dozen or so small stone stockpiles to facilitate hauling of ore so i can finally get the mines sealed off (i needed lots of boulders so i strip-mined a couple Z-levels) but I have a fairly low number of stockpiles either way. I suppose removing the food stockpiles in the prisons might help - do dwarves properly feed prisoners now? I know healthcare priorities are still a bit wonky.
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Random_Dragon

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Re: What's going on in your fort?
« Reply #46138 on: February 15, 2016, 11:37:15 am »

I suppose removing the food stockpiles in the prisons might help - do dwarves properly feed prisoners now? I know healthcare priorities are still a bit wonky.

Well, for prison stockpiles it might only matter if you actually have prisoners. But definitely don't delete food stockpiles in general, unless you like miasma. :V
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Sanctume

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Re: What's going on in your fort?
« Reply #46139 on: February 15, 2016, 12:04:21 pm »

I'm considering straight up getting a better player or at least someone with a better computer to fix my FPS for me.

Dude, me too. I'm currently doing a massive population cull (animals and resident non-citizen performers) which will remove pathing calculations for like three hundred creatures. I also have this obsessive tendency to get dwarves to legendary as quickly as possible: that means a crapload of repeat tasks, a crapload of items, and a crapload of hauling jobs/temperature calculations. It's not feasible. I'm switching to "slow growth" skill training and only producing items as necessary, focusing on more infrastructure projects like defence etc. Also selling off every single thing that a) is not going to be used in the near future and b) is easy to replace.

Hopefully it helps. It'll be anecdotal, but I'll let you know.

Alright, this seems to have helped a lot. I probably lost around a hundred animals, maybe, by deliberately leaving them outside during the last visit from our goblin guests, and my FPS just jumped drastically. Anecdotally, pathing costs a serious chunk of FPS so... I guess you could have got that from the wiki?
Experimentally, stockpiles were identified as an FPS burden just by existing.

I use QSPs religiously. I've recently set up a dozen or so small stone stockpiles to facilitate hauling of ore so i can finally get the mines sealed off (i needed lots of boulders so i strip-mined a couple Z-levels) but I have a fairly low number of stockpiles either way. I suppose removing the food stockpiles in the prisons might help - do dwarves properly feed prisoners now? I know healthcare priorities are still a bit wonky.

Wow, I too just gave up on having masterful perfect bedroom sets; or variety of food and drinks and I hardly surpass year 2 before re-gen a new world / new fort. 

The last world gen is more promising.  Small region, 1 cave layer, magma sea is maybe 30z below, and I found a nice embark with War with elves, goblins, human and a tower--and in a nice flat heavy forest, a stream, and has flux and iron and gold. 

I gave a generous starting embark points to field 2 military in steel uniform. 
160 drinks, and 80 mixed food should make me focus less on food initially. 
I also embark with flux and iron ore, so I can just start smelting next to the wagon, because the wagon is a nice QSP from the start without needing any hauling. 

What to do with the other 5 in my embark, well 1 wood cutter to mass cut, while the 4 construct wood walls and floors.  I kinda find it convenient to cut a few trees, then have them construct. 

I'm at war with the elves, so cut them trees and build above ground.  I am thinking of making a QSP wood pile and have 5 wood cutters go at it, but all these trees will need to be hauled.  5 tile feeder pile into wood QSP should keep 5 Urist busy hauling wood.
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