Fedor, I played the 3D version - ALOT - , but let me explain in detail:
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The floods in 23a didn't wreck framerate.
Of course they did not - there was only "water" / "no water" and nothing in between. Also floods were either "flood the adjacent space, up to X squares away" or "infinite flood, till turned off", both of which does not care how much water the "source" has. The new system implements a (more) realistic liquid system, where water does not just appear on the edges on a flood (which it did in the 2D version)
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Are you sure? Are you speaking of deep (dark blue rivers only or brooks as well? If only rivers, you do know that they're not available in mountains. If both, I'd love to see a brook with a sand bank in a place otherwise without sand. I've never gotten one yet, and believe me I've looked.
I believe to recall seeing one, but I might be mistaken or it might have been caused by a bordering biome with sand in it.
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You clearly have a faster machine than I do. Liquid water's a little too important to sacrifice to a init file toggle. 'Course, that's just my opinion.
That's part of the problem. You are disabling an important part of the game (temperature) but expect that the game works as if you didn't. You will see other glitches, like your dwarves happily swimming in Magma/Lava, but that's the price you pay for higher framerates.
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It was done in the 2D version; I ain't asking for anything new here.
Again, the 2D version did not have flow mechanics. I can only guess here, but I suppose the 2D version had something like a "ripple" that moved along the edges of floods and spawned "water" and again an "anti-ripple" that moved along the edges of "anti-floods" which de-spawned water. The 1/7 water really means nothing more than "the floor is moist" and will evaporate eventually; I don't know how much you have studied the flow mechanic concept, but imagine it as a "stack" of water. 1/7 is a stack. If you want water to spread out, you program it that it moves from a high stack to adjacent space with a lower stack. At the 1/7 level you have to "nail them" to the floor as you'd otherwise have wandering pools of water, which would look, honestly, quite dumb. That's the price for flow mechanics you have to pay.
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What Toady has already done on the AI is vastly appreciated. I am proposing that the game also look at ways to ease the burden on the AI.
No way to do that. Let's say dwarves don't dig under each other. Now you end up with two miners on adjacent squares waiting for the other to move so they can dig the square below him. And to avoid the dreaded "painting in a corner" syndrome you'd have to have to make the AI do a number of additional calculations. Any way you don't reduce the burden on the AI, you just increase it. That's the cost of "smarter" dwarves. I think Toady will get to it eventually, but it will take time.
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I'd like an apology for this statement. You're grossly out of line here. I'll be happy to explain precisely why if you're still in any doubt.
So far I have only read demands by you, not a single suggestion. I loathe to do it, but you are like a pointed hairy boss who goes into the office of a automobile maker and demand that they -pronto- design a car that runs on straw and water: "What, you can't? Look at horses, they were the predecessors of cars and they only needed straw and water." You are assuming that the 3D version works just like the 2D version, but the implementation of
flow mechanics changed the game quite a bit. So unless you can provide a workable solution to the issues, you just make random demands laced with "just do it, you did it before, lazy git". Honestly, if you were a dwarf noble, you'd get relocated to a room with an odd hole in the ceiling, along with your friend the baron who keeps mandating adamandite toy anvils, just about now.
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It doesn't matter how much of the world is boring. The game should not be boring! A player, especially a newbie player, should not be thrown, without advice or even warning, into a game that lacks the great majority of the Neat New Stuff that Toady has so painstakingly coded!This is an amazing game; I want it to more consistently put its best foot forward. Version 23a did a better job of this than the new version does just yet. For both the reasons I give and others.
Well, Toady could make every region auto-spawn complete with chasm, magma, pits, caveriver, whatever, but that would actually take away the fun. What use is being able to select a region you like, while being assured that everything but the kitchen sink is there. Just start near a named location, and include some mountains and you should be pretty well set - use reveal.exe if you really have to, (I don't) to make sure <your> is there.
But I'll add another thing here:
If you don't like it, don't play it - if you feel the 2D version is more fun and less CPU demanding, I'll be the last person to force you to play the 3D version. Increased hardware demands and (temporary) loss of certain features is a price you have to pay for such a big step of going 3D, changing the game from river-mountain-caveriver-chasm-magma-demonpits-admadite to a authentic environment and including stuff like flow mechanics.
[ January 04, 2008: Message edited by: CharonX ]