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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 19th Apr 2010 10:52 Post subject: |
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did you create a custom world or something?
default is a medium size island, so if you go and create a large world in the 'create world with parameters' option or whatever it's called, it'll take ages. you'll have craploads more important persons and stuff so saving/loading will take a lot longer for these large worlds as well.
the creation of the world also takes longer now because it simply runs longer than it used to.
world creation stops when 80% of all megabeasts have been defeated at which point the Age of Myth ends and a new age begins. In earlier versions, megabeasts were pushovers and died out quickly, so world generation usually stopped after about 200 or 300 years. Now, megabeasts kick serious ass and survive for a long time, so it'll always run to the default max setting which is 1050 years, ending with the Age of Myth still ongoing.
Also keep in mind the new version is still really new, and it's been in development for 1.5 years.
It's bound to have bugs and issues that have yet to be resolved, so maybe that is the cause.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Posted: Mon, 19th Apr 2010 16:12 Post subject: |
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Nope no custom world etc.
It just feels as if the calculation runs slower. *shrug*
I'm not complaining just observing.
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Posted: Mon, 19th Apr 2010 19:24 Post subject: |
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Reklis wrote: | Ok, for some (still unknown reason) the 2010 version runs like crap. Takes forever to create a world, save, load etc.
Hasn't been like that with the old one. Strange stuff happens... |
Firstly, if you have been running the 40d version before, this new release hasn't been merged with the OpenGL optimizations in that version yet, which can make framerates quite a bit slower. Another biggie is that the number of Z-levels are much greater, *and* they are filled with a lot more Hidden Fun Stuff. I'd wager this makes both loading, saving and world creation take more time since there's simply more data to process.
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Posted: Mon, 19th Apr 2010 19:26 Post subject: |
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Only performance issue I'm having is that every now and then, while moving around, the game will freeze for about 10 seconds.
This is in Adventurer mode, by the way.
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Posted: Mon, 19th Apr 2010 19:39 Post subject: |
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I just had a Ettin come in at the border of my fortress. No standing military yet, and only 4 layers of cage trap in terms of defenses. Should I just tell all my dwarves to stay inside and hope that I trap the thing, or should I draft a squad of useless dwarfs and attack it for great justice?
I have no arsenal dwarf or armors yet, only like 10 iron battle axes and a part time militia commander I used to deal with thieves. My forts rarely had big critters visit in the past, mostly gobbo raids and minor sieges. Thus, I'm unsure how to deal with it.
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Posted: Mon, 19th Apr 2010 19:43 Post subject: |
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 19th Apr 2010 21:07 Post subject: |
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Reklis I posted that computer thing already a page earlier. awesome stuff indeed.
Mental_Hippie, I suggest to draft miners in such an emergency. Picks are fuckin deadly.
don't bother drafting weaponless dwarves as punching stuff isn't very effective at all, especially if the enemy has leather cloth or something. You'll just be punching him forever.
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Posted: Mon, 19th Apr 2010 21:10 Post subject: |
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Send everything you got at it. The peasants will atleast prove effective meatshields.
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Surray
Posts: 5409
Location: Europe
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Posted: Mon, 19th Apr 2010 21:17 Post subject: |
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Let loose the dogs of war!
Likot Mosuskekim, Woodcutter cancels Sleep: Interrupted by Elephant.
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Posted: Tue, 20th Apr 2010 01:13 Post subject: |
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Ok, I tried tackling it by drafting every miner and woodcutter my fort could muster. Due to the new military interface being a bit of a pain, somewhat buggy, and me not really having learnt much about it, all of them decided to become wrestlers and drop their picks and battle-axes, except for my legendary miner who brought her trusty copper pick to battle.
My expectations of being smashed into the ground, picked up, and smashed into the ground again, came to somewhat of an anticlimax though. In part since the poor, two-headed, giant girl apparently decided I was not much to worry about since she picked a, hear this, x(giant cave spider silk dress)x as her weapon of choice. Regardless to say, using a silk dress as a weapon isn't one of the most effective fighting techniques. In part since my legendary miner brought her pick, which pretty much was the only thing doing any real damage. It took time, effort, and bucketloads of ettin vomit, but now 12527 weight units (in comparison a bin full of battle-axes weigh 66 units) of ettin corpse lie at my entrance. The cost was a smashed wagon (which I hadn't bothered deconstructing since I was on a forrested map) and a few bruises.
In any way, the tale of Fimshel Ustkulal the silk dress wielding etting being struck down by the legendary miner Iden Kizestcerol will probably go down as the cat fight of the century in the mountain homes. Also, my fortress can probably stop eating anything but ettin meat for the rest of that century.
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Tue, 20th Apr 2010 01:15 Post subject: |
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Lovely game........................................ just wanted to post something and point out my geekism.
Well, ok, also some question; How well moats work? (I diverted a brook and created a moat around my entrance, I just did a small miscalculation and flooded my fortress )
and,
Is it possible to dig like a deep (5-10 z-levels) hole and fill it with water from brook / river and would some creepy crawlies then start living in that water?
aaand one more;
Does the stream affect to the swimming? Ie. if I create a moat (a deep one if possible) and some creatures come attack me who can swim... If I have a huge number of floodgates controlling the moat. Could I, by opening them cause a massive stream which would suck the units through the floodgates?
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
Last edited by mtj on Tue, 20th Apr 2010 01:33; edited 1 time in total
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Posted: Tue, 20th Apr 2010 01:30 Post subject: |
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Moats work pretty good, though as I understand it moats without water work even better. I'm not sure if there are invaders that can swim across moats, but in any way, if you have a moat and a retractable bridge over it as the only entrance your fort can be made pretty much safe from anything but flying enemies, which aren't that common, at the pull of a lever.
As far as having a reservoir of water containing creepy crawlies, it should be doable if you have a river with real fish (as carp or pike) on the map. If you fill it directly from the river fish might follow the water in, lacking that you can always try to trap some fish and then release them in your water. Be careful though, carp is probably one of the deadliest species in all dwarf fortress and you should probably be prepared to throw away a lot of dwarven lives to catch and release them. If you haven't got'em in the river (unsure if brooks contain real fish atm, mine doesn't) maybe you could trade for some, though I don't know if caravans can bring trapped fish.
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Tue, 20th Apr 2010 01:51 Post subject: |
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Another newbie question post;
About the beginning of the game. What do you actually do right in the really beginning?
Do you quickly dig a couple of caverns in the dungeon, or do you set up workshops + stockpiles outside and start building some kind of defense.
When digging down (z-levels) should you always leave 1 empty level between, to prevent collapses?
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Big_Gun
Posts: 3017
Location: My mother's womb originally. . .
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Posted: Tue, 20th Apr 2010 02:45 Post subject: |
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Graphics for Dwarf Fortress are quite high on the list of features people want for the game. It probably wont come with any graphics but there will be support for graphics of some sort in the future.
For now you can just use tilesets and such.
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Big_Gun
Posts: 3017
Location: My mother's womb originally. . .
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Posted: Tue, 20th Apr 2010 03:17 Post subject: |
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SilverBlue wrote: | Graphics for Dwarf Fortress are quite high on the list of features people want for the game. It probably wont come with any graphics but there will be support for graphics of some sort in the future.
For now you can just use tilesets and such. |
Yep. Been playing DF for quite while now and love the tileset mods. I loved Stonesense too but it doesnt appear to work (yet) with the new version.
1 stripe purple belt in JiuJitsu (good grief this takes FOREVER hahah)
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Posted: Tue, 20th Apr 2010 07:13 Post subject: |
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holy shit
probably one of the nerdiest things i've seen this month so far
next step; run dwarf fortress.. ON dwarf fortress
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Posted: Tue, 20th Apr 2010 08:38 Post subject: |
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Big_Gun wrote: | SilverBlue wrote: | Graphics for Dwarf Fortress are quite high on the list of features people want for the game. It probably wont come with any graphics but there will be support for graphics of some sort in the future.
For now you can just use tilesets and such. |
Yep. Been playing DF for quite while now and love the tileset mods. I loved Stonesense too but it doesnt appear to work (yet) with the new version. |
Stonesense, is that the isometric addon? Looks really cool.
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Surray
Posts: 5409
Location: Europe
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Posted: Tue, 20th Apr 2010 09:06 Post subject: |
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mtj wrote: | Another newbie question post;
About the beginning of the game. What do you actually do right in the really beginning?
Do you quickly dig a couple of caverns in the dungeon, or do you set up workshops + stockpiles outside and start building some kind of defense.
When digging down (z-levels) should you always leave 1 empty level between, to prevent collapses? |
no need to leave zlevels untouched.
there is also usually no need for any kind of defense so early.
you should be safe until some time after the first caravan arrives (with the exception of wildlife maybe but that's ok)
What I do when I start is start digging the first level of my fort, just setting up a bunch of rooms near the entrance, where I will set up stockpiles for food, furniture and a few others. I also build a mason's workshop (for doors and stuff) and carpenter's workshop (for beds mostly at this point) in there.
it's also a good thing to start chopping down a bunch of trees right away because you'll be needing a lot of wood. if you have unused dwarves you can send them to gather plants for food. better than doing nothing and you'll probably need it anyway.
once that's done I dig down 2 or 3 more z-levels and put sleeping quarters on one of them (small rooms, 2x2 to 4x4 depending on your generosity), one for each dwarf.
and yeah..from there.. it's pretty much free game. I'll just do whatever the hell I feel like :P
depending on my starting dwarves' skills I might dig a cave and flood it with water from a pond or river to make the ground muddy which then allows me to plant plump helmets in farms there.
If that isn't an option at the time and I'm in an adventerous mood I sometimes dig straight down 10-30 levels until I reach an underground cavern and set up a farm in there. Keep in mind though that there's usually dangerous wildlife there and you could die quickly once you breach a cavern.
anyway you should focus on getting food and drink production up at first and start pumping out some rock crafts and stuff to trade once the first caravan arrives.
with a mechanic's workshop (for rock mechanisms) and a carpenter's workshop (for cages) you can also start making some cage traps and put them somewhere at the entrance where the enemy might come from some day.
With my first migrants I usually set up a 1 or 2 person military and try to equip them as good as I can, which means you'd need a wood furnace (to make wood into coal), smelter (coal+ore=metal) and smithy (metal+coal>goods/armor/weapons) but that obviously only goes anywhere if you actually have an ore available that can be made into a metal that can be made into weapons and armor.
you'll want to keep an eye out for ores like Tetrahedrite, Galena, Magnetite, Limonite and Hematite..oh and Cassiterite is also nice. Those are pretty nice ores that will get you cool metals to work with.
Hmm... I think I went a little too far here. lol
oh well, maybe the stuff I wrote is useful for someone :-)
-edit-
to further clarify the cave-ins, you're safe from that as long as you have floors. floors are fine. things don't start collapsing unless they are actually half floating in mid air due to channeling out ground next to them (which removes the floor) and such things.
as long as you dig normally, nothing can go wrong.
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Tue, 20th Apr 2010 09:43 Post subject: |
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Mmh, about cave ins. I had quite grand entrance to my cave, it just had a nasty cliff overshadowing it. So I sent a dwarf to channel it (I was hoping to collapse it). Well it collapsed, along with the dwarf who broke pretty much every bone in the body and made a major splash... aand survived just to do the same thing again Which he STILL survived. Now I've one happy miner chipping away with his broken hands, crawling with his broken legs....
Thanks Surray for the Z-level information. I've always been leaving 1 level unused between the layers. Good to know that it's not necessary.
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
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Posted: Tue, 20th Apr 2010 10:05 Post subject: |
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Well yes, sometimes dwarves are anything but intellegent in their decision where to stand while building/channeling something :/
Lost quite a couple of dwaves to stupidity like that.
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Surray
Posts: 5409
Location: Europe
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Posted: Tue, 20th Apr 2010 12:25 Post subject: |
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There's nothing more disturbing than a dozen or so dwarves throwing themselves off your central spiral staircase.
I renamed it suicide tower
But that happened to a lot of people at some point or another.
I can't forget one of the stories on their forums where a dwarf started beating up megabeats with a artifact cabinet
One of the best fort-stories on the forums by far 
sabin1981 wrote: | Now you're just arguing semantics. Getting fucked in the ass with a broom stale is an "improvement" over getting stabbed in the eye with a fork  |
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mtj
Posts: 2315
Location: Austria / Finland
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Posted: Tue, 20th Apr 2010 12:29 Post subject: |
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By the way, can your Dwarves fall in the moat, or are they intelligent enough to avoid it? I mean they seem to walk just fine over the bridge, but I'm not too far into the game yet, so maybe I should build some restrictions.
Intel Core I-9 9900K @ stock, ASUS Z 390A MoBo, 32GB 3.6GHz, Zotac 3090 | BeQuiet 1000W PSU, Be Quiet Dark Base Pro 900 case, 49" Samsung G9
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