It's really frustrating that I can't seem to get my FPS above 30ish aside from immediately after embarking. I'd say I'll wait for issues to be fixed but FPS seems like the one thing that never really improves, only stays the same or steadily declines. How I miss you, days of constant 100 in any fort with <150 dwarves.
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# ? Jul 14, 2014 09:10 |
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# ? May 18, 2024 18:10 |
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World size seems to matter a lot for this release. I used to always go large by default just because generation was fast enough and it didn't impact speed after the world was generated. Now, though, it takes 5 minutes or more to advance the calendar when starting a new fort, even on a recent CPU (i5 4570), and my FPS started dropping below 80 before the first year was up. After dropping down to medium worlds, the calendar goes by in less than 20 seconds, and my FPS is still 100 with 45 dwarves, with the occasional dip into the 50s when combat happens. If you haven't already, try smaller worlds with shorter history simulations. Turning off temperature and stuff is also still an option.
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# ? Jul 14, 2014 09:34 |
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When I first started playing years ago, I'd change dwarves to be faster while I got used to the fort, adding a SPEED:300 entry to make them 3x's as fast. It's not doing anything now. Any ideas how to only increase my dwarves speed while I get used to all the changes?
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# ? Jul 14, 2014 09:55 |
There's something of a chart in raw\object\notes about gait numbers. Try using the faster ones and see what happens. Even then, it's just the movement speed. Separating different sorts of speeds was a big thing in this release.
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# ? Jul 14, 2014 09:57 |
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Thanks I'll go take a look!
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# ? Jul 14, 2014 10:08 |
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Does the latest Masterwork have the latest Dwarf Fortress build?
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# ? Jul 14, 2014 10:33 |
With DFHack still very much in the works, what did you expect? No, no.
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# ? Jul 14, 2014 10:36 |
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I imagine something the size of masterwork will take a while to update, and will likely wait until there's a stable version to work on before starting. Just get the most recent masterwork anyway, as far as I can tell Fortress mode isn't missing much except beautiful trees and cherry blossoms with the new version.
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# ? Jul 14, 2014 11:49 |
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Holy poo poo! You no longer have to swim across rivers in adventure mode. You can just turn up your 'S'peed to sprint, get a running start (so you're moving at 3.0) dwarf units and then just 'j'ump righ the gently caress across without even getting wet!
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# ? Jul 14, 2014 12:55 |
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Spanish Matlock posted:Holy poo poo! You no longer have to swim across rivers in adventure mode. You can just turn up your 'S'peed to sprint, get a running start (so you're moving at 3.0) dwarf units and then just 'j'ump righ the gently caress across without even getting wet! When you see an enemy at the edge of your vision, try (S)printing towards him and (j)umping directly into/onto him from a few tiles away once you have a good head of steam built up. Sends 'em flying
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# ? Jul 14, 2014 13:33 |
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SynthOrange posted:See thread title. In Masterwork I once had a wereloris. Which is one of these adorable fella's. https://www.youtube.com/watch?v=18-xvIjH8T4 Turns out their bite can be poisonous, and a werewolf version of it can literally sprint across an entire large map in about two seconds to rip apart a pack of wolves. It just kind of stood there at the edge of my fort, hanging off a cliff before calmly transforming back into a kobold and wandering off. Message received little fella. You're a badass, we get it. Archonex fucked around with this message at 13:50 on Jul 14, 2014 |
# ? Jul 14, 2014 13:44 |
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Angry Diplomat posted:When you see an enemy at the edge of your vision, try (S)printing towards him and (j)umping directly into/onto him from a few tiles away once you have a good head of steam built up. Sends 'em flying Modded adventures of Bronze Colossi are amazing when you do this.
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# ? Jul 14, 2014 13:45 |
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WhenInRome posted:Has anyone gotten the "demand that a civ pay tribute to your civ" option to work? The lords just keep telling me "I will not bend the knee" no matter how many times I tell them about lords I've murdered Once with my own made up group to a bandit, although I had to do ask twice. Second was with a bandit, I asked him, beat the poo poo out of him and cut off an arm, then asked again. Third was with a bandit, but I was a housekarl or whatever to a powerful faction so he didnt bother saying no.
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# ? Jul 14, 2014 13:49 |
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my dad posted:Modded adventures of Bronze Colossi are amazing when you do this. https://www.youtube.com/watch?v=BbOnvj9wZKc The next thing I want implemented is 3D creatures - like trees - that you can climb on, and jump around.
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# ? Jul 14, 2014 13:50 |
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Not sure if this is a new description in 0.40.x, but it's new to me: one of my dwarves is described as "belarded by great hanging sacks of fat."
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# ? Jul 14, 2014 15:20 |
It's not, I'm afraid. In other news, ahaha look at this. Notice anything vaguely different about the text formatting? Turns out stuff like description screens actually respond if you garnish them with colors or line breaks or any of the other tags used in the help files.
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# ? Jul 14, 2014 15:25 |
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HerrBrau posted:Not sure if this is a new description in 0.40.x, but it's new to me: one of my dwarves is described as "belarded by great hanging sacks of fat." Thanks to the absurdly lavish food I always heaped on my dwarves in the last version every single dwarf in my fort became grotesquely obese, using that exact description. I'm sure that's actually the one that indicates they're as fat as possible.
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# ? Jul 14, 2014 15:32 |
There's a different one for whether they're horribly fat and also small, thin, muscular or anything in between. You're right, though. If the description says something about massive lardy rolls or enormous, thick layers of fat or something in as many words, you know you're as pudgy as possible.
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# ? Jul 14, 2014 15:36 |
Apparently, human town halls just aren't built like they used to! e: The debris cloud still hasn't settled. Was the whole goddamn town built on air? scamtank fucked around with this message at 16:04 on Jul 14, 2014 |
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# ? Jul 14, 2014 16:01 |
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My militia commander is suffering from mortal terror because she killed a crab.
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# ? Jul 14, 2014 16:21 |
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Maybe she was vegan.
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# ? Jul 14, 2014 16:30 |
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Internet Kraken posted:My militia commander is suffering from mortal terror because she killed a crab. Ain't nothing wrong with being afraid of crabs. Safety first, folks.
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# ? Jul 14, 2014 16:32 |
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I'm trying to play Warlocks in Masterwork, but all the embark options don't work for some reason - none of the characters have any skills assigned. What skills should I pick for them?
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# ? Jul 14, 2014 16:33 |
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Internet Kraken posted:My militia commander is suffering from mortal terror because she killed a crab. https://www.youtube.com/watch?v=Q_nKBeYib6M
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# ? Jul 14, 2014 16:47 |
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Playing the new version makes me realize how awesome Dwarf Therapist is when I have to play without it. Bless it's tiny electronic heart. I made an embark and the trees are FULL of fruits. I know there is no way to use those fruits but can you imagine all the booze I can make from that?
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# ? Jul 14, 2014 17:12 |
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Michaellaneous posted:https://www.youtube.com/watch?v=BbOnvj9wZKc Yes. This could also make wagons a load less buggy.
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# ? Jul 14, 2014 17:23 |
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I noticed that fruits leave seeds (apple cores and peach pits for example) when they're eaten/brewed, so I'm hoping we'll eventually be able to plant orchards. I'm also hoping we get underground fruit-bearing trees. Spiny Blood Melons, Creepy Squashes, Fungus Boils. Brew the blood melons into Bloody Scareys. Speaking of underground trees, I noticed a weird bug with Tower-Caps. Despite being rather big, they only give a single piece of wood when cut down, and they leave behind floating ramps called "Unusable Downward Slope". Pretty weird.
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# ? Jul 14, 2014 17:24 |
huhhh wall of text aahhh carriage returns
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# ? Jul 14, 2014 18:05 |
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Hihohe posted:I found this sweet little video about a fort. Very This is amazing. Glad I took the time to watch this, it made me miss my Apple IIe
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# ? Jul 14, 2014 18:07 |
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scamtank posted:huhhh wall of text Please please please tell us how
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# ? Jul 14, 2014 18:56 |
You should know by now that I'm riding this string patcher bronco as far as it will take me. Here's the deal: all of those "This object is", "This is" and "On the item is" bits are separate strings. All you need to do is to add a line break token in front of each one, like so: code:
You could also try putting the [B] in the slab description in front of the quotation marks instead, so the "The slab reads" comes directly after the immediate item name and the memorial starts on its own line. e: I should probably start linking to the actual utility so people won't have to extrude the whole Masterwork package to get their hands on it: https://bitbucket.org/dfint/df-i18n/downloads scamtank fucked around with this message at 20:01 on Jul 14, 2014 |
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# ? Jul 14, 2014 19:16 |
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In the spirit of the recent world cup and my watching the Time Warriors' old Dark Messiah LP, I'm playing adventure mode differently today. Specifically, I just bicycle-kicked a bunch of overhead ravens into gore. I somehow forgot just how visceral wrestling can be.
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# ? Jul 14, 2014 19:43 |
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scamtank posted:You should know by now that I'm riding this string patcher bronco as far as it will take me. How did I gently caress this up
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# ? Jul 14, 2014 19:56 |
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A friend found this in his world.
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# ? Jul 14, 2014 19:57 |
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Is it true that Toady added the possibility of non-heterosexual units with the addition of an [ORIENTATION] tag in the last update?
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# ? Jul 14, 2014 19:58 |
Sultan Tarquin posted:How did I gently caress this up I'm guessing you need to put the name of the "language" you're "translating to" as the first line in the text file.
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# ? Jul 14, 2014 19:59 |
Sultan Tarquin posted:How did I gently caress this up I forgot that the very first line determines the filename. By default, it's just Dwarf Fortress Lng, put in whatever. I've revised my instruction.
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# ? Jul 14, 2014 20:00 |
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Ah right, got it working. Thanks!
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# ? Jul 14, 2014 20:02 |
Agent Kool-Aid posted:Is it true that Toady added the possibility of non-heterosexual units with the addition of an [ORIENTATION] tag in the last update? Apparently yep, that's exactly what it does.
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# ? Jul 14, 2014 20:02 |
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# ? May 18, 2024 18:10 |
Oh my god seriously? Where did you hear this?
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# ? Jul 14, 2014 20:03 |