![]() He's a legendary fighter and spearman from all the fights he has had. This guy had some serious adventures as I got lost with him and couldn't locate where my destination was, he even got dragged over a waterfall at one point and spent ages floundering before I was able to get him out. Sure enough, on the first major migrant wave one has arrived. My fortress embark was going to be just a little north of this. I don't know if it makes much difference but I decided to maximise the chances by having little history so there aren't many Dwarves in the world yet, making the Adventurers of the same civ and retiring them in the mountains where the civs location was. ![]() ![]() I created a savage world with 30 years of history and thousands of mega/semi mega beasts, looked up the Dwarven name Civ that I was going to embark as and created some Dwarven Adventurers to play with. I found this out while reading this thread and decided to try myself. >want to be a mountainholme and get a queen etc.Did you know that if you created a bunch of Dwarves in Adventure mode before starting a fort, there is a chance that they will arrive as migrants? >aquafiers are a mess so you might as well disable them, not that they are anything but a nuissance that shouldnt exist >tantrum spirals because each dwarf needs to have their shitty needs met, so you are again restricted >they also don't get ammo due to bugs and because the combat system is awkward as fuck >don't use marksdwarves because they bug out and whack the enemy with their crossbows >restrict yourself and don't do 50% of the game to get more fps >you need to turn off temperature to get more FPS >you need to turn off weather to get more FPS ![]() Half the features of the game is unusable The "complexity' stems from the game being coded like shit. They only apply when something LITERALLY depends on something else finishing first, the majority of computations in a game like DF can be finished in a less than strict order and have no discernible deleterious difference to the user (and when it does or might happen, you code accordingly so that sometimes you are enforcing SOME strictly sequential operations) People that have never in their lives done a single lick of coding need to shut the fuck up.ĭF "depending" on each thing to finish before the next is because it's badly designed water draining from level 7 has nothing to do with a goblin and dwarf engaged in melee fighting.Įven if you have (as an example) something like a unit moving through water that's currently draining, these calculations do not LITERALLY depend on each other they do not need to be done with the game locking while it calculates one thing, then unlocking to calculate the next, the player will not notice that the water drained one clock cycle faster than the dwarf moving through it or whatever.Īnd yes I am over simplifying, and no I'm not going to explain spinlocks, data races, or any of the other pitfalls. Pardon me for being retarded but what does that even mean? There are a few things you can do to help delay FPS death but probably the best thing you can do is to just play modded DF2012 if your PC is a potato With how the game is programmed (every tick, everything checks with everything else before progressing onto the next tick) itd basically be impossible without just making the game again from scratch to gain an extra maybe 5fps ![]()
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