I have a feeling that what will ultimately be the end of this fortress will not be a siege, starvation, dwarven temper or someone puncturing the circus, but the absurdly low FPS.
That and the saves are slowly but surely dying.
I have a feeling that what will ultimately be the end of this fortress will not be a siege, starvation, dwarven temper or someone puncturing the circus, but the absurdly low FPS.
That and the saves are slowly but surely dying.
I'm finding it hard to continue even now, the lag is just insane. Maybe someone else could try going forward from terminutter's save?
Think we should call it a loss and try again after a few bugfixes? Preferably with a popcap of 150 or so.
I never expected such bad FPS issues, processor priority was on realtime, and I had a whole core allocated.
I know my machine's pretty average, but still!
It took like 15 seconds for a miner to dig out a single square for me, and I'm on an i5 2500k (and that was with 170 dwarfs, they are probably a lot more now). That and the saves are dying.
Maybe it would be best to do what Termi suggested, start anew, this time we think it through very well before starting. We need your fix, someone needs to fix the mosquitoes and we could use Masterwork for some things (we could disable everything in Masterwork except some of the lag-relief, that way it'd be like vanilla, only with less lag).
Edited:
We aren't calling it a loss though, Dwarfs don't lose and next one to suggest so gets thrown to the mosquitoes for defeatism.
Giant Mosquitos were fixed in the version released on the 18th, traders now bring wagons, mouse designations are fixed, and truetype is enabled by F12.
Just need Orkel's fix and maybe a masterwork version to help, but I believe that the lack of corpses in masterwork makes zombies non-existant.
Yeah that'd have to be fixed as well.
Doctor, do we have a pulse?
We do, but it's too slow to live.
I may have found a solution to our bug problem: in the raw creature_bug_slug_new, search for mosquito.
Find it and set population cap to 10:30 and the cluster number to 1:3
So, anything new?
Doubt it, probably dead now.
At least it wasn't due to the facepunch curse this time, but rather to giant bugs being bugged.
Let's not even try to keep that shithunk going, it's a pain and the saves are going to corrupt.
Just start anew, but whoever does start it, post everything you do and let everyone check that you didn't forget anything.
Should we wait for 34.03? It's releasing quite soon, probably 1-3 days, and has some crucial bugfixes like fixing marksdwarves and such.
Also, I propose we use a standardized tile set. I don't like having to relearn what each tile is for every year.
How about a moderate pop cap?
I'd like to play if this happens again c:
Definitely, it'll be the weekend as well so most of us will have some free time too.
I'd suggest we'll need:
-Mosquito fix
-Moderate pop cap (any is fine by me, I'm guessing the one with the oldest hardware should define what is fine)
-Possibly some framerate fix, maybe even Masterwork with almost all features disabled (and only/mostly some FPS saving features enabled). However I'd rather not play Masterwork unless the disappearing invader corpses feature is removed (and with DF2012 I'd imagine most feel the same).
-Lets all pitch in on what the settling location should be like (like "Be sure it has a river/volcano/whatever").
Let's not forget Orkel's fix.
Volcanoes please.
Edited:
We must have a lot of Fun.
Maybe an evil biome?
Haunted swamps are fun.
I only ask for a good water source, and a biome that isn't too peaceful.
Mosquitoes got fixed in 34.02 so we can forget about that problem.
Masterwork isn't compatible with the fix afaik
Pop cap of 100, baby cap of 20-30 seems reasonable to me, also the removal of all clothes except for shoes (against FB extracts) from the dwarf civ to prevent FPS dropping lategame from rotting (shoes with armor value of 1 or so, so the game won't rot em), and same for goblins.
RIP fortress.
New version is out, time to resurrect this fortress from the dead.
Someone start the new one! Remember to install the newest fix.
Where is the instruction to start the fix? I could start the new fortress for us. Shall we try a scary biome or an easy one ?
The fix is as simple as dragging and dropping into a new DF folder.
I'm thinking volcano, but have no preferences.
The fort should be suspended on top of a volcano, only held by 4 soap supports.
With a lever out in the open for extra fun
Restricted to the most tantrum-prone dwarf.