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Messages - zandadoum

#166
Ideas / Re: Better performance
December 09, 2015, 06:03:50 PM
i doubt it has anything to do with animations

the trouble comes from bad CPU perfomance. the game is only multithread in a few areas (so have i been told)

well, it should be 100% multithread and 64bit for optimal perfomance.

when my colony grows big, it becomes basically unplayable. it's not GPU lag, it's CPU lag and the funny thing is, the game freezes and my CPU is not even at 20% (all cores) and the GPU is around 5%

this becomes specially obvious when a raid lands or a manhunter pack comes (right now 300+ wargs)

a while ago i had the zombie apocalypse mod and there is where i noticed that this must be related to amount of objects on screen. not graphic wise, but the calculation of every object.
i had a crapload of dead zombies, loot and skeletons on a huge map. even with a relateive small colony it became unplayable until i got rid of all those -not animated- objects with the help of a lot of molotovs
#167
boars all the day!

easy to tame and train, can haul, breed extremely well. and good food source too.

about the above comment: when my 30 boars breed (all 30 can haul!) i get usually 10+ small pigs. i just send them into the freezer (have a butcher zone) and then mark them for slaughter.

animal tabs mod helps a lot. anyone with more than 5 animals should really get it.
#168
i've never run into this problem, even with 30 pawns, 30 boars and 50 chickens

how?

food stockpile closer to anything than the eggs are:

- chickens have their own barn. hens and roosters separated. each chicken room has their own food stockpile
- rest of animals also have own barn, even further away than chickens. also with own stockpile
- colonists have kitchen, fridge and overall food access closer than animals or eggs

so what happens?
- animals eat from their assignated food stockpile instead eating the eggs. they do actully haul the eggs, but not eat them
- colonists pick up food from the fridge, including the food they use for taming/training

that being said, i have so many chickens, that losing a few eggs wouldn't be a problem at all.


so, i think your problem could be worked around with some clever zoning and positioning of where your animals are.

but well if they implement something like the OP asks for, i guess that would be welcome too.
#169
General Discussion / Re: Water plz no
December 08, 2015, 02:23:48 AM
Why did you make the base there?
#170
General Discussion / Re: Y'all gotta see this
December 07, 2015, 01:13:14 PM
Mech raid lands in your backyard. Have fun escaping :)
#171
Quote from: Regret on December 07, 2015, 08:03:33 AM
Quote from: shentino on September 08, 2015, 06:13:26 PM
I think that you should require construction skills to

1) create a construction zone
2) start work on a site once it has all the materials

But putting materials in the site should be an anyman hauling job.
That is an interesting solution.

I make top priority specific temporal stockpiles next to big construction sites and my hauling animals take care of it so workers don't have to move much.

I also have a steel stockpile next to my killboxes for quicker turret reconstruction.
#172
As for hauling, two words: animal haulers

Then as many stocking piles as you like, with different priorities.

Small specific stockpiles next to crafting tables and kitchen. Food stockpiles in animal barns. Fridge, morgue and whatnot, low priority sellable trash stockpiles, steel stockpile next to kill box for quicker turret re-construction, weapon and apparel stockpiles and shelves, etc.

I have a lot of stockpiles, different sizes and priorities and it's all clean organised and tidy.

The more colonists and animals, the better this works.
#173
Less animals on screen please, but stronger to balance.

300 wargs crash my game/CPU
#174
Just think of it this way:
Solar panels are nearly ground level and wind turbines are somewhat elevated.
#175
General Discussion / Re: Late game base screen shots
December 03, 2015, 02:10:23 AM
glad you're having fun :)
#176
General Discussion / Re: Mechanics of heat transfer
December 01, 2015, 08:26:17 AM
only "official" thing i could find was an old post from Tynan saying that walls don't matter at all. just open doors.
but maybe some changes were made after that post.

as for my current own experience, i use small corridors with double doors, but i don't use double walls.
#177
Ideas / Re: request: raid scaling properly with user CPU
December 01, 2015, 05:11:21 AM
Quote from: Fluffy (l2032) on December 01, 2015, 03:48:38 AM
RW is largely single threaded, there's a few hints of asynchronous tasks (loading game, mostly) but the vast majority is a synchronous single-threaded process.
i've been talking about that with my wife (top level QA engineer in a major multinational firm) and she can't believe that someone would still code singlethreaded in c#, as it's quite easy to do multithreading.
she also said it's relatively simple to recode from single to multithread, only it will be X amount of work depending on the amount of code ofc.

the one question neither she or me know is if this is maybe somehow limited by the unity engine itself, but in theory, it shouldn't

z.
#178
Ideas / Re: request: raid scaling properly with user CPU
December 01, 2015, 03:07:15 AM
Quote from: Limdood on November 30, 2015, 08:55:16 PM
Asking the developer to add in things to scale and balance encounters at this point in development just isn't feasible.
asking this kind of stuff at this point of developement is the ONLY moment to ask, at later point it will be too late to implement anything of this sort
Quote
There IS, however, a thriving community of modders active in these forums,
already asked there too
Quote
Lastly, have you considered the fact that raiding parties of fewer, better armed pawns is self-defeating?  All you have to do is survive ONE of them and your colonists will be kitted out with the best gear money can buy.
nobody said those "super raiders" have to be geared with anything. it's quite easy, provided you have a bit of imagination: give him same gear a normal raider would have, but a static x100 damage and hitpoint bonus or something amongst the lines. there. done. with same gear a normal raider would have.
Quote
Attacking a base of 12 people with 3 power-armored charge-rifled, high-skilled supersoldiers doesn't do much when the 12 pawns just come out of a doorway in a giant swarm of deadly clubbing...and now they have a new colonist or two and some damned fine gear, making the next raid even LESS of a challenge, rather than more of one.
then make them sappers, or immune to automated turrets or whatnot. geez, the possibilities are endless. raids are no challenge NOW, just a lag fest.


i'll just add this: other games (cities skylines comes to mind) had to tone down their game, put hardcoded limits into the game, so they would stay within the "minimum computer requirements" they pacted when releasing on steam.
if Tynan wants to release on steam and his min. PC req. want to be realistic, then he WILL have to either put some hardcoded limits into the game or recode the game in a way it doesn't slow down so much.

actually, i did some monitoring with my system and gpu and cpu (all 4 cores. 8 threads) aren't even at 15% when the game starts to suffer from slowing down. that doesn't make sense to me. if it was due my PC being old, like i suggested in the start, shouldnt the CPU be at 100% before it slows down?


z.
#179
Ideas / Re: request: raid scaling properly with user CPU
November 29, 2015, 03:31:01 PM
Quote from: izac112 on November 29, 2015, 12:18:02 PM
you cannot scale the diffuculty on how good your computer is
No shit, Sherlock.  Maybe that's why I am here, suggesting stuff. Hum?

In first place, I never asked for scaling of difficulty, but amount of objects/raiders/manhunters
This could be achieved by sending fewer, but stronger units. Instead of just sending more of the same.

In second place, this has been done by other games. If not with an automatic CPU detections (which IS possible), then with a manual option.
#180
Mods / [MOD REQUEST] raid/manhunter down scaling
November 26, 2015, 12:21:46 PM
hello,

like i mentioned in other posts today: i have an older computer. most components updated, but motherboard and CPU quite old (i7 920)

i like to make bigger colonies and everything goes smooth... until something like today: 240+ warg manhunter pack.
PC basically died. game went into "not responding" and didn't come alive again until a while later. all turrets were lost and a 3rd of the wargs had died and now i could "somewhat" play again.

thing is... i'd like the game be more intelligent about the computer system it is installed on and scale down stuff. or at the very least, have a slider option or something to limit the amount of AI objects on screen.

also: maybe instead having only one way of increasing difficulty = sending MORE of the SAME... i'd rather have less enemies, but stronger. like a few super wargs or whatever.

so... would any of this be possible with a mod?