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When did you stop using tilesets, /v/?


Thread replies: 52
Thread images: 12

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When did you stop using tilesets, /v/?
>>
The game just looks plain better with tilesets. ASCII is taller than it is wide and fucks with perspective.
>>
>>333633253
What am I even looking at?
>>
>>333633501
Dorfs
>>
>>333633253
never
>>
>>333633253
Never
>>
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>>333633253
>>
what >>333633478 said
plus fuck letters
>>
>>333633253
Never used them
>>
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>>
T
>>
ASCII looks better when you zoom out like this, it's gorgeous honestly. But tiles are more functional. There are plenty of things you only see once in a blue moon and the ASCII for them will completely slip past you, in my experience.
>>
>Read a lot of tutorials and saw a lot of LP
>Still can“t get into DF

Help me, /v/
>>
>>333634218
Like what?
>>
>>333633802
Wait, what the fuck? Am I seeing this right? I guess I never considered building outside on a precipice like this. That's super cool.
>>
>>333634232
>pick starting location with clay and trees
>build farm to sustain food and drink
>build carpenter's workshop
>build bedrooms and beds
>???

you can now do what you want
>>
>>333633253
in 2011, haven't played it since
>>
>>333634232
What's your issue with it? It's not a game for everyone, you know. Just reading stories about it and watching LPs is fine.
>>
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>getting lost in human cities sewers
>Now you will know why you fear the night
>>
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>>333633802
>building outside like a bunch of hoopleheads
>>
>>333634538
Do you know where I can find good stories from this game? You know, comics etc... about people“s experiences with it. And thanks
>>
>>333633478
There is a square version included with DF.
>>
>>333633802
How big was your embark area?
>>
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>>333633253
I never actually used one
>inb4 HC hipster
I just thought it looked nicer.
>>
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>>333636228
beautiful circles
>>
>>333634715
Spawning in a Dwarf City is the absolute worst. There's no logic or reasoning to everything. I spent over half an hour once trying to reach the surface.
>>
>>333636228
>finding your way through this shit with Armok Vision
>>
>>333636228
Oh look. The new Nvidia Pascal diagram!
>>
>>333633253
what would even be your fps at that stage

i find 50 incredibly slow and i hear people let it go as low as 2
>>
>>333638628
That's the thing about DF

If the fun doesn't kill you, eventually your FPS will tank and the save will be virtually unplayable.
>>
>>333639003
there are ways around it

i was 10 years into a fort by the ocean on a 9x9 embark and still held 100fps. i was using an early version of accelerated df which removes a bunch of clutter
>>
>>333638628
Fort size in itself doesn't really matter for FPS. These tiles existed and were taken into account by the game before they were dug. What usually slows down FPS with complex forts is the pathing, many possible paths available to dwarves, the calculations are taking a bit longer.

But that is minor. The worst for the FPS is usually a high number of entities (dwarves, animals, etc.) and a lot of environmental calculations (liquids movements, all 3 caverns discovered, lots of rotting things, etc.)

Also time and world history plays a role.
>>
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>>333633501
>>
How do I into military?

I can get everything else running more or less smoothly. But I cannot for the life of me figure out how to get my Dwarves into fighting shape.
>>
>>333636030
>The caravan has bypassed your inaccessible site.

How long did you go without trade?
>>
>>333639003
>>333639338
Yeah, if you play on small worlds, it's another story. In the game's current state, there really is no need for any world beyond 65x65 and 300 years history. 99% of players never explore or interact with their worlds anyway, and when they do, I think 65x65 is the ideal size, otherwise adventure mode becomes meaningless, since there is too much content.

The number of sites has an incredible impact on worldgen speed, but I don't think it impacts gameplay FPS.

With DFhack, you can keep a fort for 100 years at max FPS if you keep your shit clean, and your world's history is not too long. I don't know what is the relation between history length and gameplay speed, but it's definetely there after a few years.
>>
I remember one of the first semi-sustainable food supplies a fort of mine had was a dog farm.
>>
>>333639775
Turkeys are OP.
>>
>Start fort
>Things going pretty well
>Quit
>Player other games
>Come back three days later
>Have no idea what anything is for or what I still needed to do on that save
>Retire fort
>Repeat step 1
>>
>>333640201
If you need help knowing what the symbols are, play adventure mode for a while.
>>
>>333640459
That's the other thing I could never figure out how to play.
>>
>>333633253
Never because ascii is fuckign awful
>>
>>333633253
Never used a tileset. Ascii is great.
>>
>>333633253
I never stopped. Most tilesets look like shit
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How many of these ass-kicking superforts actually have some use in more than 10% of its facilities? This game has a lot of intentional redundancy and enforces the "simplest path" rule over everything, it can't be possible.
>>
>>333633501
>>333633631
>>333633726
>>333633730
>>333633853

Casuals
>>
Never used them. The ascii makes me feel like I'm looking into the matrix.
>>
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>>333636228
Thread replies: 52
Thread images: 12
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