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Re:Secret Identities in Dwarf Fortress (2017) by hinkley on Monday July 31, 2023 @06:31PM (#36949765)
At this point I think some transparency would be good. One of the complaints about the game is how as time goes on the simulation gets more and more detailed and eventually the game just grinds to a halt.

A little more visibility into how all of this stuff works, and someone might be able to suggest that there's an algorithm that does this or that bit with a much lower order of complexity. A few of those and you can let a game run maybe twice as long.

Re:Secret Identities in Dwarf Fortress (2017) by minsc_and_boo on Monday July 31, 2023 @06:39PM (#36949831)
If it's any consolation, a big CPU suck is friend-or-foe checks being done by characters on everyone in sight, in every tick. That came out last year-ish and making smaller taverns can (slightly) improve processing.
Re:Secret Identities in Dwarf Fortress (2017) by treeman79 on Monday July 31, 2023 @06:58PM (#36950010)
Might be more fun to only check so often ir somewhat random ally. Human nature often it takes a moment to realize something is off.

Bear walks into tavern. Some panic, others are slower to react / notice. A very drunk dwarf might never notice, or offer a beer to the bear.

Re:Secret Identities in Dwarf Fortress (2017) by hinkley on Monday July 31, 2023 @09:24PM (#36951184)
Different tick intervals based on perception would be funny. And practical.
Re:Secret Identities in Dwarf Fortress (2017) by JohnFen on Tuesday August 01, 2023 @11:37AM (#36957421)
And realistic. Our perception of time is constantly varying IRL.