Bay 12 Games Forum
Dwarf Fortress => DF Dwarf Mode Discussion => Topic started by: CaptainLambcake on March 27, 2016, 09:50:30 pm
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Been trying to generate a world with a good evil site (the clouds that thrall people or raise undead or anything of that nature, but something good) very close to goblins so I can be sieged but i've either gotten sites far from goblins or sites with some stupid goop rain. Anyone have a world they can give me? I'd prefer it be somewhere with trees but honestly i'll make do with what you give. Thanks.
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I don't have a game. But have you tried messing with advanced world gen parameters? You could set for there to be a ridiculous amount of evil biomes, which would increase your chance of finding one to your liking.
Also are you genning short worlds? Because I find that after 250 years or so, goblins can reach me pretty much anywhere.
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https://mega.nz/#!qNwSzRxY!iZprFeUNlq1Wz60h3fBWzZzA2JzuADpbvt3OBThQozk
Here you are, my good man. The Stupid Jungles is a Terrifying biome with evil clouds that turn people into husks AND it also reanimates corpses. The Mirthful region to the north of it has unicorns. As a result, my fortress Tinwinds (still operational but retired here) had UNICORN HUSKS. Also the goblins live in the same region. Also there's hematite and marble.
Unfortunately I don't have a version of this world before I started playing. I think the NO TRADE signs with elves and humans are because their merchants got turned into husks. They still come though. Only 1 cavern layer for FPS.
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Using Legends Mode you should be able to export the seeds from the save and thus use them to regenerate the same world from scratch, unless Trollhammaren has modified any files.
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Using Legends Mode you should be able to export the seeds from the save and thus use them to regenerate the same world from scratch, unless Trollhammaren has modified any files.
No mods here, not even a graphics pack. I did make two temporary raw edits during play, one was that I had to temporarily make dog skin melt after a reanimated dog head skin patch some fool sliced off would not die and over-exerted my entire military of hammer lords, another to make plump helmets give me some seeds I lost accidentally due to stockpile issues. Those two were reversed though.
Edit: actually no, that didn't happen yet. Forgot. This is a copy of my backup save from before modding plump helmets. I since played many years. So no mods, no dfhack, no graphics. And the unicorn husks haven't shown up yet, but they will if you play on the border of those two biomes.
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Thank you very much, and no, I haven't messed with advanced world. Despite having played this for over 2 years, i'm really still a newbie. I can run a fort, but have only taken my dwarves to the circus once, and lost everyone. Thanks again, i'll let you know how it goes.
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Toady has fixed goblin sieges now, so they are pretty keen to show up if you are within range... you just need to make sure that your goblin civ is thriving (or at least not dying). I just fought off their first 10-goblin feint in my current fort, but the vile goo that pours down causes insta-bruising and hemorrhaging after a short while. Honestly, it's more of a threat than the goblins.
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Thank you very much, and no, I haven't messed with advanced world. Despite having played this for over 2 years, i'm really still a newbie. I can run a fort, but have only taken my dwarves to the circus once, and lost everyone. Thanks again, i'll let you know how it goes.
Good luck! You asked at the perfect time. I've been playing this game on and off since 2011 I think, and the northeastern Stupid Jungles (you'd have to be to go there) is probably one of the most entertaining embarks I've ever created, specifically where it meets the Taupe Hills where I founded Tinwinds. Steel materials, clay, forest, all civilizations, unicorns and every threat imaginable. The only things I found myself missing were sand and kaolinite, but can't have everything in a 2x2 embark I guess.
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Been trying to generate a world with a good evil site (the clouds that thrall people or raise undead or anything of that nature, but something good) very close to goblins so I can be sieged but i've either gotten sites far from goblins or sites with some stupid goop rain. Anyone have a world they can give me? I'd prefer it be somewhere with trees but honestly i'll make do with what you give. Thanks.
These two (http://www.bay12forums.com/smf/index.php?topic=154368.msg6667451;topicseen#msg6667451) may help you in your quest, or point you in the right direction, CaptainLambcake.
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Thank you vjek, i'm gonna look at them as well. The one given to me by Trollhammaren is absolutely brutal. Giant undead flies dominate my world clearly, and the merchants guards weren't even able to hold them off. I got inside and now I have to get my dwarves to feed the horses by bringing them out every so often. Absolutely brutal. The thralling mist isn't a help :P
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Troll, something's wrong with your saves where people won't plant crops, and no one will dump items that are on other z- levels. No idea if you know what's up. Only thing I can't plant is plump helmets, so something's broken with them, the dwarf will get the job 'Plant Seeds' but switch back to 'No Job' very quickly, they're able to plant everything else i've tested it.
EDIT: copied plump raws from different save and it fixed, but sadly the graphics are locked to whatever tileset you use, and trying to change it says it would corrupt the save
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Troll, something's wrong with your saves where people won't plant crops, and no one will dump items that are on other z- levels. No idea if you know what's up. Only thing I can't plant is plump helmets, so something's broken with them, the dwarf will get the job 'Plant Seeds' but switch back to 'No Job' very quickly, they're able to plant everything else i've tested it.
EDIT: copied plump raws from different save and it fixed, but sadly the graphics are locked to whatever tileset you use, and trying to change it says it would corrupt the save
Okay, that's weird. My apologies. I guess I didn't remember when I changed them correctly?
See, at one point, I desperately wanted some seeds I had destroyed (spelt, oat) so I changed plump helmets to produce various seeds instead of spawn when brewed, 'cause no traders could make it. I hate plump helmets, so never tried planting them again. I thought I reversed it but something must have gone wrong. Just replacing plant_standard should fix that, but yeah, sorry.
No tileset was used though, so that's just weird. Those were the only "mods".
Edit: maybe you should just replace the raws folder, cause I played vanilla df, so it shouldn't break anything, but I did the aforementioned by hand so who knows if I made a typo. Will do for my own save later too.
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I'm gonna try to replace them, yeah, but it'll take some time. Thank you.
EDIT: Like I said, i'm dumb. I copied raw from different save to the one you gave me and no more problems, so it's a very simple fix. Thanks again, i'm currently using DFHack to hold the hordes of undead giant flies at bay until I feel i'm ready, sucks that I have to cheat but I LOVE the area and i've died maybe 30 times.
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Let's compare notes when you're done. I personally ended up building a small tower there, with a dining room made of iron. Needless to say, many, many were killed.
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Once I get my second wave i'm gonna cut off migrants for a bit until I have a fair military, then i'll stop using DFHack and re-open immigration. Not gonna wait for full candy armor, probably just 3 -5 soldiers clad in iron, I want it fair. I'll let you know when I fall to ruin though.
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Toady has fixed goblin sieges now, so they are pretty keen to show up if you are within range
For small values of "fixed". They're slightly less broken than they were in 0.40 (see 9202 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9202), 9236 (http://www.bay12games.com/dwarves/mantisbt/view.php?id=9236)).
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I snatched up Trollhammaren's save, exported the parameters, and regenerated the world with quite minor changes, and I just found there's no candy at the 3*3 embark I went to (that covers his original embark location). I tried to restore 3 caverns, but the world generation is sensitive with several rejects before the correct world is generated, so I gave up on trying to customize it.
Any knowledge of what could cause that? I know there was someone who asked a similar question about a month or so ago, but without getting any actual answer (I said there should be candy in a 3*3 embark...). Interestingly enough, I believe that candy-less embark was a single cavern one as well.
Not much has happened in that embark, though. I made 3 very quick save scum reembarks before I figured out how I wanted to do it, but turtling has worked fairly well to keep away from harm. A minor bout of early thirst due to all the barrels being outside (stockpile mismanagement: no barrels...), but the gathered herbs provided sufficient booze to tide me over. The most exciting was someone who smashed the head of an undead raven into pulp. A few mists, but nothing caught in it.
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EDIT: copied plump raws from different save and it fixed, but sadly the graphics are locked to whatever tileset you use, and trying to change it says it would corrupt the save
I may be able to help with this... that error happens when the world is genned on vanilla and copied to LNP which is already set to use a tileset. It produces really weird glitchy graphics, and also slightly increases instability. If you copy over the raws with graphics from a correctly-configured game for the graphics set you want to use, it corrects the issue.
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I snatched up Trollhammaren's save, exported the parameters, and regenerated the world with quite minor changes, and I just found there's no candy at the 3*3 embark I went to (that covers his original embark location). I tried to restore 3 caverns, but the world generation is sensitive with several rejects before the correct world is generated, so I gave up on trying to customize it.
Any knowledge of what could cause that? I know there was someone who asked a similar question about a month or so ago, but without getting any actual answer (I said there should be candy in a 3*3 embark...). Interestingly enough, I believe that candy-less embark was a single cavern one as well.
Not much has happened in that embark, though. I made 3 very quick save scum reembarks before I figured out how I wanted to do it, but turtling has worked fairly well to keep away from harm. A minor bout of early thirst due to all the barrels being outside (stockpile mismanagement: no barrels...), but the gathered herbs provided sufficient booze to tide me over. The most exciting was someone who smashed the head of an undead raven into pulp. A few mists, but nothing caught in it.
Well that's a spoiler. Good thing I stopped caring for microcline metal some time back, 'round the same time I got tired of the same old booze made from plump helmets. Never even looked for it. Give me steel made with dead trees and barley beer. Still, weird - I assumed it would be there if I ever need it. Does having only 1 level of caverns really make you not have candy? Will 2 layers be sufficient?
I personally went for an above ground fort, so I embarked with around 100 logs and some hematite and immediately built a dome. That took two tries, with giant undead wrens killing everybody the first time. Since then the fortress has survived somehow, although the mist appearing on top of your tower is the worst.
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Let me tell you, having wool come alive is a real pain, very difficult to deal with.
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EDIT: copied plump raws from different save and it fixed, but sadly the graphics are locked to whatever tileset you use, and trying to change it says it would corrupt the save
I may be able to help with this... that error happens when the world is genned on vanilla and copied to LNP which is already set to use a tileset. It produces really weird glitchy graphics, and also slightly increases instability. If you copy over the raws with graphics from a correctly-configured game for the graphics set you want to use, it corrects the issue.
I'm afraid that doesn't help, as I generated it from the lastest LNP contained and started DF (with Phoebus tiles from the start and all). I DID export legends from that DF as well, but I doubt that would screw up the world gen parameters. Thus, I'm afraid the problem you solved happened to be bypassed by my generation from scratch from within the LNP. I appreciate the help, though.
@Trollhammaren: I'm usually rather dependent on candy, since my embarks are metal less in metal less worlds. Goblinite supplies some, but I won't trade for metal apart from a few bars to cover moods. In this embark there is no need for candy, but if I wanted to match evil from above with evil from below I'd have to resort to the miner sacrificial method (unless the thinnest SMR point is a single level thick), and I dislike sacrificing my dorfs. If you use a 2*2 embark it would be stupid to rely on candy, since it's "guaranteed" only on 3*3 and larger, but if you don't care it obviously doesn't matter.
I'm fairly sure a single cavern is not a sufficient criterion to lose candy, or there'd be more knowledge about it.
Compared to you, I'm basically cheating, since a 3*3 embark allows me to keep my fortress outside of the evil area, so I only have to deal with what comes from it, and they're not exactly racing towards the fortress. I built most of the roof of my recessed courtyard with a couple of undead rodents ambling about in the periphery. It's when undead flying stuff appears I find it better to be indoors, as it's far too much work to try to keep track of them.
When it comes to booze I strive for the widest selection possible, and then grow each plant for one season (including plump helmets) on single tile plots. I skipped mead on this embark, though, as I don't like the uncontrolled rushing out of the farmer to get new bees all the time. I also buy one lot of each of the fruits the elves bring, but I don't pick fruits as that results in an unrestrained explosive growth of the booze stockpile. I'm still contemplating building an orchard for future use, though.
@CaptainLambcake: Yes, I know. The head wool/skin is (possibly just almost) unkillable. I did get a rather good tip the last time I tried an reanimating embark, though: Surround your butcher, tanner, and farmer's workshops with cage traps. There's a decent chance the damned thing gets caught in one, and your civilians can often escape harm by dodging into traps (there's some work to get them out again, but at least it can save their lives). In a way it's even worse when you kill a skin and bits of it gets stuck in the workshop so you have to deconstruct and reconstruct it again, and while that is being done the head part reanimates... I resorted to DFHack "exterminate him/her" for head parts, as I consider them too bugged. When butchering is subject to reanimation I station the militia in the processing area, and only butcher one creature at a time, waiting for all processing to be done before starting on the next one. You can also use the splatter method, i.e. drop whatever you're butchering from a sufficient height to let it explode into parts, let those reanimate at the bottom, and then use suitable method to rekill them. The splattering process provides the multiple skins killing a reanimated skin does, but with less risk (rekilled butchery remains aren't reanimated again).
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My fortress is now 18 years old. It's been more than 10 years since we last saw a caravan. After about 8 years inside the sealed tower, preparing, we retook the surface from the zombies and husks, and immediately walled it off with retracting bridges. One edge was used as a spawn trap, which gave us some unicorns for a breeding program. Then, a lone wild kakapo was left trapped inside the fortress, preventing flying zombies from spawning. Then we chopped down every tree on the map, which along with the blocks we had been making those 8 years, yielded enough materials to floor over the entire sky 20 z-levels above. The evil fog can no longer get in. We have since breached the caverns, used our magma device to obsidian cast the edges, and then drained the huge cavern lake. The rest of the cavern edges are now walled off. Every single dwarf is clad in masterwork armor with an iron/steel weapon on them at all times, axes for the civvies, hammers for the military. Everybody relevant or possible has been trained as a weaponsmith, so many important dwarves like the brewer wield their own steel artifact weapons. The evil biome is now used to make necrobacon by resurrecting corpses to increase their muscle mass.
How are you guys doing?