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DF Community Games & Stories / [removed because nevermind]
« on: January 22, 2017, 01:53:17 pm »
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March 6, 2024: Dwarf Fortress 50.12 has been released.
News: February 3, 2024: The February '24 Report is up.
News: February 4, 2021: Dwarf Fortress Talk #28 has been posted.
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Goblins are disenfranchised 1%-ers. ~snip
This is why they're considered evil, right? They're just bad, mean, dumb. Most of the other sapient races aren't specifically aligned, but goblins are considered outright evil. Their civilizations are even almost always taken over by Hell during worldgen, if I'm understanding correctly, or sometimes just outright murdered.
Well culturally they are pretty abhorrent, (remove the goblins and still warmongering babystealing murderers) and personally the goblin psyche is flawed to lash out with rage. You could say the same about the rest of the races being very zealous about their cultural beliefs to actually declare war on each other and occasionally their own race (for example, humans often fight skirmishes against each other)
I have to admit, though, I like goblins more than elves, evil or not. They bring metal and a good fight. Two things dwarves love.
As no size was specified, went for a large map type. Tried a few gen's with this set, got plenty of volcanoes, and evil/savage areas. You may want to reduce the number of years of generation, else it will take a while (or crash) depending on your machine. Around a hundred may be ideal for an average machine. Certainly saw plenty of volcanoes towards the poles on 3/4 test maps.Code: [Select][WORLD_GEN]
[TITLE:SOLLISION]
[DIM:257:257]
[EMBARK_POINTS:1504]
[END_YEAR:300]
[BEAST_END_YEAR:300:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:400:400]
[TEMPERATURE:20:80:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:400:400]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:3:3:1:1:1:1]
[SAVAGERY_FREQUENCY:3:1:1:1:1:3]
[VOLCANISM_FREQUENCY:4:1:0:0:0:4]
[POLE:NORTH_AND_OR_SOUTH]
[MINERAL_SCARCITY:2000]
[MEGABEAST_CAP:100]
[SEMIMEGABEAST_CAP:300]
[TITAN_NUMBER:100]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:1000]
[NIGHT_TROLL_NUMBER:25]
[BOGEYMAN_NUMBER:25]
[VAMPIRE_NUMBER:1000]
[WEREBEAST_NUMBER:25]
[SECRET_NUMBER:1000]
[REGIONAL_INTERACTION_NUMBER:1000]
[DISTURBANCE_INTERACTION_NUMBER:1000]
[EVIL_CLOUD_NUMBER:1000]
[EVIL_RAIN_NUMBER:1000]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:250:2500:5000]
[PEAK_NUMBER_MIN:50]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:200]
[RIVER_MINS:400:400]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:25]
[CAVE_MAX_SIZE:100]
[MOUNTAIN_CAVE_MIN:150]
[NON_MOUNTAIN_CAVE_MIN:250]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:60]
[TOTAL_CIV_POPULATION:25000]
[SITE_CAP:2000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
Yeah I've tried that. It seems that a lot of undead is in my territory from other areas. When I slaughter cats, skin only came alive once and I've been in that embark area now.You don't need to slaughter cats to test this. Just unpause and look at the animals that show up. If they're undead, you've got a reanimating biome. If you have multiple biomes you can't be so sure, because you might get live animals from a non-reanimating biome first.The terrifying biome is probably the worst part of all that, for the same reasons as in vanilla. Get underground fast and stay there until you know the specific evil effects of your biome.I've been trying all day to get a reanimating biome but it isn't working.
Countless amounts of cats have been slaughtered just to find that they don't reanimate.
If you dialed your mineral frequency way up in worldgen, only deep metals might also mean that you can only find blue metal due it's inverse nature (high number meaning it is rare)Thanks a lot!
Finding ores: They tend to be either in clusters (kinda like gems), misshapen and rotated v-shaped veins about 3-4 wide, or huge ovals as embark tile features (seeing 9 microcline ovals with reveal in 3x3 embark is quite striking). If you embark on a mountainous or cliffy area, you will likely see some of them in the walls at embark.
For finding them with digging, there are variety of exploratory shaft designs. Some are usable for fort layout, but for single z-level, I believe diagonals are most efficient and highest pain to designate, while multiple levels are simple to explore with downward stairs, or perhaps diagonal descending ramps (even higher pain to designate) for removing 2 tiles at once.
But I think by far my favourite thing about them is the colors, when most rock is boring dark gray, great for confusing levers. It takes time to recognize ores at glance, though, and wiki doesn't always list their native symbols in rock.
Now, generally, one gets more material out of melting them down and then making furniture or mechanisms directly, but if you melt down Hematite or Limonite for Iron, for instance, you get more gray on grey.
For levers of their respective colors, Garnierite, Kimberlite, Cobaltite and Lay Pewter (hey, an use for lead beyond cheap smoothie minecarts) are their only options. Tetrahedrite is pretty common in my experience, but the first 3 ores are only found as veins and are thus not necessarily always present.
Though note how that wiki table link doesn't mention background colors that will become highly visible when you make doors, hatch covers, etc., albeit Metal has an incomplete list, and wooden, glass and stone furniture don't necessarily share looks.
Here, have a goblin-cap and petrified wood (same as other red stones) door:
Also, I've been avoiding mining for ores simply because I don't know how to. Every fort I've had I've always gotten my ores from trading, but I want to start mining for them now. Any tips?
I hope someone gives you a better answer before I post! I don't know if I'm qualified to answer as I get most of my metal from trading as well... so the best suggestion I can offer you is to dig a lot and to dig deep.
You can practice digging in the dirt to train up your miners a bit because it is easier. Mining out large sections of dirt can be useful for farming and the like, and a well leveled miner starts cutting through rock like a hot knife through butter.
I noticed from your first video your metal deposits are deep metals (my guess is that means they are below the first cavern layer but I don't know for sure). If you open a hole into a cavern just wall it off and dig around it. If you are lucky you might see some ores that are easy to mine.
Not all ores are going to be weapon grade material... you might be very unlucky and only get zinc or nickle ores... In which case you'll have to revert to trading crafts for better materials.
I don't know if you know the names of the ores but here are some of the more common/useful ores that I tend to find with a brief description.Spoiler (click to show/hide)
I stink at explaining things, please bear with me. XD
The caravans always have some pack animals with stuff that can go anywhere (even up and down stairs) but they also have wagons that can carry a lot more stuff. The wagons are what need a clear path of 3 wide and can only go up and down ramps. If you hit shift + d (like you did in the video) it measures from the depot where the wagon can go (indicated by the green "W"). If there is no "W" all the way to the map edge you won't get wagons with trade goods and you'll get a message of something like "Their wagons have bypassed your inaccessible site"
It's okay not to have wagons though. Sometimes it is better because wagons can be bugged and can get stuck at your depot.
On a brighter note though, I'm looking forward to watching your next video.
Thanks for the info!The terrifying biome is probably the worst part of all that, for the same reasons as in vanilla. Get underground fast and stay there until you know the specific evil effects of your biome.I've been trying all day to get a reanimating biome but it isn't working.

@ Sollision
My nephew and I are grateful that we can share some family time and watch your videos together. For some odd reason he likes to watch videos of dwarf fortress.
And just so you know, there is a tree blocking wagon travel to your trade depot. You'll need a clear path to the trade depot from any map edge for wagons to get there. So far so good! Keep it up!