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Messages - Dood

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Molten cheese. With some magma one z-level underneath it it should have a nice sticky consistency. And all the enemies will die a greasy death by drowning.

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DF General Discussion / Re: How realistic worldgen really is
« on: August 10, 2010, 02:01:57 am »
Anyway, then it generated good/evil, and apparently, the Atlatnic Ocean (and hence, the Gulf of Mexico) is good, while the Pacific Ocean is Evil (and so are the great lakes - Too much pollution from the steel mills, everything's now a zombie?).  I wonder why oceans are so much more likely to be Good or Evil than everything else.

My guess is that DF considers a whole ocean to be evil when a single tile of it is in an evil zone.

3
Life Advice / Re: I want to learn to do something.
« on: July 18, 2010, 03:51:38 am »
I have to second Footkerchiefs advice. Learn to cook well. It's useful in that you don't have to rely on burgers and greasy delivered pizza once you live in your own place. And the girls love men who are able to prepare them a nice dinner. It really improves the quality of your life.
Speaking of pizza: Learn to make your own pizza from scratch, it's fun, cheap and tastes a million times better than anything you can get delivered or out of the freezer.

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DF General Discussion / Re: How realistic worldgen really is
« on: July 17, 2010, 05:48:16 am »
Cant you just modify min and max temperature to avoid that?

Good idea. I fiddled around with the temperature settings last night, but I haven't been able to get convincing results yet. I guess I need to do some more testing. Also, since the British Isles are surrounded by one big ocean, DF tends to make all of it sinister/evil/haunted, which is slightly silly. Maybe some more work with the savagery map is in order.

I like this and am new at changing worldgen stuff.

Whats requireds to use the map with worldgen, perfect world and just change the worldgen txt.?

Irish guy wants to embar/invade places.

If you just want to generate the exact world I showed in the original post, all you need to do is copy the contents of the text file I linked into your world_gen.txt (its in the data/init directory), start up DF, select "Design New World With Parameters", and choose "Europe". That should do it (Haven't tried it myself, but should work).

If, on the other, you want to create a world from another heightmap (Some very good ones can be found here.) you have to open the image with your favorite graphics editor, crop the area you want (It needs to be square), resize this to 257x257 pixels and save as a bmp or png. This heightmap can then be imported into PerfectWorldDF. Everything you can do there (rainfall, drainage, savagery, etc.) is explained in the tutorial that comes with PerfectWorldDF.

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DF General Discussion / Re: How realistic worldgen really is
« on: July 16, 2010, 03:16:14 pm »
Could you try it with a smaller area? Like, say, just the British Isles?

I'd really like to see a more detailed version of Dwarven!Britain. :P

You could, but without the possibility for a custom temperature map it would be quite silly. There would be glaciers in Scotland and scorching deserts and jungles in Cornwall or vice versa.

So its getting less realistic for smaller maps. A heightmap of the whole northern hemisphere would be perfect. Now lets see if I can find one...

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DF General Discussion / Re: How realistic worldgen really is
« on: July 16, 2010, 09:58:21 am »
could you upload the detailed map? Also maybe you could import a temperature map as well this way you could take the warming effect of the gulf-stream into account.

Here you go.

Sadly PerfectWorldDF doesn't do temperature maps. On some worldgen runs I've had glaciers in Africa, while Norway got to enjoy a nice tropical ocean.

If anyone is interested, I also uploaded the worldgen parameters here.


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DF General Discussion / Re: How realistic worldgen really is
« on: July 14, 2010, 02:45:37 am »
Jutland? What about poor Wessex? Dull, maybe, but hardly a den of evil.

Well, that's what they want you to think.

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DF General Discussion / How realistic worldgen really is
« on: July 13, 2010, 05:15:15 pm »
So, while toying around with the excellent PerfectWorldDF trying to create a reasonably believable map of Europe to embark to, I inevitably had an experiment to test out how realistic results the DF worldgen creates. So after importing a heightmap of europe and fiddling with the rainfall, drainage, volcanism and savagery maps in order to create worldgen settings that would output a playable, yet mostly realistic world, I let toadys programming do its magic.
To elaborate a little bit, while elevation, rainfall and drainage are set via PerfectWorldDF, temperature, erosion, running rivers, placing civs, etc. are all done by DF.
When I looked at the final map I was quite surprised about how many of the major real world rivers are present in the DF world. Compare the attached maps with the one shown at http://www.worldatlas.com/webimage/countrys/euriv.htm.

Worldmap large version:
Spoiler (click to show/hide)

Worldmap small version:
Spoiler (click to show/hide)

The interesting thing is that all the major rivers draining big parts of the continent (Rhine, Danube, Po, Loire, Rhone, Tajo/Tagus) are there. They are even taking pretty much the same routes as their real counterparts. I think that shows how well the rainfall/drainage/rivers mechanism of DF works.

I think it's really fascinating how the DF worldgen generates results like that. It's things like that that keep the science nerd in me hooked to Dwarf Fortress. The inner child is then kept in by all the murdering kittens and whatnot. ;D

Thanks for the great work Toady.

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DF Dwarf Mode Discussion / Re: Favorite execution method?
« on: July 12, 2010, 03:36:47 am »
Stuff 'em in a room while they are still fully equipped. Once you've got more than 15 gobbos in there pump in some magma through the ceiling. Then watch as they all flee until they can go no further and burst into flames. Pump the magma out of the room, wait a few minutes and grab all the shiny goblinite for melting. Added bonus: No corpses or crappy gobbo clothing to dispose of. Clean and simple.  :D

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hehe. Sound interesting. So what happens when you run out of watter AND magma? thats a big spoil of resources.

I think I could keep it going indefinitely. I embarked with a large river and the magma pipe is directly connected to the magma sea, which is creating new magma constantly.

P.S. Im so happy there's announcements.txt in the new version. :D

11
Hey guys,

I think I just managed to build a new kind of waterclock.
In my current fortress I was annoyed by the large amounts of forgotten beasts (5 or six distributed among all three cavern layers). The first layer is completely filled with water, as are big parts of the second one. The third one contains more dry soil and a conveniently placed magma pipe. What intrigued me was the fact that directly above the magma pipe the caverns were only separated by floor tiles, with no "solid" rock in between. So I hatched a plan: Drain layers 1 and 2 directly into the magma pipe. A quick cave-in later the dwarven waterclock was born. (See Illustration)
Spoiler (click to show/hide)
What I thought what would happen (all the water from the first two cavern layers rushing down and completely filling the third cavern) didn't. Instead I have a slow but steady stream of 7/7 tiles of water dripping into the the center of the magma pipe. Each 7/7 hitting the magme creates a huge plume of steam and a single tile of obsidian, which immediately drops down to the bottom of the magma sea and somehow vanishes. Therefore the pipe is not being capped by the usual crust of obsidian, which means the clock will keep ticking until the upper caverns run out of water.
The Impact on my FPS isn't even as hard as i thought it would be. DF still runs at 30 fps, although every drop hitting the magma slows it down a bit for a fraction of a second.

Well there you have it: Precision timing using all of the four classical elements plus SCIENCE!

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Oh well, the Baron article in the wiki actually says exactly that. I kept looking in the liason article. Nevermind then.  :)

13
So it looks like the outpost liason wants my fortress to become an official colony of my civilization (See pics).

Spoiler (click to show/hide)

Has anyone else encountered that yet. I searched the forum but didn't find anything. My guess is that this is pretty much analogous to getting a baron. But it seems that this time I can choose one of my own dwarves as the new baron.
So to elaborate on the background: I had my fortress running for a few years, but didn't bother assigning a sheriff/captain of the guard. Then I figured I would actually like to have a dungeon master to tame alls those jabberers. They usually don't come to the fortress without a justice systen, so I appointed some useless dwarf as captain of the guard and a few minutes later this message pops up. (It actually happened twice since the game crashed after the first time and I had to use an old save. So it is reproducible.)

If anyone is interested I will report back with the results once something interesting happens.

I also love how he says "Merit deserves a reward", since the last dwarven caravan got slaughteres horribly by a bunch of goblin invaders. :D


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DF Dwarf Mode Discussion / Re: What color is adamantine?
« on: April 29, 2010, 03:42:30 am »
I like to imagine it looking sort of like the swords these guys are wielding. Mainly because it looks awesome in spite of still being cyan.

*edit* link changed, direct linking to the image isn't nice I guess

15
DF Dwarf Mode Discussion / Re: Your first death (likely spoilers)
« on: April 12, 2010, 09:18:17 am »
It proceeded to deconstruct buildings which made surviving slightly difficult. It seems that I ran into a bug where a monster arrived as a diplomat correctly but the buildingdestroyer tag made it smash everything by accident.

Just assume he's the clumsiest diplomat ever and go with it.

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