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Messages - TherionChilde

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DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: September 10, 2014, 07:57:53 am »
Evil worlds and non-breeding dwarves.

You can't edit the randomly generated effects, but you can disable them and create your own. There are options in the advanced world generator to set the amount of randomly generated rains, clouds, and many other things. Setting them to zero will disable them, while still using the player created ones.

Civs can be prevented from spawning in a few ways. Go into the file called entity_default.txt, that's where all of the entities are. You could outright delete non-dwarven raws, but it may be easier to instead remove certain tokens that control where the civs spawn or what site types they like, what their populations are, or what creature belongs to the civ.

Necromancers are a bit more difficult, as towers aren't controllable in the raws. You could make more necromancer secrets, and give them more spheres that just death so that more gods can grant that blessing though.

To help you figure out how to make the weather and necromancer interactions, check out the folder within the raw folder called 'interaction examples', which has files to show you how to make things such as were-creatures, vampires, necromancers, and evil weather.

Thanks for the detailed response...While I have many follow-up questions, I understand this is more of a modding issue, so I'll try discussing in another sub-.  Thanks for getting me looking in the right direction. 


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DF Gameplay Questions / Re: DF2014 Question and Answer Thread
« on: September 09, 2014, 01:46:23 pm »
A couple of questions:
First, is there any way to control which types of evil biome effects propagate during or after world gen, either by in-game option, utility, or by altering raw data in the created world?
On a related note, is there any way to control which civilizations are created?  Can certain civs be turned "off" during world gen?

Basically, I'm picturing a mostly evil world, in which the evil biomes all raise the dead, and in which the only civilizations are dwarves and necro towers.  Is there any conceivable way this could come about? 

Also, I'm in my first play-through in the new version, and I've noticed that three years in, not a single dwarf has reproduced yet...  Is this a bug, is there a sterility biome effect, or did I just get a fortress full of sexual anorexics?

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DF General Discussion / Re: Query RE: undead in upcoming version
« on: June 27, 2014, 07:36:31 am »
Thank you for your swift and direct, if somewhat wit-free response, Witty.  :)

Zombie-bird horde, this time you're going down!

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DF General Discussion / Query RE: undead in upcoming version
« on: June 27, 2014, 07:22:37 am »
I have been unable to find any direct discussion in announcements / FotF / etc. regarding the disposition of the undead in the upcoming version, so I hoped to bask in the transcendent knowledge of my more well-informed fellows.  Specifically, has there been any mention of plans to "fix" (a loaded term, I know) the somewhat intimidating immortality of the evil biome-spawned re-animated dead and their ever-so disturbing undying body parts which tend to multiply geometrically until atom-smashed?  I know opinions on the matter vary, and to be clear, I am personally in the group that believes that while the undead are a wonderful addition to fortress mode, the eventual mass of severed limbs, sinews, and skins crawling toward my dwarves like some macabre army of flesh-slugs can be a tad bit game-breaking, and causes me to avoid biomes which I would otherwise be, in the vernacular of the peasantry, "all up on's."

Does anyone know of plans to change how these infinitely divisible zeds function in-game, or is this accepted as their final form?  I greatly appreciate your patience in perusing my somewhat pedantic illocution, and eagerly await rejoinder, be it equally punctilious, playfully abstruse, or prosaically direct.

5
DF Gameplay Questions / Re: Go home Humans, you are drunk...
« on: October 22, 2012, 11:43:51 am »
Well, I deconstructed the Depot and, after another two wagons showed up from off-screen, they all finally left...  Any ideas on the cause of glitch, and/or ways of preventing similar problems in the future?

On a side note; so... much... slag...  and it all smells of human.

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DF Gameplay Questions / Re: Go home Humans, you are drunk...
« on: October 22, 2012, 10:15:34 am »
Sometimes it can take looooooong time for traders to load up. I've noticed it a lot when I've traded crapload of craft without bins ( as in hundreds of crafts ). Did you modify hauling animals' capacity, they could be bringing in too much stuff?
I haven't modded anything, vanilla version.  Also, I've seen them take a while to load up after trading too, but I didn't even trade with them this time.  they wouldn't *quite* get into the depot; one of their pack animals was hanging behind and they never finished unloading.  Now, they won't load up.


Just deconstruct it? And take everything they leave behind.
Yeah, I was hoping there was some way to fix the problem w/o getting a metric f**kton of baggy hippy human clothes and other obnoxious slag...

I'd just lock them in and let them die as slowly as they lived, but sicking the militia on them can also be fun. And Fun, when they eventually begin sieging you for killing their merchants. But that'd happen if you let them starve to death every year, too.
(insert evil laugh here)

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DF Gameplay Questions / Go home Humans, you are drunk...
« on: October 22, 2012, 01:26:18 am »
15 years into my first 'accessible' fortress and a human caravan has apparently moved in to my trade depot.  The Summer that they arrived, they never finished unpacking, so no trading during the whole season they stank up my halls with their Stetson cologne.  Then, after I hear 'the blahbleh have begun their journey...'  ...well, they didn't.  Fall's almost over, and these scrawny half-wits won't pack up their little shanty town and leave.  Worse still, I KNOW they brought booze and they're not sharing.  Any advice for getting rid of the freeloaders, or should I just wall off the trade depot and build a new one while these hairless chimps go all kinds of Donner Party in my former entryway?

8
DF Gameplay Questions / Re: 0.34.11 Advanced Map Gen Questions
« on: October 13, 2012, 06:56:31 pm »
1.)  I understand that DF v 0.34.x currently has a map generation bug wherein flux will get crowded out of worlds when the mineral settings are set to "everywhere" in basic map generation.
You do not understand correctly.

The flux stone is not disappearing - if you try embarking, you're sure to find some (and if you use DFHack's "prospect" command, you will see that there is plenty of flux in the world). The problem is that the Site Finder is lying; we aren't sure why, but large quantities of minerals seem to be confusing it.

Thanks for the update.  That will save me some time and effort fiddling w/ controls trying to adjust for a lie.  Been a few months since I checked the forums; last I heard, the consensus on this subject was going in the other direction.  At what point does the Site Finder get confused with flux in high mineral densities?  Is there any info on the conditions at which it is still reliable?

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DF Gameplay Questions / Re: No flux / coal?
« on: October 13, 2012, 12:04:33 pm »
First, if you want to avoid this hassle entirely, use dfhack.  You can type "prospect" while on the embark screen and it will tell you approximately what is going on geologically and otherwise.

*FACEPALM*
I use dfhack constantly, and never knew abt this function.  Brucemo, you're my hero... 

10
DF Gameplay Questions / Re: Effect of Volcanism on Layer types
« on: October 13, 2012, 11:45:53 am »
Does Volcanism have an effect on what types of rock layers are available?
Red, Volcanism controls prevalence of the igneous layers. (intrusive/extrusive)  In areas above certain threshholds of volcanism, these layers will crowd out other present layers.  I. Intrusive forms predominantly underground, and will replace (mostly) deeper layers of metamorphic, though may also affect sedimentary layers on some worlds, and in some areas.  I. Extrusive are volcanic layers formed above ground, and generally affect higher layers of sedimentary / metamorphic. 
There is variance in these relations, and depending on elevation / erosion factors, (or obviously, the actual presence of volcanoes on embark) igneous layers may be present at different depths and may affect different non-volcanic layers.

If so, how high can it be and still generate sedimentary layers?
Technically speaking, sedimentary layers can form anywhere there is not an igneous layer at surface level, so any value below 100% "above igneous extrusive threshold" means sedimentary layers may form.  (**EDIT** Also, high erosion may allow for sedimentary layers on top of extrusive, so even this might not be a disqualifying factor.  I haven't experimented enough with trials to be sure)  However, metamorphic layers also affect sedimentary formation, and I am currently researching this particular relationship and whether it can be influenced in worldgen.  No answers yet, but I will let you know if I learn anything that can help.

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DF Gameplay Questions / Re: 0.34.11 Advanced Map Gen Questions
« on: October 13, 2012, 10:51:03 am »

Danke for the information, brothers.  A couple of re:'s

2) Search my posts on this forum - I've responded to that fully in the past week.
Thanks, I am perusing your post listings right now.

Basically, alter the volcanism weights to something like 10-1-1-1-1 or something to get low volcanism widespread but still have volcanoes. Editing it to something like 10-5-3-2-1 would add more variety into the world, which will help with more variety of minerals/stones in any embark (I think). Make sure to keep the X/Y variance fairly low for this to work, though. If you want higher variance, you need to set the absolute volcanism maximum to something lower than 100, but this will preclude volcanoes, if you care.
I'm fairly good at affecting volcanism and igneous layers, what I was hoping for was a bit more info on mutability between metamorphic / sedimentary layers, and if there were any filters / parameters to directly or indirectly affect their spread on a map.  Good volcano pointers, tho; I'm sure I'll use them when I feel like fiddling with a volcano map.

3) Reduce starting points, jack up savagery, jack up megabeasts/titans/werewolf curses/secret books/vampire curses/etc, increase evil biomes to be everpresent almost, but I don't know how you've played a fortress for 250 years without need of a military, or how you even managed that period.
Haven't tried starting points, good on the rest, was looking for any more subtle options that could influence variety of threats.  As far as my bicentennial fortress, it's from 31.25, small embark (to help FPS) on a peaceful island w/ no connected civs other than dwarf; pump up the allowable ratio of children to 500:1000 and bury civ underground immediately.  pierce caverns and re-seal to gain underground flora, and grate a well from above-ground river.  Then, just cull dwarfs when FPS diminishes.  It was my testing ground for anything that I wanted to work into another map--  make functional alterations, test their effect long term, and tweak build schemata until they work as anticipated.  Actually, I've been playing for almost 2 years and have never been in an organized combat situation in DF on any of my maps; I've just kinda 'sim-city'ed my fortresses and scurried away from battle.  That's kinda why I'm looking for diverse ways to enhance gameplay outside of pacifist civ-building.

4) play around with the controls, then go into legends, export maps to check how things are. I've noted a bunch of stuff lately about this. There's just so much balancing to go through to get things how you like them, the only way is to spend hours experimenting for yourself really. There's the worldgen cookbook thread that should help a lot...
Adding 'worldgen cookbook' to tabs for perusal.  ...my keyword searches didn't turn up any of this.  Thx for directing me to centralized boards.

1) 1725, is what I use.  LucasUP's Newb World generates using the max metal variety of 500!  I agree with you, TherionChilde, I think it crams out the FLUX space, like ya said.
Yeah, it's a documented problem w/ 0.34.x world gen.  I've gone as low as '1250' and still had fair flux stone dispersal, but have had trouble mapping out the break-off where flux no longer gen's.  Honestly, was hoping to profit from another's experiments and avoid hours gen'ing worlds with decremental mineral values.

I gradually dial back the subregion total, from 5000 to something in the 2000s, until I find a suitable spread for a 33x33 world.  This removes my dependence on the automated filter.
I'll give that a try, thx.

What I find most fun in fortress play, is if I stay in the Age of Myth forever.  Jack Semimegabeasts up through the roof.  And if ya like the cloak and dagger game, increase the non-mountain caves.  On that note, I'll mention, I don't care for 'these' stealth parameters, as I never see my dorfs improving their Observation skills...  So they cannot keep up with the Kobold advancement trend.  I keep my caves, like I keep my Undead on 0.  The best way I find to spice things up in Fortress mode is to place Goblins in the second place, in the Neighbors list, and try and get a Civ, if more than one Dorf Civ exists, that is in WAR with either Goblins or Elves.  That is how I spice it up faster, without experiencing a CSI:Armok crushing, and wondering how I failed.
Om nom nom nom...  Delicious knowledges.  I'll try out the non-mountain caves.  War and sieges I'll probably get to, but only after I've had a few skirmishes...  Yes, my dwarves are cowards, and combat still seems a bit too messy for my violent OCD to control.

12
DF Gameplay Questions / Re: "Slime Covering"...?
« on: October 12, 2012, 11:44:04 pm »
So, to re-cap:

For decon chambers, if I understand correctly, one would require a stockpile in a secluded area, partitioned off from the main base, and connected to two individual pump systems, one for water, to wash contaminants off objects, and one for magma, to decontaminate the chamber after cleaned gear has been removed.  Also appropriate drainage systems / floodgates to control run-off of both liquids.

Am I missing anything?  Also, any other methods besides decon chambers that anyone has?

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I haven't had any problems with this. It essentially goes just under the surface, then horizontally for about 50 blocks, then down a vertical shaft about 30-40 blocks, through water wheels, then into a reservoir (feeds water supply through pressure release) with an overflow. I have spent 30 minutes watching it, and the bottom layer of the reservoir is only 3/4 out of 7 full...  :P

I wonder how I can use this water other than power, fishing (fish falls 40 blocks down into rock floor, through water wheels, into water supply), and drinking... (that's the cue for someone to chime in  :o)

Having clean water (which is accomplished via pumping into a cistern) is also essential for hospitals:  w/o clean water for wounds & doc's washing up (also soap, btw)  dwarves will often succumb to infection. 

You will also need a fairly sizable, controllable water supply if you intend to start an obsidian industry.  Build an overflow chamber w/ floodgates at entry and exit points for when/if you channel a water tunnel down to magma for obsidian reactions.

Also moats above or below ground with retractable drawbridges for dumping invaders / enemies into.

And water-based dwarfputing logic-systems if you are industrious and bored.  (check wiki for more)

14
DF Gameplay Questions / Re: "Slime Covering"...?
« on: October 12, 2012, 11:22:17 pm »
I think contaminants don't pass through grates, even if you make them retract, but make sure you have enough shoes and only toddlers and pets will be exposed.

So, how can one successfully quarantine such hazardous residues to eliminate probable accidental contamination / infection?  Accepting, of course, that in a game such as DF, probabilities will never reach a zero, and someone's eventually going to contract Evil-Dwarfish-MRSA, what containment procedures have proven successful for anyone?

Most contaminants are destroyed by magma.

 :o  "Most?"  What in the name of Armok survives spin cycle in the magma-wash?

15
DF Gameplay Questions / Re: "Slime Covering"...?
« on: October 12, 2012, 11:12:11 pm »
I think contaminants don't pass through grates, even if you make them retract, but make sure you have enough shoes and only toddlers and pets will be exposed.

So, how can one successfully quarantine such hazardous residues to eliminate probable accidental contamination / infection?  Accepting, of course, that in a game such as DF, probabilities will never reach a zero, and someone's eventually going to contract Evil-Dwarfish-MRSA, what containment procedures have proven successful for anyone?

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