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Topics - daggaz

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1
DF Suggestions / Animals, Attributes, and Training
« on: June 22, 2019, 04:37:10 am »
People asked me to make a thread on this here, so here goes. 

Animals should have attributes like dwarves.  Each species should have a set of average and standard deviations. These could be further divided by sex as needed.   So for example yaks bulls could have 1500 +- 200 strength and yak cows could have 1400 +- 100, or whatever.  These values should then be used to handle trainability (and anything else).  Here you could set up some equations for various situations (trainability, how quickly the animal reverts, etc) based on the needed attribute values, and set up the equations such that lower attribute animals would take increasingly longer time/effort to train (here trainer ability also plays in of course), to the point where an animal whose required training time exceeds its lifespan, has effectively been given a "can not train" flag.  A slightly modified set of equations could be used for war-training, with more stringent requirements.    Ultimately, an animal's attributes would be to some randomized extent, inheritable through breeding.

In this way, trainability and such is an emergent property rather than an explicit (and often arbitrary) flag set in the creature's raws.  The natural but controlled randomisation on the averages, would make some species more or less suitable for training, but with careful work and time expenditure, the player could take an unruly animal species and move it towards usefulness in battle.   Different castes could even emerge, both thru breeding and through any sexual differentiation in the raws. 

Obviously, some of the more glaring bugs in involved with war animals would need to be resolved to make full use of any of these changes. 

2
DF Gameplay Questions / Problem with Trade Depot (SOLVED)
« on: May 18, 2019, 04:35:45 am »
Searched around and couldn't find this so...

I can haul items to the Trade Depot.  I can trade.  Sometimes my dwarves will haul items back out of the Depot again (stockpiles set to take from anywhere with no material/quality restrictions etc) but not always.  I selected "All" in the search menu, after conducting my trades, and tried to turn it off from trading.  Now my dwarves are stripping EVERYTHING in my fort and bringing it to the trade depot.  I went back into the s menu, and cancelled everything that was [pending] or [trading] by meticulously going thru every menu by hand, and they continue to drag everything in.   I tried to do this again, same problem, everytime I go back into the trade menu I can see everything I de-selected is back on the active menu as [pending]. 


Is this a bug or??

EDIT:  Nevermind. I just missed a bunch of items somehow, got them to stop. 

3
DF Dwarf Mode Discussion / Giant wolverine problem
« on: May 08, 2019, 02:33:38 am »
I found a great embark with a bit of everything.  Central small area with no aquifer surrounded by savage mountains and joyous wild forests (replete with featherwood and highwood trees) with aquifers, a river running thru it, plenty of everything for a steel industry, pretty decent topography, and lots of fun neighbours on the world map.

Buuuuut it has giant wolverines (and kea-men ) which have so far crippled an armorsmith and murdered an axedwarf and an axe wielding carpenter, as well as made off with a number of livestock.  Man, these things are tenacious. 

I've tried a few strategies but now I am thinking about channelling out an area for surface activity and am left wondering, do these things swim?  I assume the answer is yes, but will they avoid water at least on their normal pathing?  As said, they already made mincemeat out of my well armored axedwarf. 

4
So floors are awful, you can't build anything on them, which means they aren't really floors, they're more like walls that block everything from being in the same place, unless you happen to be a dwarf or a goblin chasing a dwarf, in which for the latter case they are all too much like floors and not at all enough like walls.  Walls on the other hand are more or less like floors, at least if you are on top of them, and otherwise they make perfectly good walls if you happen to be hiding behind one.  They just suck at being floors when it comes time to building the floor out of walls.  But then again, so do floors, for their own reasons, not least of which is trying to put more walls on top of the floor when the floor is done. 

So.  How do you guys build your multi-storey constructions?  Do you have living space every second floor, with no floors but solid walls making up the walls and the floors, or do you go the easy and more eye-pleasing route and build conventional floors, only to find you cant actually put anything on the floor to make your home seem a bit more cozy before the goblins dwarves burn it down? 

And why can't floors be more like walls when you need them to be actual floors? 

tl;dr: Allow the construction/placement of things on top of floors.  And for that matter, allow engravings on walls constructed out of blocks.

5
DF Dwarf Mode Discussion / Volcano embark with it all.
« on: March 20, 2019, 04:04:23 pm »
Volcano: Check.
River: Check.
Multiple Biomes: Check.
Iron: Check.
Flux: Check.
A few trees: Check.
Fun topology: Check.
Nearby Cave: Check.
Goblins: Check.
ALREADY AT WAR WITH THE HIPPIES??   DOUBLE CHECK.

World Seed
Spoiler (click to show/hide)

The volcano is down in the bottom right, directly next to two mountain peaks.  If you are careful, you can get 3 biomes : mountains, saltwater and freshwater marsh.

6
DF Suggestions / Workshops and Item Production
« on: February 01, 2018, 02:12:38 pm »
As discussed more thoroughly in my previous thread "Game Balance", item production is far too high and economic considerations too loose, to pose any challenge in the current version of DF, thus reducing the fun.  I therefore propose the following suggestions regarding workshops and item production for your considerations:


1) Workshops would be assignable to one or more dwarves.  The assignment would be mutual.  An assigned workshop would not allow unassigned dwarves, and assigned dwarves would not work in an unassigned workshop of the same type. 

2) The player would select a desired quality level in the workshop menu for each item (default the last level chosen). 

3) Higher item quality would require more time to complete an item, and involve a higher risk of failure.  Failure would destroy the resource being used.

4) XP in the requisite skill would be gained upon item completion.  Failure would result in either zero XP, or less XP than the lowest item-level would gain that dwarf. 

5) XP earned would increase with increasing item quality and risk of failure, and increased skill would reduce time required for completion and risk of failure. 

6) Item quality would be more signicantly connected to value, with items of the lowest quality having a base-value close to worthless (with base-values being modified by external economic factors).

7) Ultimately, both the time to produce the highest quality items, and the time to level a dwarf to the highest skill ranks, would increase significantly for most workshops/professions.  This can be tweaked as needed to ensure gameflow, fun, and reduce tedium of grinding, but as it stands now all of this is too easy and presents no significant challenge to the player. 


7
DF Suggestions / Game Balance
« on: January 28, 2018, 02:48:20 pm »
There are two major issues with the evolution of gameplay over time, and both are relatively easy to fix.  It is also advantageous to at least attempt a correction earlier in development, rather than later.

The first issue is overproduction; the game is swimming in items.  You can plonk down with a unskilled dwarf and start churning out stone items (mechanisms, crafts, tables, whatever).  A carpenter will soon flood a fort with beds.  Farming is broken, just a 2x2 plot can eventually feed an entire fort with ease, and this is magnified by the broken brewery setup.  These two are especially critical as food + drink are one of the fundamental limiting factors in the game design, and as of right now, they don't limit anything (don't even get me started on turkeys).   The end result is your dwarves are drowning in FPS killing items, overview of the fort becomes almost impossible especially for newer players, and challenge is reduced.  Related to this are the migrant waves.  Dwarves are also a resource, and players get absolutely flooded with them by the second year, destroying FPS and especially obliterating any sense of oversight and control.  It's not FUN for the majority of players.  The only challenge is maintaining the work flow. 

The second issue, which compounds all of this, is the economic aspect.  You can take those rock mechanisms or mugs, and with an untrained broker, easily purchase everything you could possibly want (and don't realistically need) already from the first caravan.  By the second year, you can routinely purchase the entire caravan if you know what you are doing.  Challenge goes down the toilet along with overview. 

It would benefit the game greatly, if all of this got turned down a few notches.  Untrained dwarves should be bad at producing any kind of items, making skill selection at embark a valuable and difficult decision again.  It should take more time to train up a number of skills (carpentry for example is ridiculously easy), and the amount of items produced should be affected accordingly.  The quality should matter more, prices should reflect this better, but most importantly again, you should be challenged to produce that many items, and as well with a limit on supply, be given the difficult decision : do you sell them or use them.  Having a poor broker should also matter, and pinching the supply makes it easier to magnify his importance.  Now you would be helped somewhat by having fewer dwarves, but ultimately it should be a race of sorts, full of interesting decisions.  Who spends their valuable time doing what, can you beat the food booze clock, can you build your defenses before the !fun! begins (traps are OP as well), etc..

At least for the early and middle game, some simple tweaks would go a long ways to improving the challenge levels and reintroducing interesting decisions.  If the late game remains broken... well you won the game I suppose, it's a sandbox after all it should be possible.  Ultimately for the end-game, fine tuning a more advanced economic system (do the human neighbors really want a tenth shipment of 18 metric dwarf-tons of stone figurines?) and careful tweaking of game-balance would be the goal, but again, the idea here is to suggest some quick and easy patches to increase the fun. 

Just my 2 cents. 



8
DF Adventure Mode Discussion / Ocean voyages
« on: January 26, 2018, 07:57:29 am »
How far can a dwarf swim in the ocean, and what dangers await him?

Assume legendary swimming, no overloading as far as weight goes, and enough food and water to last a month.

Do you get tired, then exhausted, then drown? Can you cramp or get nausea and drown? Do they release the kraken after nightfall, or will you get eaten alive by sharks at midday?

What are the risks? How far have you swum?

9
DF Adventure Mode Discussion / Adventure Mode is Unplayable for me (LAG)
« on: January 23, 2018, 06:48:19 pm »
So I play a lot of fortress mode, and my laptop is pretty ok, I usually dont notice a big FPS slowdown before FUN! happens to me anyhow...   And recently I thought why havent I ever tried adventure mode???

Well, I created a small world with a 125 yr history and the moment I start moving around (dwarf in a fortress) the game is SO lagged I can barely stand it.  I mean, it is unbearable to even cross a room, let alone explore the fort, let alone pick thru those god-awful "lets dump everything on the floor in THIS room but nowhere else" rooms. 

What am I doing wrong??  I heard you can turn off temperature and weather? HOW?  And if I turn off temperature, does dragon fire get neutered? (that sucks)


10
DF Dwarf Mode Discussion / Optimized Embark Builds
« on: January 20, 2018, 06:46:41 am »
There has been a lot of discussion about this, but the most recent threads devoted to the subject I can find are up to five years old, so maybe it's time to bring it up again.  Now dwarves are rather unfortunately expendable at times, but the starting seven give the player a unique opportunity to design their skills sets, which directly influences the initial growth rate/capabilities of the fortress.  So the question is how best to take advantage of that setup?  Without going into detail for every skill, I will describe some of the choices I make and why, and welcome discussion about how other players here may do it differently.

My focus is on a balance between immediately useful/necessary skills, and useful skills which are hard to train in-game.  I typically don't embark on evil biomes, but will occasionally remark on the differences this entails.  I am going to just ignore skill rust as players have the option to turn it off and the whole rust-mitigation aspect complicates the discussion immensely.  But feel free to bring it up of course.

SO.

1) Mechanic 5 / Diagnostician 5.  This is the only dwarf I "reroll" for, I am looking for good scores in analytical ability (as the first priority, both skills depend on this trait), intuition, and memory.  He should preferably not be weak as he will be lifting a lot of stone early on.   Diagnostician is something that might come along later with migrants, but might very well not, and your entire hospital line depends on it.  It's not easy to train without purposely injuring your dwarves.   Mechanic has a good synergy and gives your doctor something to do in the meantime, the mechanisms are needed for initial defense (traps and bridges) and will be the mainstay of your economy for some time. 

2) Mason 5 / Building Designer 5.  It's handy to have these together, as this dwarf can now single-handedly construct stone draw-bridges, which are of immense value to defense.  One can argue that mason doesnt need to be that high as he will level it up fairly quickly (spam block construction), but I like to be quick with my first masonic items and its convenient if they arent all super low value (doors, tables, thrones for your first dwarves, and get those bridges up asap).  This dwarf should be strong or at the very least NOT weak. 

3 + 4) 2x Miner (0 ranks if non-evil, 5 if evil), Armorsmith 1 for one and Weaponsmith 1 for the other.   I then use the remaining ranks on weapon skills (priority) and dodging.  Never spend skill points in mining unless you absolutely must dig quickly, you will be legendary before any other dwarf even gets a chance to mood.  These dwarves might become legendary smiths, but otherwise they are going to go into the military as soon as the initial fort is constructed and we have some migrants to replace them on the digging.  They should preferably have good traits for military servitude (iron will, rapid healing, good physical attributes especially endurance). 

5) Teacher 5 / Axedwarf 5 .  Something new Ive been trying.  Teacher seems a bit harder to train and more valuable to have in the beginning.  This guy immediately gets carpentry and wood-cutting turned on, and will chop wood and make a few items for the fort in the beginning.  He might mood into legendary carpentry, and if you are lucky you will get an artefact hatch which can be a first line of defense for FBs.  Later on a migrant can be the full time carpenter, this is a skill which quickly goes to legendary just making barrels from 0 ranks.  This frees up our teacher to begin training some migrants / the miners.  I've considered having him learn a defense skill instead, but it seems to me that weapon skill is the most important so...

6) Weaponsmith 5.  He doesn't need any other skills, get him into a magma forge asap and start cranking out cheap weapons. 

7) Armorsmith 5.  Same thing as the weaponsmith, tho you might consider Growing 5 as an additional skill for evil biomes where caravans and especially migrants are not guaranteed.   Otherwise farming is stupidly broken and food is not an issue.  Growing goes on this guy because he is slightly easier to train than the weaponsmith.  One thing which you should not do is double these two smithing jobs on the same dwarf.  If they dont get a mood, you are going to need to focus on training for a long time and its counterproductive to have one dwarf try to do both tasks. 

I used to bring a broker but frankly it's not needed.  In sufficiently evil biomes you arent going to see many caravans/migrants anyhow, and if you do, you are guaranteed to find a dwarf with strong relevant social skills, eventually one with Judge of Character (which seems to not really improve significantly with more ranks).  Appraisal auto-trains to highly effective levels after the you open the trade screen with the first large caravan.  Before then, just trade surplus mechanisms (especially masterwork) for whatever you really need and you will be fine.  Trading and economy in general is broken as hell, so even without this ease of building a broker post-embark, you are going to be just fine.  Not bringing a broker has the advantage that you get to select him from migrants AFTER your expedition leader is chosen.  If you build a broker, he invariable becomes leader and I find that half the time this asshole is stuck in a meeting and a non-broker dwarf has to do his job anyhow or you miss the caravan.  Really. Annoying. 


Things that people often train but they don't need to. 
Mining (unless evil biome, see above)
Carpentry
Wood Cutting
Brewing (bring booze, skill here only effects time not stack size, you will be fine)
Growing (unless in very dangerous biome) you will be swimming in food, its stupid
Herbalist (same thing as growing, food is not an issue)


I find with this kind of build, I have more than enough embark points left over to tank up on all booze, increase seed stockpiles somewhat (in case of early mistake of stupid planting when season is too short), get some wardogs, a couple cats, a bunch of random food, and even splurge on two shearable pack-animals if I want to.  I dont bring any of those last embark items which I can quickly make myself.   

11
DF Community Games & Stories / A Short Creation Story: The Anvil of Armok
« on: January 14, 2018, 07:52:33 am »
Urist McBeardface and Urist McMuginhand sat at the entrance to their Fort, perched on the very edge of a large granite slab which jutted out from the top of a towering precipice, overlooking a river winding through the deeply forested valley below.  The rush of the wind and the murmering of water over distant river rocks were an orchestra for the glorious landscape, a Toast be unto Armok! 

But Urist was restless, fumbling with the tavern's +granite mug+ in his hands as he contemplated the scene laid out below his swinging feet.  He felt distinctly uneasy in this position, but perhaps this was the right way to be, given the depth of the question bothering him. 

Urist took a sip from his ☼obsidian goblet☼, hewn from a shard lifted from the very heart of the mountain, and laid a comforting hand on his shoulder. 

What is troubling you, Urist? You seem worried, even agitated.  Aren't you sleeping well in your ≡cherry wood bed≡?

I am glad you asked, Urist.  The words slipped out over his ale like a gasp of pressure from the deep caverns. I have been thinking a lot lately..

You really shouldn't do that, it is neither our place as dwarves nor particularly productive, it is far better to simply take life as it comes without a single thought as to where you step or where you should go next.  This is the way of dwarves since Armok created us..

Well, yes, agreed Urist, tugging his beard, but it is precisely that which is bothering me.  Our creation, or rather, the First Anvil.

Ah well, yes ok, this is a natural thought for every dwarf. Urist took a long, wise draught from his goblet. He was particularly delighted at the distinct notes in his raspberry wine.  A blissful look spread on his ruddy face.  Armok, a Toast be unto him!, created the First Anvil, just as he created us.  There is nothing more to it.

Well, yes, of course! agreed Urist, exasperated, but where is the First Anvil?  There is no record of it in any of the known civilizations, I mean its location.. it only exists in legend! Nobody even knows where it was lost, Armok knows how such an artifact could ever be lost in the first place, a Toast be unto his name!  It doesn't make any sense! If there was a First Anvil, we would not have lost knowledge of it, but without a First Anvil, there could be no second anvil! We don't even know the name of the second anvil, how was it created?  Where?  The First Anvil must be, but it seems it cannot be! It is like the surface of a well which does not know which way to flow and merely sloshes back and forth for all of time!! Urist shook his fist as he cried out at the clouds, spilling some of his ale.

Calm down, Urist exclaimed Urist, You seem angry!  Let me relieve you with the wisdom of my faith.  There is a First Anvil.  And we know exactly where it is.

We do? But where, how do you know?!  And why do you keep such knowledge secret?!!

Look around you, all that you see..

Urist drank the world with his eyes, and seemed relieved if still confused. 

What happens, when you set your pick down, Urist?

What? I should never do such a thing, I sleep with it of course and..

Yes, yes, ok.. but what about when Urist sets his pick down?

Oh, yes he is certainly sloppy like that.

Yes he is, I am in awe that Urist still lives.  But what of his pick?

Oh, well he forgets where it lies, the daft fool!  And then he has to go begging Urist to make him yet another...

Indeed.  And so his pick lies on the ground, and is forgotten, and the earth covers it and claims it and it is buried away from the minds of all dwarves, a lost stone for the moss to grow upon.  Look again at the world, Urist.

Urist took a long draught of ale to chase the heady words of his friend Urist, and gazed across the valley.  As he did so, he remarked bemusedly to himself that the mountains looked as though they were stones covered in cave-moss.  The giant trees were so far away, if he stretched his leg out he felt he could crush them with his foot.  And then it dawned on him... his eyes went wide and he looked at Urist in amazement.

The First Anvil! It is right beneath our very feet this entire time!  But why do you tell no one?!

Yes, Urist.  The First Anvil was brought here by Armok, a Toast be unto his name, and the world you see is the moss that has grown over it after he left it, forgotten, after forging the dwarves and the rest of his creations upon it.  The second anvil was struck on the First Anvil by the first dwarves, and while the story was forgotten, the First Anvil still lies there, deep below, at the heart of the world.  Its place was forgotten, but it was never lost.  How could it be? It is larger than any mountain and the world and everything we know rests upon it still.  It has been here this whole time.  As to why we tell noone, well we share with all who join our faith, but without a way to prove the truth, it is of little use to tell others.  No dwarf can reach the center of the world to see for himself the First Anvil is there, and claiming so starts tavern brawls as easily as taking another dwarf's ale.  So we leave it, as a matter of faith.  Most of the time, our followers come to us with the realization themselves.

Urist got up so quickly he nearly lost his mug and had to snatch it from the air, almost falling to his death in the process.  Whew! That was close, almost lost my mug! he exclaimed.

My beard, yes you did! But where are you going in such a hurry, Urist?

Urist, is it not clear?  I am going to dig to the center of the world and touch the First Anvil! I will bring it back into our Legends, that no dwarf ever forget again the most incredible creation of Armok, a Toast unto his name! As proof, I will even strike a new anvil directly upon it! Such an artifact!! I need adamantium!!! Urist cried out, suddenly taken by the strangest of moods, the words coming over his shoulder as he rushed back into the Fort in his hurry to reach the mines. I know how to get there! I know a way past the great magma sea!

Urist chuckled.  Good idea, Urist, I am sure you will succeed and your name will be forever a legend to all dwarves, and this Fort in particular, as the dwarf who brought Armok's treasure back to the surface from the center of the world,  a Toast be unto him and unto you!  He sipped the last of his wine and looked back over the valley.  Yes. A very good idea indeed, no bother thinking any more about it.  Ho! I am nearly out of wine... he mentioned to noone in particular.  Today was going to be a good day, indeed.  Urist stroked his beard, pleased that he was so wise and very satisfied that he could help his good friend Urist in his time of need. 

12
DF Dwarf Mode Discussion / The Anvil of Armok
« on: January 14, 2018, 07:19:53 am »
Urist McBeardface and Urist McMuginhand sat at the entrance to their Fort, perched on the very edge of a large granite slab which jutted out from the top of a towering precipice, overlooking a river winding through the deeply forested valley below.  The rush of the wind and the murmering of water over distant river rocks were an orchestra for the glorious landscape, a Toast be unto Armok! 

But Urist was restless, fumbling with the tavern's +granite mug+ in his hands as he contemplated the scene laid out below his swinging feet.  He felt distinctly uneasy in this position, but perhaps this was the right way to be, given the depth of the question bothering him. 

Urist took a sip from his ☼obsidian goblet☼, hewn from a shard lifted from the very heart of the mountain, and laid a comforting hand on his shoulder. 

What is troubling you, Urist? You seem worried, even agitated.  Aren't you sleeping well in your ≡cherry wood bed≡?

I am glad you asked, Urist.  The words slipped out over his ale like a gasp of pressure from the deep caverns.  I have been thinking a lot lately..

You really shouldn't do that, it is neither our place as dwarves nor particularly productive, it is far better to simply take life as it comes without a single thought as to wear you step or where you should go next.  This is the way of dwarves since Armok created us..

Well, yes, agreed Urist, tugging his beard, but it is precisely that which is bothering me.  Our creation, or rather, the First Anvil.

Ah well, yes ok, this is a natural thought for every dwarf.  Urist took a long, wise draught from his goblet. He was particularly delighted at the distinct notes in his raspberry wine.  A blissful look spread on his ruddy face.  Armok, a Toast be unto him!, created the First Anvil, just as he created us.  There is nothing more to it.

Well, yes, of course! agreed Urist, exasperated, but where is the First Anvil?  There is no record of it in any of the known civilizations, I mean its location.. it only exists in legend! Nobody even knows where it was lost, Armok knows how such an artifact could ever be lost in the first place, a Toast be unto his name!  It doesn't make any sense! If there was a First Anvil, we would not have lost knowledge of it, but without a First Anvil, there could be no second anvil! We don't even know the name of the second anvil, how was it created?  Where?  It is like the surface of a well which does not know which way to flow and merely sloshes back and forth for all of time!! Urist shook his fist as he cried out at the clouds, spilling some of his ale.

Calm down, Urist exclaimed Urist, You seem angry!  Let me relieve you with the wisdom of my faith.  There is a First Anvil.  And we know exactly where it is.

We do? But where, how do you know?!

Look around you, all that you see..

Urist drank the world with his eyes, and seemed relieved if still confused. 

What happens, when you set your pick down, Urist?

What? I should never do such a thing, I sleep with it of course and..

Yes, yes, ok.. but what about when Urist sets his pick down?

Oh, yes he is certainly sloppy like that.

Yes he is, I am in awe that Urist still lives.  But what of his pick?

Oh, well he forgets where it lies, the daft fool!  And then he has to go begging Urist to make him yet another...

Indeed.  And so his pick lies on the ground, and is forgotten, and the earth covers it and claims it and it is buried away from the minds of all dwarves, a lost stone for the moss to grow upon.  Look again at the world, Urist.

Urist took a long draught of ale to chase the heady words of his friend Urist, and did so.  As he gazed across the valley, he remarked bemusedly to himself that the mountains looked as if they were covered in cave-moss, the giant trees were so far away, if he stretched his leg out he felt he could crush them with his foot.  And then it dawned on him... his eyes went wide and he looked at Urist in amazement.

The First Anvil! It is right beneath our very feet this entire time!

Yes, Urist.  The First Anvil was brought here by Armok, a Toast be unto his name, and the world you see is the moss that has grown over it after he left it, forgotten, after forging the dwarves and the rest of his creations upon it.  The second anvil was struck on the First Anvil by the first dwarves, and while the story was forgotten, the First Anvil still lies there, deep below, at the heart of the world.  It's place was forgotten, but it was never lost.  How could it be? It is larger than any mountain and the world and everything we know rests upon it still.  It has been here this whole time.

Urist got up so quickly he nearly lost his mug and had to snatch it from the air, almost falling to his death in the process.  Whew, that was close, almost lost my mug.. he exclaimed.

Yes, but where are you going in such a hurry, Urist?

Urist, is it not clear?  I am going to dig to the center of the world and touch the First Anvil! I will bring it back into our Legends, that no dwarf ever forget again the most incredible creation of Armok, a Toast unto his name! As proof, I will even strike a new anvil directly upon it! Such an artifact!! I need adamantium!!! Urist cried out, suddenly taken by the strangest of moods, the words coming over his shoulder as he rushed back into the Fort in his hurry to reach the mines. I even know how to get there! I know a way past the great magma sea!

Urist chuckled.  Good idea, Urist, I am sure you will succeed and your name will be forever a legend to all dwarves, and this Fort in particular, as the dwarf who brought Armok's treasure back to the surface from the center of the world,  a Toast be unto him and unto you!  He sipped the last of his wine and looked back over the valley.  Yes. A very good idea indeed, no bother thinking any more about it.  Ho! I am nearly out of wine... he mentioned to noone in particular.  Today was going to be a good day, indeed.  Urist stroked his beard, pleased that he was so wise and very satisfied that he could help his good friend Urist in his time of need. 




13
DF Dwarf Mode Discussion / Why did my flood gate get washed away??
« on: January 12, 2018, 06:16:27 am »
I am filling my castle moat with hot molten magma, which comes from a pipe that extends many z-levels above my fort and the layer of my moat.   I am of the understanding that, if I were to simply tap a channel straight into this pipe with no cut-off, then the magma will keep pouring out until it fills my moat and then overflow and destroy the world, no? Or is the lack-of-pressure thing enough to keep that from happening?

Regardless, in the interests of !safety! I decided to put in an extensive cut-off system, all of it made from gabbro or alunite, including the mechanisms.  I built a raising draw bridge raising up towards the pipe, and raised it.  In the space next to it, I built a wall-grate.  In the next square, I built a flood gate.  I then built a second draw-bridge raising up away from the pipe.  Now once my system is full of magma, I can raise both bridges and make the gate-system impervious to building destroyers. 

But it didn't work that way..  I dropped the bridges and opened the grate and the floodgate, and used the busy-to-leave method to mine out the last square, opening the pipe.  My legendary miner high-tailed it out of there, and the magma was hot on his trail.

But it SWEPT THE FLOODGATE AWAY!!!  There is a gabbro floodgate with an alunite mechanism making its way down my chamber.  Is this fort lost?  Can I ever seal the chamber again?  Especially in light that draw-bridges are not supposed to block fluid for much longer (if they still do).

WHY did the magma sweep away my flood-gate??  For Armok!  >:(

I will add that I cleared the chamber of stones first... 


14
This is a thread for posting great seeds, and for figuring out the world generation tricks. 

I'll start with this awesome volcano embark, the fruit of several days labor trying to figure out exactly what the parameters in world gen do.   This embark has a bit more than 10,000 iron total from all three ores, several thousand units of fuel (bituminious coal and lignite are both present), a dwarven-crapton of copper, gold and even platinum.  Plus a fair amount of diamonds (not the best vein I've seen but hey).  And of course flux : miles and miles of marble, more than enough for your steel industry and your construction needs.

The site is a perfectly flat and wide valley running north and south, covered in trees, and carrying a small stream.  There is deep soil, which happens to be loaded with gold and turqoise.  Massive cliffs rise to each side on the east and the west, running the full length of the valley.  The magma pipe towers in the eastern cliff an impressive 25 z levels above the valley floor.  It's a !FUN! accident just waiting to happen. 

The only way this site could possibly be better, were if it had a single square of aquifier on it for self-contained power and plumbing.  Oh well.  The lack of waterfalls is EASILY remedied by a little dwarven industriousness. 

https://ibb.co/c3KBmm

And so without further ado:
Created in DF v0.44.03.

[WORLD_GEN]
   [TITLE:VOLCANO VALLEY]
   [SEED:O8isg8iWaEYCgQSImQ0E]
   [HISTORY_SEED:sSAque4aG6amAYKmq8Ug]
   [NAME_SEED:qw8OsKW4UGCQGsmsesiq]
   [CREATURE_SEED:GySg0628s0mi0oemsMCE]
   [DIM:129:129]
   [EMBARK_POINTS:1504]
   [END_YEAR:50]
   [BEAST_END_YEAR:200:80]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:1:400:3200:3200]
   [RAINFALL:25:100:500:500]
   [TEMPERATURE:40:60:10:10]
   [DRAINAGE:0:100:1000:1000]
   [VOLCANISM:0:100:3200:3200]
   [SAVAGERY:0:100:200:200]
   [ELEVATION_FREQUENCY:5:3:0:1:1:2]
   [RAIN_FREQUENCY:5:0:0:0:0:1]
   [DRAINAGE_FREQUENCY:5:1:0:0:0:1]
   [TEMPERATURE_FREQUENCY:2:0:0:2:0:0]
   [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
   [VOLCANISM_FREQUENCY:5:3:0:0:0:2]
   [POLE:NORTH_AND_OR_SOUTH]
   [MINERAL_SCARCITY:100]
   [MEGABEAST_CAP:18]
   [SEMIMEGABEAST_CAP:37]
   [TITAN_NUMBER:9]
   [TITAN_ATTACK_TRIGGER:80:0:100000]
   [DEMON_NUMBER:28]
   [NIGHT_TROLL_NUMBER:14]
   [BOGEYMAN_NUMBER:14]
   [VAMPIRE_NUMBER:14]
   [WEREBEAST_NUMBER:14]
   [SECRET_NUMBER:28]
   [REGIONAL_INTERACTION_NUMBER:28]
   [DISTURBANCE_INTERACTION_NUMBER:28]
   [EVIL_CLOUD_NUMBER:14]
   [EVIL_RAIN_NUMBER:14]
   [GENERATE_DIVINE_MATERIALS:1]
   [GOOD_SQ_COUNTS:6:63:0]
   [EVIL_SQ_COUNTS:6:63:0]
   [PEAK_NUMBER_MIN:3]
   [PARTIAL_OCEAN_EDGE_MIN:0]
   [COMPLETE_OCEAN_EDGE_MIN:4]
   [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:250]
   [RIVER_MINS:50:20]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:2750]
   [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:5]
   [CAVE_MAX_SIZE:25]
   [MOUNTAIN_CAVE_MIN:15]
   [NON_MOUNTAIN_CAVE_MIN:25]
   [ALL_CAVES_VISIBLE:1]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:100]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:600]
   [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]

15
DF Dwarf Mode Discussion / Nice Volcano Seed. Flux, Trees, Water, Soil.
« on: January 03, 2018, 08:26:48 pm »
This world generates a volcano in the center east of the map, which is in a temperate zone and covered with giant trees.  The volcano is quite tall and covered in many layers of soil, with the caveat that some of the layers (red sand when I played) carries an aquifer layer about half way up the volcano.  Its easy to pierce, I had built half a starter fort before I realized it was even there, so you have easy water access with the possibility of indoor lakes and flowing streams, right next to a magma chamber! =D The lavatube is only about 30x30 as well, so most of the map (with a 4x4 embark) is available for building.  The surface of the magma is inside the volcano (it doesn't pierce to the air far as I can tell with that lavatube bug, I even sent a guy to the top to cut trees just to be sure), so it is really easy and safe access.  The entire map has flux and I saw hematite before I even started digging, so steel is not a problem. 

World map is medium, with very short history, medium civilisations, very low sites, very low savagry and minerals everywhere.  Neighbors are dwarf, human, and elf.  Unfortunately no goblins civs, is that easily changed in the world generation parameters, or what?  Wouldn't mind a little more action. 

I played by putting the volcano on the lower left corner of my embark, then the game generates you on the north slope and you can dig straight in to the stone core from there without hitting the aquifier.

[WORLD_GEN]
   [TITLE:CREATE WORLD NOW = 4131115]
   [SEED:wIG6ycO6AcYWGOowaUiI]
   [HISTORY_SEED:k88iAOMQ6mqSmm8M6Ios]
   [NAME_SEED:Em8628CsEmKi2Ai4aOSM]
   [CREATURE_SEED:yqUS64EY6YOkgO08oCcm]
   [DIM:129:129]
   [EMBARK_POINTS:1504]
   [END_YEAR:5]
   [BEAST_END_YEAR:5:-1]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:1:400:1600:1600]
   [RAINFALL:0:100:200:200]
   [TEMPERATURE:25:75:200:200]
   [DRAINAGE:0:100:200:200]
   [VOLCANISM:0:100:200:200]
   [SAVAGERY:0:100:200:200]
   [ELEVATION_FREQUENCY:4:2:0:1:0:1]
   [RAIN_FREQUENCY:1:1:1:1:1:1]
   [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:3:5:4:3:2:1]
   [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
   [POLE:NORTH_AND_OR_SOUTH]
   [MINERAL_SCARCITY:100]
   [MEGABEAST_CAP:9]
   [SEMIMEGABEAST_CAP:18]
   [TITAN_NUMBER:4]
   [TITAN_ATTACK_TRIGGER:80:0:100000]
   [DEMON_NUMBER:28]
   [NIGHT_TROLL_NUMBER:14]
   [BOGEYMAN_NUMBER:14]
   [VAMPIRE_NUMBER:14]
   [WEREBEAST_NUMBER:14]
   [SECRET_NUMBER:28]
   [REGIONAL_INTERACTION_NUMBER:28]
   [DISTURBANCE_INTERACTION_NUMBER:28]
   [EVIL_CLOUD_NUMBER:14]
   [EVIL_RAIN_NUMBER:14]
   [GENERATE_DIVINE_MATERIALS:1]
   [GOOD_SQ_COUNTS:6:63:0]
   [EVIL_SQ_COUNTS:6:63:0]
   [PEAK_NUMBER_MIN:3]
   [PARTIAL_OCEAN_EDGE_MIN:0]
   [COMPLETE_OCEAN_EDGE_MIN:4]
   [VOLCANO_MIN:1]
   [REGION_COUNTS:SWAMP:66:0:0]
   [REGION_COUNTS:DESERT:66:0:0]
   [REGION_COUNTS:FOREST:264:0:0]
   [REGION_COUNTS:MOUNTAINS:528:0:0]
   [REGION_COUNTS:OCEAN:528:0:0]
   [REGION_COUNTS:GLACIER:16:0:0]
   [REGION_COUNTS:TUNDRA:33:0:0]
   [REGION_COUNTS:GRASSLAND:528:0:0]
   [REGION_COUNTS:HILLS:528:0:0]
   [EROSION_CYCLE_COUNT:250]
   [RIVER_MINS:25:25]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:2750]
   [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:5]
   [CAVE_MAX_SIZE:25]
   [MOUNTAIN_CAVE_MIN:10]
   [NON_MOUNTAIN_CAVE_MIN:15]
   [ALL_CAVES_VISIBLE:0]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:40]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:260]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:8000:1056:528]
   [RAIN_RANGES:528:1056:528]
   [DRAINAGE_RANGES:528:1056:528]
   [SAVAGERY_RANGES:4160:2080:0]
   [VOLCANISM_RANGES:528:1056:528]



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