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Messages - Aelwen

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1
DF Dwarf Mode Discussion / Re: DF v50.01+ Worldgen Cookbook Thread
« on: February 26, 2023, 05:41:21 am »
How to create an embark with with serene and terryfing surroundings in one square?


2
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 19, 2021, 07:27:56 am »
The evil ocean tile is reanimating, in that one. 
I presume, then, that you would prefer the small evil land area to be Reanimating, rather than the ocean?
Everything is fine, thanks. I've founded my fort already.

3
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 19, 2021, 07:26:11 am »
My tame stray war tiger just ate two dwarves. WTF??? :o

So this tiger was chained near the artifact room. Suddenly my dwarves started to fear nearing him, stopped all their tasks nearby. I set it free and it attacked a few dwarves and killed them. I assigned it to the trainer and decided to chain it in my cavern entrance hall for defence. That's it. Now dwarves pass it it again.

4
DF Gameplay Questions / How to find which dwarves were from the start?
« on: November 16, 2021, 08:39:31 pm »
Hello to everyone. I want to give my original dwarves special rooms but after three waves and multiple niknaming/job changing I forgot who is who. Is there some legend or ingame log about who arrived first?

5
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 13, 2021, 03:12:53 pm »
Quote
Here's a couple more that are similar, and have surface rivers.  The feature that remain difficult to exclude are aquifers.

I jus use Starter Pack's feature to exclude all aquifers so it's ok. Yes, at least one square of blue ocean tile would be nice.

I've checked your last two embarks, the first one is almost perfect but it's not reanimating.

6
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 11, 2021, 03:54:44 pm »
Ok, I see what you mean.  If you adjusted the embark location in the sample embark above north by two, would that be close to what you're looking for, biome wise?

I think yes, thank you. If you meet/find more such plots, embarks, send them to me anyway, please.

7
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 11, 2021, 02:01:10 pm »
Quote
The only clarifying questions I have is, when referring to the small patch of evil in one of the other 3 biomes, does that mean the tropical plains should also be evil, or is the evil part coming from the ocean?  Or something else in a fourth biome?
If it would help, by all means draw your ideal layout, something like:
1122
1122
1133
1133
where 1 is the terryfing ocean, 2 is the tropical plains, and 3 is the good biome. Or if that's not correct, whatever it is you're looking for.

I want an evil ocean ANd a small patch of evil land. Most of the land should be good.

Smth like this: 1- ocean, 2 -good (preferrably plains) biome 3- evil land biome (preferrably plains or desert but forest is ok too if nothing else fits)

1222
2222
2223
2222

or

2223
2221
2222 
2222

2222
1223
2222
2222

1 quarter of evil ocean, 1 quarter or less of evil land and the rest is a good biome.

8
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 11, 2021, 09:54:06 am »
I am looking for an embark with the following features:
world size: 33x33
Embark size: 4x4
savagery: any
living dwarven civ
NEIGHBOR: GOBLINS
NEIGHBOR: HUMANS
NEIGHBOR: ELVES
TERRIFYING OCEAN SHORE
70-100% FLAT (0-2)
NO AQUIFER
BIOME TEMPERATURE: WARM
3 BIOMES (one of them TROPICAL PLAINS, the other doesn't matter but preferrably not heavy forest)
ANY GOOD BIOME with small patch of EVIL land biome (less than 25%)
REANIMATING
EVIL WEATHER - optional
CREEK or SMALL RIVER
NO WATERFALLS


SAND
CLAY
DEEP SOIL
FLUX
IRON ORE
LIGNITE/COAL
GOLD ORE
2-3 CAVERNS

I'm hopeful the gurus here might be able to help. Thanks!

9
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: April 20, 2021, 05:13:26 pm »
Quote
Caravans can arrive on evil tiles of an embark, but if most tiles are not evil the odds are against that (you can make constructions that block avenues of entrance, though), and they can't arrive on a coastal evil water tile in the water.

Oh, I actually wanted to get caravans arriving following by hungry zombies but even if it doesn't happen then being surrounded by evil biomes will lead to zombie animals and critters coming from the border, right?
It may give a lot of FUN.


10
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: April 20, 2021, 10:48:00 am »
Quote
If not, let me know what isn't quite right, or describe each tile of the ideal 4x4 layout, by biome/feature.

Thank you but it seems to me you created an evil embark itself.

I asked for a Good/Neutral 4x4 embark between the evil ocean/lake and some evil reanimating biome. Oasis. It is ok if one corner of the embark will be evil but it should be Mostly good/neutral.

Smth like this. I've tried multiple generations but still can't find smth similar. Either there is not such territory or there is too little soil  (I search for deep soil) or the civilization is dead. :-[
https://i.postimg.cc/3Js7VyMG/Tile.jpg

11
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: April 19, 2021, 09:20:01 am »
Could you help me to find an embark like this?

1. 4x4 flat neutral or good place on the beach of the reanimating evil ocean/lake (directly bordering it). Like a small peaceful oasis among the danger.
2. Surrounded by evil reanimating lands from 2-3 sides. So reanimated animals may roam in from the edge.
3. Goblins as neighbors are preferable, other civilizations nearby are good too. Dwarf civilization NOT EXTINCT.
4. At least one level of caverns.
3  Deep soil (4 levels)
5. Biome doesn't matter (as long as it is flat)

Thank you in advance.

12
Quote
(I use my own private tool that generates a 3*3 embark location with 9 biomes at a the same place every time).

Is it possible to use for 4x4 embarks?

13
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: January 27, 2021, 01:28:52 pm »
Oh, yes, it was my fault. Everything is fine now.

Although my first fort died pretty quickly.  :o :-[

14
Quote
Hacking the 9 world tiles to lower the elevation deepens the soil, but does also cause the brook to change its course.

How did you do it?

Ad the second. If the world tile consists of 2-3 different biomes how can I change evilness in them? Or only one of them? I often want to create an embark place of 3-4 biomes but how?

15
Quote
In order for it to affect civs you need to change the geo biome before the civ's first site is created, but after the geology has been put in place. History starts with the civ starting sites being generated.
The world generates so quickly I don't have time to pause before history starts.

This world and embark  from this link http://www.bay12forums.com/smf/index.php?topic=175538.msg8238988#msg8238988

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