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Messages - zdrgn

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1
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: April 23, 2018, 08:13:56 pm »
Sorry to intrude, but could someone please help me with genning a world? I've generated a few dozen worlds so far with various parameters, but just can't seem to get the perfect embark I want. I am looking for a site with:

I'm trying to go for a high resource, high danger embark with a sort of 'all the good races are dying out so let's try sending a military squad to a dangerous location that can serve as a foothold and supply resources' kind of feel.

I don't know how big of a region you are genning, My medium region was created for nearly the same purpose , the one about my frozen waterfall embark on page 2 of this thread.     You could bump the savagery up a bit mine is 2x more savage than calm, I already have boosted megas / caves / titans (more than typical medium region)  Its got boosted evil areas, but not so much that the whole world is bordering on collapse, you could perhaps double the #'s for evil small medium and large regions.  Then good civs might be on the decline by year 150ish  And you should have half a dozen or more necro towers.   Its already maximizing volcanos + flux + many biomes (increases chance of having everything you want ore wise).  You could also change the temperature ranges in mine back to normal 25-75 instead of 15-60 and level out the drainage setting so its not 2x more high drainage than normal or whatever it is.  Since you don't want glaciers.   Although most of my map as-is is not frozen, and goes to warm in the south pole, no scorching with the current settings.

Gen the world till you find the spot you want with like 30 years history.  Then change the creature / history seeds and you'll get new placements of civilizations / histories and gen it for 150+ yrs you'll have lots of necro towers.  And maybe the civs you want around the location unless it's really isolated.

2
DF Community Games & Stories / Re: Fortress Log - Twinkling Whips
« on: April 22, 2018, 05:44:06 pm »
15th Moonstone (88-10-15) Log 5

Now that the fortress is running more smoothly, we've plenty of mechanisms and blocks, and the aqueduct is ready for the thaw,  I can focus on building a Lava Pipe to fill the tubes under the planned magma forges.   I will also begin carving the cavern around my fortress, I designate the top level for construction and dig out the lava tubes on this side of the river.

20th Opal (88-11-20) Ready to begin construction of bridge portion of the lava pipe.

1st Obisidian(88-12-01) Luxury apartments are complete and assigned, now myself and the other starting 7 can rest in luxurious comfort.  Still lacking in decoration though.  I gave one to our Broker as well, and have one reserved in case a royal shows up.
Spoiler (click to show/hide)

20th Obsidian(88-12-20) Layer 1 of the bridge's construction nears the far side of the river.
Spoiler (click to show/hide)

First Granite (89-1-1) Spring has arrived and still no Lava or Irrigation this year should bring us access to both.
Excavation of our cavern is proceeding at the top level
Spoiler (click to show/hide)

20th Granite (89-1-20) Can't believe a year has past since we unloaded that wagon, here's an updated snapshot of the entrance level. 
Spoiler (click to show/hide)

3
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: April 21, 2018, 04:47:45 pm »
Anyone have a set of minimum values that's tolerant but still sanity-tests a bit?

You can check my last post with world params for a decent set of Medium Region params. 

The #'s really depend on how large of a world you are generating, medium is 129x129.  Its also the smallest I was able to fit 200 volcanoes into without rejects.    I tried small region but I had trouble getting enough mountains and regions to feel satisfied with the world look, and I could only do about 120 volcanoes without rejects.  All the minimum parameters you just lower until they stop giving rejects, make a copy of the world type you want, start with the default advanced params and work your way down as you tweak things enable the logging of map rejects in INIT, it tells you exactly how many you failed by, you can tweak based on that.  I had to lower almost all the minimum number rejection parameters in my medium world because I turned the variance up so high that I had much fewere "large regions of desert/forest/swamp etc" And have my variance as high as i can get it without more than 5000 distinct biome rejections.
I also had pretty high draingage limiting certain other biomes because with the params I chose I"m able to get at least 2-3x more glacier per world gen than the default params were making.  I've always got nice large swaths of evil glacier. 
  Another thing about volcanos, you don't need that much high volacanism, if you look my weighted range is like from lowest 4x 4x 0x 0x 1x (only 1x being 80-100 volc)and so thats 8x more low volcanism than high volcanism, but i did that cause i turned variance to max and i wanted flux next to volcano.  I was still getting enough 100's with only 1 per 9 squares on medium region to get the maximum 200 volcs and no  rejects.  And I tend to have flux on close to 50% of those volcanos(in a 3x3 embark). 

4
DF Community Games & Stories / Re: Fortress Log - Twinkling Whips
« on: April 20, 2018, 02:13:27 am »
Log entry 4.

Well its the 28th of Limestone and we finally finished trading. 

We got rid of our surplus blocks! And our extra mechanisms, actually got a some value for them.
We were able to purchase a breeding pair of cats, seeds to replinish the ones that seem to have been eaten.  All of the traders bins of cloth and leather.  (not much sadly) and some extra ale, food and empty bags.

We owe the decent prices to the negotiations of Zon Rigothkordam from our first set of migrants.  He's Our newly appointed appraiser I must say is a little  intimidating.  He also claims to be a fine brewer so I'll reward him by giving him all the stacks of Plump helmets we traded for and see what he can do.   

Now that the river is frozen I might as well see to the well being of our band,  I hardly have a bedroom per 5 dwarves, I'll make sure everyone has their own bed this season.  I don't doubt they'll slack off that much more but if I don't have to hear another complaint it'll be too soon. 
Spoiler (click to show/hide)

We'll soon have a bridge to guard our entrance.  A proper dining room now with 4 tables and 8 chairs. 
Stockpiles are still strewn around in any open space, I'd like to make minecarts for help with hauling and creating more efficient stockpiles, but I can't bear the thought of wooden minecarts.  I suppose we'll hold out until I can get some lava piped in.  THough that project could easily take all year.  I guess it'll be something to occupy ourselves with until the water thaws and we can get our fort  self sustainable by irrigating some farms.


8-28 13 More Migrants - 2 farmers, trapper, brewer, mechanic, nurse, fisherman, leatherworker, siege operator and four kids.  They will probably just idle around and eat our food.


9-04 Vutok one of my miners was taken by a fey mood.
Spoiler (click to show/hide)

9-10 Vutok created bungektusung, "Lizardconjures" Artifact obsidian weapon rack.  It has a picture of Asen Gleamdoor ascending to Baron of the Big rocks in '51 surrounded by other dwarves.

10-1 Winter arrived just as I built my still and setup a stockpile for brewable plants.

10-15 ordered the luxury apartments dug,
Spoiler (click to show/hide)
and some more doors.  Bout time my band of 7 gets a room to call their own and these will be fitting of kings.  I can't wait to have a bed of my own.
>
I'll end the log here. This winter will be a good time to being work on harvesting magma and building a pipe from the volcano now that the fortresses needs are mostly met.

5
DF Community Games & Stories / Re: Fortress Log - Twinkling Whips
« on: April 16, 2018, 12:05:47 am »
Fortress Log 14th of Hematite (4/14) to 15th of Limestone(7/15)

After my last log I did some rethinking and made three updates to the blueprints and schematics.
First - Another floor atop my fortress for needed expansion space in the residences.  Though I still plan to refuse admittance once our fort population reaches 120.
Second - The aqueduct got a small redesign to put it fully outside, giving me a little more interior space.
Third I moved the planned supports from the corners of the fort to above the cornerstairwells, now they will double as stairwells.

14th Hematite - What looked like a bloodthorn sapling was in the middle of our entrance, I've ordered the road paved.

28th Hematite - Wanted to order bridges built when I realized how little obsidian had been collected thus far.  New orders were set to create blocks, and assign stockpiles to only accept obsidian. 

6th Malachite(5/6) - One of my paved sections of road was cancelled due to a rock blocking the construction and I can't get anyone to move the damned stone.  I was readying a curse at my foul luck when word came that migrants had arrived.  I held my tongue for the migrants luck was far more deplorable being as they were stuck on the north mountain across the river. 

15th Malachite.  After stewing over my options I decided I would aid the migrants.

My first instinct was to build the bridge from cliff to cliff where I plan to build my lava pipe.. But the migrants would starve waiting for that construction and I'm lacking the obsidian I planned to build it with.  Another idea was to build a tunnel to the upper river and let them wait till it froze over, but that could be months of starvation. 

So in the end I order a tunnel dug out under the river. 

2nd Galena (6/02) - Tunnel complete.  Here's a sketch of the scene where thirsty migrants rush into the tunnel while my miners exit the south side.  I don't blame my men for not wanting to socialize with the dirty peasants who camped on the north mountain for a month. 
Spoiler (click to show/hide)

7th Galena - Still no obsidian blocks! Even though the other blocks have cluttered up all my stockpiles.  I order the rest of the aqueduct dug and shout at random idle dwarves to start using bins.

15th Galena - I now see why our miners were hesitant to finish the aqueduct.  It accidentally breached the first cavern layer.  Anyway, it's been floored over and walled in for good measure.

1st of Limestone (7/01) - Autumn has come, and my bridges aren't ready!  I issue hurried orders to place the levers and try to link them.

15th of Limestone  - The river must have frozen over just as the last mechanisms went into my levers and bridges.  Irrigation must wait till next spring.  But we're in luck, a caravan has arrived along with an envoy from the Big Rocks capital.  They are coming through the migrant's tunnel now and I should be able to purchase what I need to survive until the next thaw.  I'll end my log here and get ready to talk to the envoy.

Spoiler (click to show/hide)

6
DF Community Games & Stories / Re: Fortress Log - Twinkling Whips
« on: April 13, 2018, 04:09:03 am »
Fortress Log 21st Granite(1/21) - 12th Hematite (4/12)

End of granite saw us delve a passage that will one day be a mighty entrance, for now its just a tunnel to take our Yak and Horse to pasture.

At the beginning of Slate I ordered my dwarves to begin digging into the foyer of the Fortress.  And also designated a aqueduct that would wind down and back up to the bottom of the fort in order to provide water for the farms.

The three miner's in the foyer had hardly dug out our to be trade depot when I was alerted by a frightened miner that we had breached the caverns!

I halted progress on the aqueduct and immediately ordered the cavern sealed up, but it had revealed not one but two layers the bottom of which I believe to be the deepest of caverns as you can see the tops of massive bloodthorns.

After redesigning the aqueduct to avoid breaching more cavern and designating a smoothed and fortified drain.  I let my miners work the rest of slate to dig out the skeleton of our fortress.

Felsite brought good progress.
Stone and Wood industry are up and running, and we built the crucial workshops Mechanic, Mason, Carpenter's.  I designated some more upper floor rooms dug out where we had found Obsidian, and proceeded to try and make obsidian mechanisms. 
Trees were chopped down and Wheelbarrows built to speed up hauling.  As we're short on lumber for beds.

Sometime in the middle of Felsite (3/14 i'd hazard a guess), the river began roaring and the waterfall began to crash down.   Then before I knew it Summer was upon us.

1st of Hematite, ordered the Trade Depot Built
4th of Hematite, Built a meeting hall and queued up tables and chairs to turn it into a dining hall soon.
12th of hematite, its gonna be a hot summer, already vermin are all over our food stores, I need to build more barrels I don't know why we've got so much food sitting in piles.

I'll end the log here with a with a plan to focus our efforts on the aqueducts, I'll need numerous bridge and lever parts to be able to control the irrigation system.  Once we have a surplus of mechanisms, maybe I can trade one for a cat.
Spoiler (click to show/hide)

And for rmblr:
Spoiler (click to show/hide)

7
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: April 13, 2018, 12:51:25 am »
@zdrgn
... the salvage operation for the gear is a bit of a challenge for beginner me.  Any tips?

The trick is something all forts need at the beginning, a custom stockpile that lets you haul just about anything into it.   From food to finished goods and everything in between except maybe refuse and stone.  Once you set that up, your dwarves have hauling labors to start and they'll begin moving everything off the wagon, you can deconstruct the wagon and salvage the wood too. 

If you read that link above your reply where i point to the Fotress log, it actually kinda explains what i did. (savescum then build a stockpile 5 feet away in the direction of the still frozen ice. I basically setup the stockpile before unpausing, and then moved everything in 3 game days.  It took 7 game days for the ice to melt.)

You can then dig your way into either the north or south mountain and once you have an area you would deconstruct the old stockpile, and make a new one for them to haul it safe and underground.
You've got almost a whole season before the other ice melts, it does so a week or so before summer.

8
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: April 12, 2018, 02:20:05 pm »
Started a fortress log from my frozen waterfall embark:http://www.bay12forums.com/smf/index.php?topic=170248.0

9
DF Community Games & Stories / Fortress Log - Twinkling Whips
« on: April 12, 2018, 02:06:00 pm »
Fortress Log "Twinklingwhips" by Leader of expedition Mebzuth "dzangor" Lormedtobd

Our small civilization "The Big Rocks" has tasked me with embarking into the frozen north because our surveys indicated an abundunce of ore and steel making materials between the mountains and forests of this location. 
And the site is a beauty! 
Spoiler (click to show/hide)
After a long trudge through the snowcovered Musical Forests and up the massive frozen river we found ourselves at the base of a mountain in the Teeth of Stabbing with steep cliffs along the river.  A brook atop the mountain appears to be frozen but will provide a lovely waterfall in the summer.  Opposite the waterfall is a lava tube extending almost to the plateau atop the mountain.

We camped on the frozen river and I dreamt of a grand fortress shaped like a cube under the mountain cliff and behind the waterfall.  So I designed an elaborate blueprint of a cube fort. 

15th of Granite
After what seemed like an eternity of planning, day dawned and it was time to strike the earth.

Luckily, due to a premonition of DooM that involved half our supplies crashing through the melting ice into river below, I immediately ordered disassembly of the wagon which had found itself stuck in the ice.  No sooner had we done this than a warm rain melted the snow atop the lower river and it seemed like water was flowing beneath the ice there.  Quickly orderering a stockpile be made in a safer location upstream my team and I hauled all of our equipment on to the stockpile. 
We finished on the 18th of granite and it was time to channel into the ice at the base of the cliff to provide a tunnel that will one day fill a lake around the site of our Dwarf Cube Fortress.

My premonition proved correct on the 21st of granite when the former wagon location and forest portion of the river suddenly was a vast roaring river.

Spoiler (click to show/hide)

10
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: April 02, 2018, 10:17:02 pm »
When my last volcano+waterfall fortress ended in ruin, due to an overabundance of werechameleon residents..
Spoiler (click to show/hide)

I swore I'd just find a new location without being so picky(no more chasing waterfalls).
I searched for any river + volc + flux + 2 biomes + not flat with DFhack's embark-assistant.

Of course then I found the best waterfall I've seen yet in a winter wonderland setting.

Frozen 45z brook waterfall falling into a giant wide river that creates a chasm 45z on each side, with temperate calm forest biome in bottom left two embark tiles, and cold calm mountain biome that caps with wide plateaus for the rest of the 3x3 embark.

Gallery of 16 slices 4 apart on the way up with detail at top and bottom:
https://imgur.com/a/3VFCZ

Custom worldgen parameters with seeds for exact replica:
(and very high incidence of flux+volc+river+minerals and waterfalls)
Spoiler (click to show/hide)

generated worldmap with red circle:
Spoiler (click to show/hide)


StoneSense:
https://i.imgur.com/Y9aBb46

11
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: March 24, 2018, 12:29:13 am »
Ok I knew i'd done it before..

to get the same world, with different evil / good regions etc, towers and what not..

Just change th # of years of history ( for towers is good)
and the # of squares evil/good etc. for different evil mtn ranges etc.   
but keep the same world seed.

Look at the two below screenshots of same worldseed, with diff year & evil regions parameters.

Spoiler (click to show/hide)
Spoiler (click to show/hide)

edit: ok i now have the above posts embark with sinister/haunted biomes.
it's a little too evil but i'm ok with it.
Spoiler (click to show/hide)


12
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: March 23, 2018, 11:33:00 pm »
So  i finally found a waterfall + volcano 3x3 embark i can live with(been experimenting and using df hack to scan for volcano + waterfall for a week or so).

In the last batch I generated 89 maps starting at 10 with the following parameters which i think are ideal for waterfalls and volcanos on a medium region and finally got this on region 43(53).

Parameters with lots of volcanos(volcanism 3200variance, 16x16mesh 8,0,0,0,1), 128 starting rivers, 64 erosion cycles, 800 final rivers( to pour into eroded lower rivers) and other good parameters like fewer lakes/oceans for big long wide rivers and lots of mountains to embark next to.

Updated:to53
Spoiler (click to show/hide)

https://imgur.com/a/TvYPC

You can use above parameters to gen the same world in 44.07

The 3x3 embark is 2 biome shrubland, includes iron and flux and is calm + wilderness.  (i think thats low and med savagery neutral)

I will now try some different seeds to try and get this with an evil region and or Necro tower and post the results later.

Edit: oops i'm drunk, i think 43 was a fail , and 53 was the one.. I'll fix this hang on. ----Edit Done.  Parameters are as stated.  -- But damned if I can't get a different evil region embark by changing history or creature seeds as i had previously thought ><;;

13
DF Dwarf Mode Discussion / Re: Fortress designs
« on: March 22, 2018, 04:10:05 am »
I always build macros to designate 3x3 rooms in a grid
(i don't worry about doors and hallways these get designated later, its easy to cut them out of the grid)
I end the macro one level down, in the top left corner(where it started) so I can build a multi z-level grid with just a few repeat keypresses.

Basically start designate (d) and do shift+arrow 3-4 times to get a 40x40 grid which i divide into 3x3 rooms with x cuts vertically and horizontally every 4 spaces

I either build hallways so that i have 9x 3x3 rooms or 16

for dormitories the 3x3's work great, also for workshop floors.
Then some levels i do large rooms of 12x12 or so which equals 9 3x3's as a storage room with a central staircase up to the workshops.

4x4 x 3x3 rooms is fun for dormitories.  its 16 rooms, but to use them all I lose 4 as connectors, and end up with 12 bedrooms making a shape like:
*-o-* * |||
  |   | |||
* * *-o-|||
|     | |||
o-* * * |||
|   |   |||
* *-o-* |||
    |   |||
--------XXX
--------XXX
--------XXX

the O's are 3x3's that connect to the outside hallways, and have a staircase in the middle to allow interlevel travel to storage rooms and workshops.

(a 2nd macro conforming to the original grid allows me to place the stairwells.)


14
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: March 18, 2018, 02:34:36 pm »
Howdy folks. I'm looking for an embark with a large difference in elevation - a valley with sheer mountain next to it, preferably with cliffs. I've turned off the erode cliffs flag on my world gen, but I'm not finding many embarks that satisfy what I'm looking for.
Basically what I'd like is a nice tall mountain that I carve the front out of to make an Erebor-style fortress entrance. The valley is far less important, but even just a small patch of flat-ish land at the bottom would be helpful ...

I always have the same struggle, I only ever feel dwarfy carving into a mountain.  Basically I just look at the terrain in the embark screen and look for Large asterisks next to 0's(or 1's and 2's).  Even with no erosion these are eroded.  I keep erosion cycles low (less than 100) but on because it allows for rivers carving steep cliffs and waterfalls. I also turn off periodically erode steep cliffs flag.  Keep elevation variance high (1600-3200).
If you go with an embark that looks like.
***
***
000
You'll have high land and peaks over a lower flat area(half the time). Check relative elevation(another tabbed view in embark) it'll tell you if the 0's are on the lower or higher plain, because a lot of times you'll be looking at a plateau atop a mountain.
Even when there's ramps all the way up you can carve them into the flat cliff you want with dwarfpower.  And you can even carve cliff side statues and a multi Z entrance with a little work.
Another good looking embark screen would be:
000000*0
******0
00000000      (pick any 3 tile in there) Often this would mean that the 0's on one side of the sharp cliffs are a plateau, and the 0's on the other are a valley. If you move around your region with the *'s showing you'll see formations like this occasionally.

15
I think you had the idea with multiple z-level chamber.  If the fortification is say 3 zlevels up, you need a chasm or river or something to keep him 3-4 z-levels away from the fortifications so they can fire down at a 45 degree angle(if memory serves).  Not sure how far up/out you need to build.

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