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Messages - MAurelius

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46
DF Gameplay Questions / Re: Good Forests? and Has Falling Been Changed?
« on: October 29, 2012, 08:25:36 pm »
Knutor,

Thanks so much, I'm generating a world using your variables now. I was just wondering if you could explain why you made some of the changes you did. The good/evil stuff I get, but it looks like you changed some other fields too (like the one about ocean edges) so I'm just curious if you would summarize what you did and why.

Thank you!

I wish there was a whole repository of worlds people made playing with all the parameters, like the DF Map Archive only with world maps and explaining in a paragraph what makes it unique. I'd love that!

EDIT: OK, I generated 4 worlds, and I must say they are absolutely gorgeous. They look NOTHING like standard worlds but I can't put my finger on exactly why that is. It looks and feels different but I see all the same biomes and whatnot I used to. Anyway, however, no good forests in all of them. Plenty of evil forests. Maybe the problem is I'm not recognizing them correctly? I'm using Phoebus, and when a mountain is good, it's yellow, same with a plain and hill. When a swamp is good it's blue. All the forests I see are green, and their names don't necessarily sound good (The Pregnant Jungle?). Evil forests are easy to spot because they are grey and purple and have names like "The Ashen Forest".

Still, I'm going to keep your setting regardless because these worlds are beautiful and I may be wrong but it also looks like a ton more mountainhomes are scattered about.

47
DF Gameplay Questions / Re: Good Forests? and Has Falling Been Changed?
« on: October 28, 2012, 07:39:59 pm »
Ask and you shall receive. For easier reading, I have starred the lines that I changed.

Before the wall of numbers - All I remember doing is upping minerals and good, lowering evil, removing vamps, werebeasts, and cave civs (but keeping mega/semimega caves), adding more layers before 1st cavern, and making caverns more open/less dense. Except for the good/evil stuff and removing the kobolds, vamps, and werewolves, the rest is my typical set up I've been doing for ages.

Oh, almost forgot, due to another post on this forum about increasing diversity, I upped the subregion max to, well, max (5000).

[CUSTOM_NAME:The Land of Intrigue]
   [DIM:257:257]
   [EMBARK_POINTS:1324]
   [END_YEAR:1100]
   [BEAST_END_YEAR:300:80]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:1]
   [ELEVATION:1:400:800:800]
   [RAINFALL:0:100:400:400]
   [TEMPERATURE:25:75:400:400]
   [DRAINAGE:0:100:400:400]
   [VOLCANISM:0:100:400:400]
   [SAVAGERY:0:100:400:400]
   [ELEVATION_FREQUENCY:1:1:1:1:1:1]
   [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:1:1:1:1:1:1]
   [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
   *[MINERAL_SCARCITY:250]
   [MEGABEAST_CAP:75]
   [SEMIMEGABEAST_CAP:150]
   [TITAN_NUMBER:33]
   [TITAN_ATTACK_TRIGGER:80:0:100000]
   [DEMON_NUMBER:52]
   [NIGHT_TROLL_NUMBER:26]
   [BOGEYMAN_NUMBER:26]
   *[VAMPIRE_NUMBER:0]
   *[WEREBEAST_NUMBER:0]
   [SECRET_NUMBER:52]
   [REGIONAL_INTERACTION_NUMBER:52]
   [DISTURBANCE_INTERACTION_NUMBER:52]
   [EVIL_CLOUD_NUMBER:26]
   [EVIL_RAIN_NUMBER:26]
   *[GOOD_SQ_COUNTS:150:1500:3000]
   *[EVIL_SQ_COUNTS:75:750:750]
   [PEAK_NUMBER_MIN:50]
   [PARTIAL_OCEAN_EDGE_MIN:2]
   [COMPLETE_OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:15]
   [REGION_COUNTS:SWAMP:1032:7:6]
   [REGION_COUNTS:DESERT:1032:7:6]
   [REGION_COUNTS:FOREST:4128:13:12]
   [REGION_COUNTS:MOUNTAINS:8256:9:9]
   [REGION_COUNTS:OCEAN:8256:7:6]
   [REGION_COUNTS:GLACIER:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:8256:13:12]
   [REGION_COUNTS:HILLS:8256:13:12]
   [EROSION_CYCLE_COUNT:250]
   [RIVER_MINS:400:400]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   *[SUBREGION_MAX:5000]
   [CAVERN_LAYER_COUNT:3]
   *[CAVERN_LAYER_OPENNESS_MIN:40]
   *[CAVERN_LAYER_OPENNESS_MAX:100]
   *[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   *[CAVERN_LAYER_PASSAGE_DENSITY_MAX:60]
   *[CAVERN_LAYER_WATER_MIN:15]
   [CAVERN_LAYER_WATER_MAX:100]
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:15]
   *[LEVELS_ABOVE_LAYER_1:10]
   [LEVELS_ABOVE_LAYER_2:2]
   [LEVELS_ABOVE_LAYER_3:2]
   [LEVELS_ABOVE_LAYER_4:2]
   [LEVELS_ABOVE_LAYER_5:2]
   [LEVELS_AT_BOTTOM:1]
   [CAVE_MIN_SIZE:5]
   [CAVE_MAX_SIZE:25]
   *[MOUNTAIN_CAVE_MIN:0]
   *[NON_MOUNTAIN_CAVE_MIN:0]
   [ALL_CAVES_VISIBLE:0]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:40]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:1500]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:8256:16512:8256]
   [RAIN_RANGES:8256:16512:8256]
   [DRAINAGE_RANGES:8256:16512:8256]
   [SAVAGERY_RANGES:8256:16512:8256]
   [VOLCANISM_RANGES:8256:16512:8256]

48
DF Gameplay Questions / Re: Good Forests? and Has Falling Been Changed?
« on: October 28, 2012, 02:45:10 pm »
Knutor,

Yes, Dwarves live on mountains, and I have historically played the game on mountain (at least partially) biomes, but to really do well you need iron ore and soil, but both seem sparse in the mountains and seem to be more prevalent in forests (I don't know why as to iron, higher preponderance of sedimentary layers I guess?).

I did not adjust rainfall, and I also did not remove secrets (never seen a necro siege, and would like to) but I did turn off caves to keep the ninja kobolds stealing everything as per another recent thread in this subforum.

GreatWyrmGold,

Funny how a goblin can't jump down into a pit 1 z level deep, but can fall ten of them and survive. I guess I'm going to resort to upright spikes.

Thanks all!

49
DF Gameplay Questions / Re: Good Forests? and Has Falling Been Changed?
« on: October 27, 2012, 10:09:46 pm »
Well, thanks for responding. If anyone knows how far creatures have to fall to be assured they don't get back up, please let me know.

50
DF Gameplay Questions / Good Forests? and Has Falling Been Changed?
« on: October 27, 2012, 03:20:35 pm »
Hello,

Had two completely unrelated questions and didn't want to spam the board with multiple topics. These are both referring to the latest version of DF.

Firstly, I am trying to create a world that is a bit more good than usual. Specifically, I want to embark in a good forest biome. However, messing with advanced world gen I doubled the minimum good squares in small, medium, and large subregions, increased subregions to max, and also reduced evil subregions by a small amount. What I have noticed is that pretty much every hill, plain, desert, swamp, and mountain range on the map comes up good, but no forests. Inexplicably, while mostly neutral, there are many evil patches of forest all over the place. Can forests not be "good" aligned? If not, what am I doing wrong here? I tried messing with savagery but it just returned a string of rejected maps.

Secondly, have there been changes to the distance an enemy must fall to splat? The consensus before used to be 10 z levels but I built a 10 z-level dodge me trap passage in my latest fort with the newest version and nearly every goblin survived the fall (they had broken this and that, but were able to move around). Now, it may be worth noting that they were all riding something (voracious cave crawlers, jabberers, and something that looked like an evil black-furred lemur). If they are riding something are they immune to falls? Has anyone created a working dodge me trap in the new version and if so, how deep was it? I have yet to see a necromancer, but would a long fall also kill undead? Could they be resurrected all the way down at the bottom of the pit if the necromancer is standing on the top?

Thanks!

51
DF Gameplay Questions / Re: Question About Military Happiness
« on: October 23, 2012, 08:14:22 pm »
Thanks for all the info. I usually have 10 man squads. I didn't know it was so much more beneficial to have 3 man squads, as I thought when it came time to fight, you needed all 10 there to have you the best chance.

I'm not sure what a "binary patch" is, but I'll look it up.

Would it be recommended to spread out my three elite guys, one per squad, or put them all in the same squad? Does smaller squads normally leave you with like 10-15 squads? It may be preferable...I've just never tried it.

Thanks!

52
DF Gameplay Questions / Question About Military Happiness
« on: October 22, 2012, 08:23:30 pm »
So I have been reading about the two bugs where an elite military dwarf will lose elite status when they are off duty, and have to strike something (or shoot something) to get it back. I also heard about the bug where soldiers don't get good feelings from being on a break so if they say "are upset at long deployment" and you let them off for a year, when you reactivate them they will be "enraged", etc.

So dealing with the reality here, what's the best way to have a "stable" military? In older versions I would create squads of 10 and let three do whatever all the time, but now it seems best to keep them active all the time so they quickly become elite and then NEVER inactivate them so they don't lose the elite status. However, then it becomes a questions of can they reach elite before they become enraged (and murder some fools). It almost seems like a danger room is necessary to get them to elite fast enough.

Or are these two bugs fixed in the current version? I know for a fact my elite marksdwarves became un-elite when they took their break, and I had to have them shoot a bit to regain it, but I haven't myself tested the happiness bug (most of my guys are content, the yellow-whiteish one on Therapist), but this is early yet.

Just looking for ideas (really, they can come from anywhere, though I'm not yet good enough to create a waterfall in the middle of the barracks to give them that particular happy thought) on how to keep my boys happy while they become elite machines of death.

Thanks!

53
Wow, everyone is so fast. Thanks! Yes, no mason can get to that level.

That's kind of disappointing, though. It seems to me that dwarves should be able to build staircases down (into the depths) as long as there is a down stair or up/down stair on the level above.

54
Hello!

I was creating a cistern and mistakenly channeled it out without a way for my miners to escape. No problem, I thought, because I had an up/down stair dug into the z-level above, so I designated an up stair be built on the open space below it. The game let me make that build order.

However, nothing is happening. The job is listed as inactive and my miners have long since died. I could have sworn I was able to build stairs "down" (like from the cavern ceiling to keep my main shaft straight) underneath dug stairs. But nothing is happening. What did I do wrong?

X_______              X= up/down stair.  __ = floor
________

55
That's nice of you, but I don't need a named dwarf. Whatever embark you'd use would be over by the point I got caught up in the videos.

I'm still playing the older version before the vampires and such. There are some good things I like in the new version, but I just don't want the trouble yet of learning about the new features. I'm watching your LP's to get a feel for it. I don't even know where to begin with minecarts, haha.

I notice you lay out your workshops in the popular way. That is, a big room with multiple workshops. I get how that's easier to set up but I tend to put all my workshops in separate rooms so that if a dwarf goes insane I can lock them in there so they just die and don't run around destroying anything/causing trouble. I tend to let my focus on design dominate and impede the actual taking care of and safety of my dwarves, though, so I really enjoy watching LP's to see how other players cope with some of the challenges I have a hard time with (too large migrations, being pretty much unable to leave fort after year 4 or so due to constant invasions - I play with Genesis - and having to have all outdoor wood-farming and pasture areas that I will ever want/need walled off and protected by year 2-3 to be safe).

I've NEVER been good with military so every fort I make automatically starts with a 10z drop pit under a causeway with weapon traps. The only way I have found to effectively deal with invasions once they become permanent and insane is this - they all attempt to dodge the traps and fall into the pit. Also a good way to get iron in a ore-less embark. Only problem is they take forever to dig, and you need to start in a mountain biome or otherwise you hit the first cavern before you finish the pit, which is doable (you can build walls) but a lot more difficult, especially if it's a multi z-level cavern area.


56
Hey Davion,

I'm always scanning Youtube for new Dwarf Fortress let's plays and just stumbled on yours. I'm really enjoying them. I started on your 2nd playlist because I really don't care all that much about adventure mode. My favorite let's plays are the ones whose fortress design differs from my own as I'm able to learn stuff which in this game is always appreciated (DF requires lifelong learning!) I'm in a hurry to get to your third set (I watch on my 55 inch tv so the 720-1080 resolution is godly) but I'm committed to watching through them in order.

I just noticed that no one else has commented so I just wanted to say great work and I've watched pretty much all the DF let's plays and tutorials (in English) on Youtube and I can definitely say that for my interests, yours are very, very good. Thanks for sharing them!

57
DF Dwarf Mode Discussion / Re: Shopkeepers' Housing
« on: April 25, 2012, 10:22:53 am »
I really like the hobbit hole idea XMakina. I'm gonna do that next fort. A one z-level mini fort for the beginning for necessities and then once we're secure I'll build the grand fort around the cavern layers.

Burrows are ok but what I would prefer would be anti-burrows. Places where your dwarves know not to go, but can go anywhere else. I get annoyed having to constantly redefine my safe burrow as the fort expands.

58
DF Dwarf Mode Discussion / Re: Shopkeepers' Housing
« on: April 24, 2012, 12:44:45 pm »
Do dwarven families share a bad? I've never assigned more than one bed to a bedroom. I always just assumed the wife moved in with the husband leaving her old room empty. You're right though that if you set up a burrow system you need to mzke sure the spouse works nearby, too. Unless they are a hauler I guess.

59
DF Dwarf Mode Discussion / Re: Shopkeepers' Housing
« on: April 23, 2012, 06:21:12 pm »
When you say 'storage' above do you mean a room of similar size to bedroom/workshop, or a wide open storage 'floor'?

60
DF Dwarf Mode Discussion / Shopkeepers' Housing
« on: April 23, 2012, 04:58:24 pm »
Quick question: I know that workshops currently don't create noise, so I was thinking of (just like in real life) creating the
"home" of any dwarf that has a workshop right above the workshop (like a 2nd story). I'm going to hollow out two z levels basically and in doing create multi story condos and such.

They still will need to go to dining hall for food and recreation, but having their home above the shop should make them more efficient, right? Also, noise wouldn't be a problem anyway I just considered because if they are sleeping they ain't working.

Anyone tried this?


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