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Messages - vjek

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136
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: January 08, 2021, 10:54:18 am »
Generating the canyons, not a problem.  Getting the neighbors, shouldn't be too bad either.   Creating the volcanoes, also no problem, it's just the method of creating the canyons often necessitates having very high elevation next to very low elevation, and when you add a volcano to very high elevation, it has the tendency to drive up adjacent diagonal tile elevation, affecting the path of the river(s).  But we'll see, I should have a result, if a result can be had, some time today.

137
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: January 07, 2021, 07:44:10 pm »
Something like this, Nevrast?
That's one region wide E/W, 3 regions tall N/S.

Also something like this is possible. (1 x 1)

And a third choice..

138
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: January 07, 2021, 03:55:22 pm »
Hello guys !

So i was thinking about getting back to DF, haven't played for a while. So i'm looking for a cool map.

I want to experiment with canyons, the larger / taller the better ! 

A bonus would be to have all 4 races as neighbors. And the cherry on top of it would be a volcano but i know the combination of the volcano and waterfalls is a bit tricky, so it's optional.

Anyone can work his magic to find something like that ? Thanks in advance, you guys are heroes !
Haven't tried a canyon/volcano embark in a while, so I'll make the attempt.  If not, I'll at least make it so it's less than 20Z to magma, from the lower river.
As you know, sheer vertical cliff canyons (that I know of) are most reliably formed at the junction of two rivers.  So, there will be a river forming the bottom of the canyon. 
And of course, likely a waterfall from the upper canyon, although it might be possible to exclude that from the embark, depending on how it's formed.

139
DF Gameplay Questions / Re: dfhack help, making thread
« on: January 06, 2021, 05:25:41 pm »
Here's my thread/cloth/leather related createitem commands from my cheat sheet:

YARN
createitem THREAD CREATURE_MAT:LLAMA:HAIR 1
YARN CLOTH
createitem CLOTH CREATURE_MAT:LLAMA:HAIR 40

createitem CLOTH PLANT_MAT:HEMP:THREAD 5
createitem CLOTH PLANT_MAT:GRASS_TAIL_PIG:THREAD 10
createitem SKIN_TANNED CREATURE_MAT:CAT:LEATHER 5

hopefully one of those will help..

140
DF Gameplay Questions / Re: Family hermitage game (how to setup?)
« on: January 04, 2021, 12:07:54 pm »
... I haven't seen anything regarding whether the strict pop cap affects petitions, but would assume it does not, ...
From my visitor testing, Petitions ignore the pop cap setting in d_init.txt.  I have set the pop cap/strict pop cap to 0 and still had many (well over 20) Petitions accepted for soldiering, entertaining, etc, in the same fort, within a few years.

141
DF Gameplay Questions / Re: What Are All Requirments For Forming Rivers?
« on: January 03, 2021, 07:13:07 pm »
What are all the needs for mandatory dwarven civilization? ...
A non savage, neutral (non evil/good), 300+ elevation, produced either via volcano elevation, or specific mountain biome generation.  And a wet cavern, for crops.
You also need at least 4 Z levels of elevation disparity somewhere in the world for rivers to form. 
If the entire world is one elevation (100 for example) then you get no rivers.  If one tile is 104, and the rest are 100, you'll get rivers.
Here's an example of a worldgen that will produce worlds filled with brooks, streams, and rivers that has no explicit 300+ elevation, but that elevation is achieved via volcanoes in the NW corner of a pocket world, so the dwarven civ always gets placed there.
Spoiler: min-rivers (click to show/hide)

142
DF Gameplay Questions / Re: What Are All Requirments For Forming Rivers?
« on: January 02, 2021, 12:39:21 am »
Is this world for Fortress mode, or Adventure mode?

The reason I ask is.. unless you have at least one 300+ elevation location, a dwarven civ cannot be placed, and so worldgen won't proceed if you have playable civ enabled and one civ enabled.

Setting that aside, you can have as many surface water features as you wish, or not, pretty much on demand in whatever location(s), with great flexibility and options.
The size of the surface water feature (spring, brook, stream, minor river, river, major river, waterfall) can of course vary drastically based on a bunch of factors.

143
DF Gameplay Questions / Re: What Are The Benefits Of Savage Biomes?
« on: January 01, 2021, 10:54:53 am »
... What can I do to make my custom world as easy as possible without modding or external tools? ...
Cull all unimportant historical figures.
Do not reveal all historical events.
Set your start and end year to something short like 200 years.
Set your pop cap to zero.
Set your site cap to something between zero and 5.
Change vampires, werebeasts, night trolls, bogeymen, nightmares, and anything secrets/undead related to zero/None.
Set all semi-megabeast, megabeasts, and titans to zero.
You can't remove FB's (that I'm aware of), but they will not attack unless you breach the caverns.
Remove demons, set them to zero.
Remove the "Bottom Layer"; set to No.
Set natural cave size min/max to 1
Change number of mountain/non-mountain caves to None.
Don't have any evil squares/types/clouds/rain/regional interactions.
Set cavern openness to 100/100.
Set cavern water min to at least 15, max 15+.

Then, you'll have to deal with Giant Keas, Giant Vultures, and similar Giant & Man-imal Creature (possibly lethal) annoyances if you embark in Untamed Wilds.
As well as elf, dwarf, and human caravans, provided you embark near them.  Then, all the risk you expose the fortress to will be in the form of breaching the caverns or ticking off your neighbors.

If you want a sample worldgen without seeds, happy to provide one.

144
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: December 31, 2020, 06:51:18 pm »
... As for my request can i get a pocket or smaller world with a dead or dying civ, an ocean on one side of the map, 2 volcanoes, goblins, human or elves still alive only need 1 of them prefer both, just a few megas, semis and a titan or two, only 1 cavern layer that has water and trees, As for the embark can i get a 3x3 that has some savage area, is steel or bronze friendly, has trees, and has a water source (River, brook, or light aquifer) ...
Here's a match:
Has a light aquifer, sand, clay, three iron bearing ores, flux, coal, and lignite, along with HFS.
Is an Untamed Wilds Badlands with a stream, trees and shrubs on the surface.
Has a single cavern with underground plants and mushroom trees.
Has Humans, Elves, and Goblins as embark neighbors, with ~5k goblins.
Is a dead dwarven civ.
World map has two ocean edges, is a pocket world, and has two volcanoes.
There are 3 megas, 3 semis, and 2 titans.
As a bonus, you also got a 'stretched' single cavern, that runs from Z-Level 87 down to Z-Level 52, 35Z in height, rather than the typical 5Z.
Spoiler: Thatguy65790 (click to show/hide)

145
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: December 31, 2020, 04:21:02 pm »
Hello newish player here with a few questions and a request if you will.
First i already have a world i kinda liked but i want to restart it is there a way to rewind or regen it exactly as it was? I do not know if i used advanced world gen or regular to make it if that helps or hurts.
Second You cannot send out raids with a dead civ right? If i were to start, retire a fort and then make a new fort could that new fort send out raids?
Third question do you have any tips on generating worlds with dead or dying civs but still has humans or elves alive and definitely has goblins?
Final and kinda for fun question is there a way to be the first and only dwarven civilization? Im sure this would be tricky but does seem fun.
As for my request can i get a pocket or smaller world with a dead or dying civ, an ocean on one side of the map, 2 volcanoes, goblins, human or elves still alive only need 1 of them prefer both, just a few megas, semis and a titan or two, only 1 cavern layer that has water and trees, As for the embark can i get a 3x3 that has some savage area, is steel or bronze friendly, has trees, and has a water source (River, brook, or light aquifer)
Sorry if this is a bit much, thanks
1) Yes.  Enter Legends mode for that save/world, and press 'p' to export the required files to regenerate it from scratch back to its original form.

2) It's buggy, for certain.  Someone else will have to provide more details, not my area of experience.  I can only confirm that with a dead civ, an attempted raid (today) failed to return for me (in 47.04).

3) Yes, I've just been doing that for a personal project.  Tips... is tricky.. there's a variety of ways that all dwarven civs die off.  Some things can increase the likelihood.  An increase in danger is certainly one way.  That danger can be hostile civs, titans, FBs, semi/mega beasts, and more.  However, even just one FB showing up early in history can wipe out a dwarven civ, regardless of all other features, so.. it can happen in almost any world, if there is only one dwarven civ being generated.  Of course, to ensure that is relatively straight forward, just create one place where it can appear, and you only get one.  In my experience, if there are zero living dwarves in world_sites_and_pops.txt and zero dwarven historical figures, you have >99% chance that all dwarven civs are dead (not just dying).  Dying civs are pretty easy, just find a world with some dwarven histfigs and zero living dwarves.

4) Yes, a bit further to the answer to (3) is:  Create a single 300 elevation tile that is non-savage.  Set your cavern water to 15/15.  Set the number of civs to one, and only a dwarven civ will be created.  You an have zero, tens or hundreds of other (non-dwarven) civs, if desired.

Nothing too tricky in your request, I'll work on it today.

146
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: December 27, 2020, 07:21:01 pm »
I've never seen anything in DF live inside a volcano other than fire imps and magma crabs.
Clowns, FB, Titans, and similar magma-proof entities, of course, will path through them given no other choice, but lair entrances (that I've seen) typically start on the surface of soil/rock layers or are in mountain/non-mountain 'surface' caves.
I haven't personally ever seen a lair generated in a volcano or on a volcano tile, but.. that doesn't mean it can't or doesn't happen.

147
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: December 24, 2020, 04:15:14 pm »
Ok, I think this one matches, Machinist, and.. the worldgen (without seeds) will generate a lot of matches without too much trouble if this one isn't to your liking. 
One thing I will note that is a bit.. atypical in my experience is, this worldgen doesn't always have goblins coming out on top, despite having quite a lot of demons, comparatively. 
If you decide to generate your own versions of this world, and you don't see 10k+ goblins in the world populations, you likely won't have Goblin contact on embark.  Even if you see 1-2k goblins, from the worlds I saw, no Goblin contact on embark.
I haven't picked a specific embark because there are a few matches (highlighted in green).  I think the southmost one is the 'best' match, but I'm sure opinions will vary.
You can also try increasing the titan/semi/mega's if you're feeling lucky.  :D

Spoiler: machinist1 (click to show/hide)

148
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: December 24, 2020, 11:20:41 am »
Definitely, that clarifies things.  I found a few worlds/embarks that match pretty closely to what you've presented there in the embark screenshot, plus flowing water and the rest of the features you mentioned.  I've found a few with 3 towers, and all civs, in evil, but most had spires or calderas, but ~near embark level magma is a big help, so I should find something later on today.

149
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: December 23, 2020, 11:02:54 am »
Nothing too tricky in your request, Machinist, except these features:

- Shallow volcano on the vertical straight rock mountain
- Lot of titans/mega/semi beasts alive
- Access to healthy human+elf civs

The titans/mega/semi's will have a tendency to wipe out all the civs they are near, over time.
The more of them there are, the more they will tend to do this.  So, this is often a mutually exclusive situation.

A shallow volcano with a vertical mountain don't usually go together, depending on your definition of shallow and vertical, in quantity.
It's pretty straightforward to find a volcano +/- 1 or 2 Z-Levels from the embark.
It's pretty straightforward to find a mountain that rises quickly with 1-10 vertical faces before sloping back to the peak.
Getting those together?  You'll typically find either a spire of obsidian sticking out of the mountainside with the volcano at the top, of varying heights, or the volcano at the embark level, surrounded by a caldera (not a vertical wall, depending on your definition).  Finding something 'in-between' those two extremes is uncommon, in my experience.

As a minor difficulty, volcanoes typically only form in igneous extrusive, rather than sedimentary layers.  This is normally exclusionary/preventative regarding flux, coal/lignite, and iron bearing ore (although marble and hematite can form there) so that's something to keep in mind.

If you're willing to be flexible on the volcano, it would make finding an embark quite a bit easier.  In a 65x65 world, you're going to be out of range of many of these matching features, given how close you have to be to lairs, towers and civs to have 'contact'.
In general, finding the matching geography isn't what takes the time.  The time is consumed more by finding the appropriate non-geographical matches (civs, towers, contacts).

150
DF Dwarf Mode Discussion / Re: How to make your fort dance
« on: November 30, 2020, 01:16:20 pm »
...
If anyone ends up doing some dwarfy science on this I'd love to hear about the results.
... I can't confirm, but I have personally seen strong evidence that the need to uphold tradition is associated with wether your fort dwarves will start a dance or not (they may recite poetry also, or just play a song). ...
Recently, the dfhack structures were updated to include some very nice details surrounding performance abilities (poetry, music, dancing, instruments) so I was able to adapt some of my scripts to do some testing.
My test methodology is pretty straightforward.  Immediately after embarking, I create a 31x31 tavern on the surface, and typically, in a few days, if the world is ideal for that sort of thing, visitors show up.

I've worked out that without historical figures or sufficient civs, you get almost no visitors.  Not surprisingly, in a world with a dead dwarven civ and no other civs of any kind, you get no visitors. Makes sense.
With many human, dwarf, and elf civs, you get many visitors.  In some worlds, if goblins have become citizens of other civs, or their sites have been taken over by non-goblin civs, you'll even get goblin visitors.  Similarly, if animal men become citizens of civs, they too will visit.

So, visitors are arriving, but now.. we want them to dance.  Of course.
There's a few different mechanics at play here.  There's needs, personality traits, values, skills, and preferences.
From what I can tell, personality traits and preferences don't have a significant bearing on whether or not dances happen.
It may be that in extreme cases, they might, but I tested with reasonable, average, or ideal personality traits and preferences, and those didn't seem to make any difference.

Once the various dances were setup as Legendary in skill, what DID seem to make the most drastic difference were the needs and values.
In particular..
unit.status.current_soul.personality.values
of
    [df.value_type.MERRIMENT]=41
along with, optionally
    [df.value_type.ARTWORK]=41
    [df.value_type.COOPERATION]=41
and
unit.status.current_soul.personality.needs
of
    [df.need_type.MakeMerry]=2
    [df.need_type.AdmireArt]=2
and optionally
    [df.need_type.UpholdTradition]=2
   
However, some context..

My goal in testing was to see if it's possible make all the dwarves perform social dances only, and often.  Turns out, you can.
I gave all the dwarves in the fort all the social/group dances in the world, regardless of origin civ, and then made them Legendary(20) skill at those social/group dances.
I also gave them lower skill in all their civ-specific poems and music, and legendary skill in all their civ-specific instruments.
Turns out, instrument skill has no apparent bearing on whether or not a dance will be performed.  If they don't have that instrument or instrument skill, they will just simulate it, if it's required.

The UpholdTradition need is apparently only fulfilled if a dwarf participates in a dance.  As some social/group dances are a group of 2, and observing those is part of some dances, this is a somewhat risky need to have in place.  Personally, I don't use it, but I wanted to test Jundavr's premise.  It often appears true, for participation/performing, but I've seen the need unmet immedately after performing, so it's not 100%. 
If a dwarf observes a dance only, the UpholdTradition need will not be met, from what I saw.
It may also be true (I only saw this once) that having UpholdTradition as well as MakeMerry and AdmireArt does create a biased selection of more frequent Dancing after Socializing.

All of the above was also tested with an ever present ..personality.needs of:
    [df.need_type.PrayOrMeditate]=0, -- this actually presents itself as a need to pray, even with a value of 0
    [df.need_type.DrinkAlcohol]=1 -- as a control, given this is a common feature of all dwarves.

In short, if they value MERRIMENT and have a MakeMerry need, and if they have high skill in dancing, they will dance.  Often, but not exclusively.
Under my test conditions, where all other needs and values were removed or left at the default, they participate in exactly five tasks/jobs while in a tavern:
Socialize (this is the default/expected/normal)
Listen to Story
Listen to Poetry
Listen to Music
Dance (watch/participate)

Under these test conditions, what I've observed is they start with Socialize, then branch to one activity of: Story, Poetry, Music, Dance, then back to Socialize, then one of the performance abilities, and that repeats forever, until they need to eat, drink or sleep.
Of course, if there is another meeting area, or a temple, or you assign them a job in a workshop, those get done in between.  But when they're just living life, and there's just one tavern, that's what happens.
If they watch a dance, listen to a poem, listen to a story, or listen to music, this counts as AdmireArt and MakeMerry, and those needs are met.  With only those needs, it's quite easy to have un-stressed dwarves, all other things being equal.
Some exclusive needs (BeWithFriends, TakeItEasy, StayOccupied) result in many No Job tasks, and as a result, no Socializing/Dancing.
BeCreative, as a need, seems difficult to meet/fulfill.  It may fit into the UpholdTradition category, where you can't just observe, but have to participate.  This makes it a harder need to meet.

I haven't tested:
all the personality.needs, exclusively
all the personality.values, exclusively
extremes (both positive and negative) for needs, values, and personality traits.

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