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Messages - vjek

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151
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 30, 2020, 11:55:25 am »
Uyane Iluethefa, Rattlesnake Man Recruit is visiting.

Just makes me laugh when the various animal men/women show up as visitors.  8) :D

152
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 26, 2020, 11:05:57 am »
Howdy there. Just wondering if there's any way of getting a Walking Dead type of world? By which I mean almost everywhere is populated by undead. I don't know what parameters affect tower generation, but maybe making most of the world squares evil would do the trick? I'd be happy with a smaller or small sized world. Anyone got any advice?
There's a few different types of undead. At least:
Thralling from evil clouds.
Reanimation after death.
Controlled/created by a necromancer.
Part of the region.

If you're looking for a fortress mode embark that has both reanimation and animated arriving corpses/undead wild animals, this one qualifies.

What features are applied to evil biomes or regions or what effects/syndromes come from particular evil clouds or rain is procedurally generated.
You can, for example, generate a world that has lethal versions of all of those, while some are minor inconveniences at best.
While towers are a source of undead, the denizens, at least, from what I've seen, stay in or near the tower unless on a specific task.  That may be different with the new towers that spread evil in Adventure Mode, but I haven't tested enough of that personally to speak with any authority.
From your request, it seems like a biome (or many) where the trees and animals are all undead/dead is likely the closest match.  I call these animated corpse embarks, because you get things like Barn Owl Corpse, Echidna Corpse, or Buzzard Man Corpse arriving on the embark regularly. (depending on the biome)

It's worth noting, though, that in these embark regions?  Surface existence is extremely challenging without your military being fully equipped in metal gear and having very high military/combat skills.  At least, in fortress mode.  Particularly if you start getting Undead versions of Giant creatures.

The other challenge is that Regional Interactions (which are the things that can have/cause these reanimating, corpsing, etc effects) are only different based on different regions.  If you have one region throughout your entire world, or only a handful, you'll only get a handful of unique Regional Interactions, and thusly, very few chances at seeing Undead regional effects within range of other features you may desire, like water, metal, sand, clay, flux, or trade with other races.  Generating unique regions can also be tricky, depending on what biomes you're comfortable with or desire.  It's much easier to create very large single regions rather than many tens/hundreds of tiny regions, which is the opposite of what you want, in this scenario.

Obviously, it's possible to get it all together.  However, it can take some time reviewing many tens/hundreds of worlds, depending on how specific you are with your requirements, and how few or many unique regions there are in the target worlds.  Evil clouds are similar.  You can have many evil clouds in a world, but there's often no guarantee they have the evil that you want, or even that they'll show up with enough frequency to make it challenging, although one brief mistake can end your fort very quickly (if all your dwarves are above ground and all are caught in a cloud at the same time)

Lastly, there are now quite a range of different necromancer undead types.  Experiments, lieutenants, divination, ghouls, summons all create quite a range of type, difficulty and density.
Recently, for example, I had an unexpected visit from some necromancers who brought many crossbow/bow/ranged attackers.  Hadn't seen that before, personally, and it .. wiped out the fort quite handily.  There's also demonic experiments permitted as well, which.. given how simply LARGE demons are, and the consequences in combat, any undead version would be very very difficult to engage hand-to-hand.

153
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 24, 2020, 03:27:40 pm »
Here's a world with two embarks, one on tundra with a bit of glacier, one on glacier entirely, both with surface volcanoes.
Both embark locations are within range of all races, and a necromancer tower with hundreds of inhabitants.
This is a PSV world, as you'll see by the worldgen parameters.

Spoiler: MrNihil1 (click to show/hide)
EDIT:

So, looking at your goal of wanting to have visitors, I tried that on both embarks, and no visitors show up, for me. (YMMV)
Thinking it might be related to density population or civilizations, I created a second similar world, and did get a single visitor.
However, the visitor had some issues..
Spoiler: frostbite (click to show/hide)
Initially, I had world temperature set at -90, but that creates NO TRADE flags on embark with all the nearby Civs, so I scaled it back to -85 so that wasn't happening.
Clearly, some histfigs are willing to brave the cold under the right conditions, but this isn't an area that I've extensively tested visitor behavior.

154
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 24, 2020, 11:40:58 am »
Ok, from that, I'll look for a volcano on the surface embark of a glacier, in a world with all the races, at least one tower within the embark range, and sand available for glass.
Temperate and glacier don't typically go together, but if you want a temperate embark instead of a glacier, or both together as part of the embark, let me know.

155
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 23, 2020, 12:57:51 pm »
I want to make a completely cold (icy) pocket world with scattered volcanoes. There are many necromancers, many megabeasts and other evil spirits. An active existence of civilizations or at least races is desirable. ...
As Patrik mentioned, A world that is 100% entirely frozen won't have any races in it.  However, you can make it mostly frozen.
You can even make it frozen everywhere except some small areas where the races live.
Many megabeasts is subjective, and will contribute greatly to killing everyone.  What I mean by that is, if you put enough megabeasts into the world, everyone will be dead.  They'll kill all the civilizations.  A dangerous world is... dangerous.  8)  So, you can have some or a few megabeasts, but many (as in more than 10) in a pocket world, and it will reduce potential viability, considerably.

In any case, how many civilizations do you want, and of which type?  Or.. just a dwarf civilization plus any other?  Dwarf + goblins is pretty easy, but if you mean dwarfs + humans + elves + goblins, that's considerably more time & effort.  It's fine either way, just wondering what your tolerances are.

Is the goal to have three caravans (human, elf, dwarf) visit every year, or just one caravan, and/or goblin/necromancer attacks?
Do you want a surface volcano in the embark, or are they just there for atmosphere/flavor?

And don't worry about your English.  It's better than many native English speakers.  :D

156
DF Dwarf Mode Discussion / Re: Quick and dirty Caravan-only entrance
« on: November 22, 2020, 02:43:51 pm »
Here's a save, so you can make adjustments if you wish and see it in action.
The save is on Limestone 1, the wagon/caravan arrives on Limestone 10, so it's a brief wait.
--
Update..

I've tested this in another save to be sure, and in this second test case, the wagons path in as normal, just as in the first save above.  All good there, no surprises.
However, I blocked the single-tile / walkable access to the fort underground, and the Caravan dwarves that lead single animals waited at the embark edge indefinitely, until that path was opened.
In fact, I waited until both wagons were at the Depot before opening the path, and then the animal-leaders pathed in and unloaded as normal.
Similarly, the migrants that arrived in Summer exhibited the same behavior;  they simply waited at the map edge while the ingress path was blocked.  They would not use this particular wagon path.

I still haven't seen any fliers or other wild animals use the path, yet.

157
DF Dwarf Mode Discussion / Re: Quick and dirty Caravan-only entrance
« on: November 22, 2020, 02:09:40 pm »
I can confirm that as of 47.04 on Nov 22, 2020, the design proposed in the original post allows wagon access to a depot.

As far as whether or not fliers and other wild/hostile/whatever mobs will path through it, that will require more testing.

158
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: November 16, 2020, 12:25:18 am »
Here's a challenging world and two challenging embarks.

The world/embark(s) feature:
A 2x2 embark area.
Dead Civ. No-one is coming to help you, beyond the two starting waves of migrants, no caravans.
A Dry Cavern.  Just bloodthorn trees.  No water, shrubs, or plants.
One Cavern, rather than two or three.
No surface trees.
No surface vegetation.
No surface water.
All wild animals entering the embark are undead/animated corpses.
The embark is Untamed Wilds + Evil (Terrifying), so you'll get giant animals as well as animal people, all as undead/animated corpses.
The embark region features reanimation of the recently deceased.
Sand
Steel Friendly: iron bearing ore, flux, coal+lignite (2000+ of each)
Magma within 14 Z-levels of the embark level.
A 'within embark range' Necromancer Tower.
No humans, elves, kobolds, titans, megabeasts, semi-megabeasts, clowns or candy.
Also, no access to pig tails (seeds or otherwise) from the dead civ.

The first embark has no aquifer, and as a result, no water of any kind.  Not on the surface, not in an aquifer, not in the caverns.
The second embark has a tiny aquifer, for those who would like the easier challenge of having a water source present.
Otherwise, the embarks are in the same region, "The Dunes of Sullying", and both should play in Fortress Mode as mostly identical.
To ensure this works as expected, I've taken this parameter set, edited only the worldgen.txt file in a brand new install of DF 47.04, generated the world, and embarked in the indicated locations.  Everything works as anticipated on Windows 10.
However, I've also put a .7z of the generated world on DFFD here, which should work cross-platform in the same version, if it doesn't generate for you.

If you're looking for a play-through goal, try and build an above ground 3+ storey fort in either embark.  :o 8) :D

159
DF Dwarf Mode Discussion / Re: Surviving in the worst world imaginable
« on: November 05, 2020, 11:22:10 am »
... But I wondered if it was possible to make a world where bandits prevailed and most civs live in ressourceful places, protecting themselves from the dangers of a much unwelcoming landscape. ...
It's likely possible, but you'd have to define 'bandits' , 'civs', 'dangers', and 'unwelcoming landscape', first.  :D

160
DF Dwarf Mode Discussion / Re: Surviving in the worst world imaginable
« on: November 05, 2020, 12:45:41 am »
If you're referring to the surface when you say vegetation..

Cavern mushroom-trees.  For beds and charcoal fuel for forges, with no magma.
And for food, you can grow crops underground on muddied soil provided you bring seeds, if your civ has access to them. 
You can also create grazing areas underground after you expose the caverns, if you have caverns with moss, even if the surface is sterile.

Also, a few animals don't require grazing, yet produce food, similar to Turkeys.  But there are many egg layers you can also bring, in addition to Turkeys, like Peacocks.
One viable non-farming option I've successfully used is Pigs for meat and cheese, and they don't need grazing/food.  That's just a matter of scale for sufficient meat/cheese. 
The wiki is being stupid slow for no good reason, but there may be, iirc, a chart/table that shows grazers vs. non-grazers.

Even with no caverns and no rain, no embark surface vegetation, no wild animals, and no surface/cavern water, if you can bring Pigs and seeds, you can thrive.  For beds, you just need to bring a few logs from the mountainhome.  If you pick a steel friendly site, you can use lignite or coal for fuel, if there's no magma and no trees.  Aquifer makes it dead easy, but you can survive without any surface/cavern water, it's just.. risky if there are injuries or infections, as the Dwarves only consume alcohol, and Armok help you if you run out.  I've even survived in a no-animal no-seeds dead civ embark by raising bees only for food/mead.  It's challenging, but possible.

161
DF Dwarf Mode Discussion / Re: Surviving in the worst world imaginable
« on: November 04, 2020, 10:22:29 am »
You can make a world that has various combinations of: (with one exception, below)
  • many tens of thousands of goblins
  • 100% evil biomes
  • 100% savage (giant animals, giant evil animals)
  • tens, hundreds, or thousands of undead, megabeast, semi-megabeasts, and titans
  • temperatures that are instantly lethal hot and almost instantly lethal cold
  • 100% swamp
  • 100% desert / badlands
  • 99% ocean
  • 99% mountain
  • 100% rain
  • syndrome/sickness/lethal/thralling surface clouds/rain
  • no water of any kind, either above or below ground
  • no surface vegetation (and below, no caverns/cavern vegetation, either, trivially)
  • no animals (if that's what you wish)
  • no insects (again, if that's what you wish)
  • caverns of various types, from dry to flooded, many filled with plants, mushroom-trees, cave dragons, trolls, ogres, and many more potential enemies.
  • and with one line added to the raws, no caverns (and all that such a thing implies) at all.
  • magma is actually optional, and does have specific enemies that live in it (crabs, imps)
  • Similarly, you can have (or not) from none to ridiculous different types of demons
  • Forgotten beasts, iirc, are generated per unique underground region, so it's possible with some trickery, you could even make many of those.
With one exception..
The above is true, except all but one tile (for the placement of the initial dwarven mountainhome) if you want to use it for Fortress mode.
Ultimately, in my opinion, what it comes down to is what you believe is "the worst" world imaginable, based on what DF can create. 
Certainly, a world can be created that kills everyone at the embark in a few seconds, or kills any adventurer almost instantly.  Not particularly fun, but definitely lethal.
You can, also, create a world filled with so many enemies that you'll be attacked almost constantly, in adventure mode, and on the embark surface in Fortress mode.

162
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 28, 2020, 07:53:57 pm »
Yep, somewhere between 200 and 1000 years apparently works pretty well.  8)

163
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 15, 2020, 08:28:24 pm »
Thanks for the clarifications! Based on your recommendations having Aquifers and Brook instead of river sounds just fine. ...
Here's two that match, BrisoS.

3x3 Temperate Shrubland + Mountain, volcano, brook
Caldera is to the SW, and is the high point in the embark area.
Steel friendly, sand, clay, trees, neighbors, etc, as you've outlined.  No Aquifer.
Spoiler: BrisoS1 (click to show/hide)

Second one.. 3x3 Temperate Conifer Forest + Mountain (you can adjust the embark to the east if you want less brook and more trees)
The hillside is on the north part of this embark, with the magma of the volcano being just below the embark level.
Similar stone/mineral features as the first, which you can compare in the prospect below. 
This one has a partial aquifer, it doesn't extend east and west adjacent to the volcano.
Spoiler: BrisoS2 (click to show/hide)

164
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 12, 2020, 07:44:22 pm »
The parameters you quote above, BrisoS, are definitely not the default.  Most of the worldgens in this thread are very far from the default.
In the case of those two you mention, in fortress mode, the divine metals (to the best of my knowledge) have very little or no impact.  No reason to have them if they have no value, imo.
megabeasts and semi-megabeasts have the potential to wipe out civs or affect civ growth or populations.  In some worlds, they are used to great effect to ensure a civ or all civs are dead or gone.  In some, their lack is set to ensure some survive.
You can certainly change any and all parameters yourself to determine how they affect the outcome.  That's all part of the fun. :)

Your request isn't anything too particularly difficult, but just one query about aquifers, as it's been a few years since you've played..
Currently, in 47.04, aquifers are extremely easy to deal with.  They're not the embark-killers they were in the past, so given that, would it be fair to say you don't particularly care if there is an aquifer or not, as they are trivially breached and utilized now?  I only ask because it makes finding an embark that much easier if it's not a concern. Most people don't care, I'm just making sure.

EDIT: Also, just to make sure, it must be a river, and can't be a brook?  A brook makes it trivial, a river will take some time.

165
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: August 24, 2020, 01:38:46 pm »
I have a request. Ages ago, back when undead were basically invincible, I generated a world with only one dwarf civ and embarked on a re-animating evil red sand desert, to fight back the tide of evil! Sadly I lost the save somewhere along the way.

I'd like to recreate the theme, if possible.

Essential:
Smaller to Medium sized world (don't mind the size), and if possible, a 'normal' looking world, so I can later adventure through
Embark site that re-animates the dead, ideally with a cliff face or mountainside to dig into.
no evil rains (I hate the blood rains, but evil clouds are fine)
One dwarf civ, ideally not prospering-- although a completely dead civ would also be pretty neat!

Desirable:
Steel or iron or bronze available
a deep embark
2 cavern layers instead of 3
Dwarf Civ has a cool name :P

Thank you all for your help :)
This one should work..
Steel friendly (dolomite, magnetite, coal, lignite)
Sinister
Small World (33x33)
Reanimating Biome
Fire Clay
Sand
Light Aquifer
One Dwarven Civ, not dead
46 Z Levels from the Embark to SMR Sea
Two Caverns
You should be able keep the world seed and randomize the other seeds for other features like more civs or whatever other thing you want.
Spoiler: russell-s1 (click to show/hide)

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