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Messages - vjek

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256
DF Announcements / Re: Dwarf Fortress 0.47.02 Released
« on: February 08, 2020, 09:05:10 pm »
(*) Fixed some busted world gen param newlines

I apologize if this has already been mentioned, but, there is still one errant newline in each worldgen parameter being created, thusly, in 0.47.02:
   [ALLOW_NECROMANCER_SUMMONS:1]

   [GOOD_SQ_COUNTS:0:0:0]
specifically:

   [ALLOW_NECROMANCER_SUMMONS:1]
<- extra newline here
   [GOOD_SQ_COUNTS:0:0:0]

257
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: February 08, 2020, 01:24:41 am »
Here's one for 0.47.02 that I've been using for testing, and it seems pretty good.
Spoiler: 0.47.02 4civs3 (click to show/hide)
4civ3 - Embark level: Z125
A few surface trees, plants, and shrubs
Z119, SW quadrant: chalk, hematite, coal.  Steel friendly.
Lignite as well on Z117
Sand from Z124 - 121
Chalk from Z120 - 115
Cavern from Z109 - 105
Magma Sea Z102 - 97
Light aquifer Z122 - 121, (despite the no aquifer claim at embark/from the site finder), trivially walled off. Good fresh water source.
Candy spires x 2
Elves, Humans and Dwarves will come to trade.  Many different visitors will come if you have a tavern/inn.
Civilized World Population

   78 Dwarves
   405 Humans
   192 Elves

   Total: 675

EDIT: same world/embark, but better populations / more civs:
Spoiler: 4civs4 (click to show/hide)
Civilized World Population

   298 Dwarves
   769 Humans
   1640 Elves

   Total: 2707

Similar world, larger populations, with a steel friendly embark:
Spoiler: 4civs5 (click to show/hide)
Z121 limonite, magnetite, platinum (SE quadrant for sure, at least)
Z112 - 108 marble layers for flux
Z116 - 115 (and more) Native Gold
Z106 - 102 Magma Sea
Z116 - 112 Cavern
Candy
Trees on the surface
NE quadrant has light aquifer on Z122 at least, for fresh water.
Civilized World Population

   898 Dwarves
   503 Humans
   1337 Elves
   4020 Goblins

   Total: 6758

Ok, I've never seen this before, maybe others have..
In this 0.47.02 world, as time progresses, all the civs are placed, the goblins start expanding, their evil starts to spread, then... they're conquered.  The evil geography recedes, and their dark fortress is surrounded by monastaries, in the region tiles where the evil geography receded from.
Spoiler: D_CONQ_G_1 (click to show/hide)
The dark fortress is now:
4: Ozudstran, "Ruthlessbiles", dark fortress
   Owner: The Rags of Hoping, dwarves
   Parent Civ: The Flag of Lashing, dwarves
   administrator: Rimtar Figureconvents, goblin
   108 dwarves
   589 goblins
--
Civilized World Population

   971 Dwarves
   878 Humans
   1504 Elves
   1484 Goblins

   Total: 4837
--

I've gone to the monasteries in Adventure mode and completed quests for their NPCs. (retrieved a buckler artifact from an underground dwarf fortress in the northwest)
Earlier today, I saw a similar worldgen where the goblins were eliminated from the world.  Honestly, I've never seen that before utilizing this world layout. 
Invariably, in the past, they dominated everyone/everything, if they existed at all.  Now that their existence is actually variable?  That's pretty amazing, to me.  :o

258
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: February 06, 2020, 09:24:51 pm »
Unfortunately, nope.

259
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: February 06, 2020, 09:09:20 pm »
That's interesting.  When I just tested the ABCDPOCKET parameters, it's not identical to yours, yet, it generates consistently the same without rejections, on Win64:

It's like... the geography is identical, but the evilness and civ placement is different?  Some of the names are the same, but not the Age or figs/dead/events.

260
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: February 06, 2020, 04:10:55 pm »
In this particular embark, breaching the cavern is a viable option for grazing grass, trees, etc, yep.
Thanks for the verification, PatrikLundell.

261
DF Dwarf Mode Discussion / DF v0.47.01+ Worldgen Cookbook Thread
« on: February 06, 2020, 01:41:37 pm »
Here's the guidelines & goals for this thread:

Post your interesting worldgen parameter sets for version 0.47.01+, along with a description of the 'ideal' embark you've found. Pictures of sites or directions to them (so others can find them) are especially helpful, but at the very least, try to provide others with the parameters for your new Fortress Paradise, roughly where your embark was and what you got out of it (features, resources). One man's Paradise is another man's Hidden Fun Stuff, so try to point out if you found any obvious problems (no underground plants, no iron known to playable civ, etc).

Got an embark situation you'd like to see? Ask for it, and perhaps a world that someone else has discarded would work better for you! Found an interesting embark with some unusual feature (Adamantine space elevators, tiny island off shore in the ocean, chasms open from surface to caverns)? Post it, and let others have some fun with what you've discovered!

A screenshot showing the embark location is ideal, if you are posting with a specific embark in mind, rather than just the entire world.
Please use spoiler and code tags where appropriate, to keep your posts a reasonable size.

To get things started, here's my first 0.47.01 parameter set, which features..
One living dwarven civ.
One enemy goblin civ.
Single cavern starts at 130, ends at 126.
Steel friendly (flux, iron, wood)!
Limestone from 132 to 128.
Magnetite, Limonite, Platinum on Z132 in NW quadrant.
Native gold also present (on 123 at least).
Slow filling fresh water from aquifer on 134 SE of center (or under any embark-layer red sand).
Magma Sea from 125 to 121.
Candy present. 
Sinister badlands + desert, adjacent to a Goblin Fortress. 
Dead surface trees, but no undead animals or re-animation, as far as I can tell.
Spoiler: 0.47.01 Desert1 (click to show/hide)
If someone could verify the world generates identically for them, and the embark is in the same location with the same features, that would be ideal.

EDIT:  Here is an HTML form you can save (as an .html file) and open locally (in your browser) for use as a template or starting point for making specific embark feature requests.  There's no logic/validation in this form, it just selects everything with a checkbox and then highlights the results so you can copy/paste that into a new post.  If you think something should be added to this form, PM me.
Also, the HTML form is hosted here, on github pages, and should be usable by anyone.

262
DF Dwarf Mode Discussion / Re: Caverns and ground depth on world creation
« on: February 06, 2020, 11:11:00 am »
I'm not sure what you mean by "from surface to 0" but perhaps this will be helpful?

263
DF Dwarf Mode Discussion / Re: Caverns and ground depth on world creation
« on: February 06, 2020, 10:22:22 am »
If my brain isn't betraying me, I think the value you want to increase is " Z Levels Above Layer 1 " in advanced worldgen, to increase the number of levels between the embark level and the top of the first cavern.
If you make that something like 50, it should add that many in between.
As far as your metals go, that's a more complex answer, but essentially the layer type determines the metal type.   
Iron bearing stone (Hematite, Limonite, Magnetite) appears in sedimentary layers.  Additionally, Hematite also appears in igneous extrusive layers.

264
DF Dwarf Mode Discussion / Re: How to make a world full of deserts
« on: January 28, 2020, 10:32:25 am »
Easiest way is to make rainfall zero and drainage zero.  That should get you deserts ~everywhere. 
Then all you need is a little bit of 301+ elevation for the original mountainhome, if you want to play with/from/as a dwarven civ.
Something like this should get you started:
Spoiler: deserts1 (click to show/hide)
Note that there are often consequences for such a worldgen, with respect to aquifers and drainage, and as a result, types of stone and metals.

265
DF Dwarf Mode Discussion / Re: What is the correct Population Settings?
« on: December 06, 2019, 01:59:21 pm »
Unfortunately(?), I only ever play with [BABY_CHILD_CAP:0:0] , so I can't comment on that part.  Should be easy enough to test, though.

266
DF Dwarf Mode Discussion / Re: What is the correct Population Settings?
« on: December 06, 2019, 01:26:24 pm »
Just verified this again , in 0.44.12..

If you set these values in \data\init\d_init.txt

[POPULATION_CAP:7]
[STRICT_POPULATION_CAP:7]

You'll get no migrants of any kind, presuming you always have at least  a population of 7.  You won't even get the 'hardcoded' initial migrant waves during the first year.

267
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: November 21, 2019, 01:09:05 am »
It's pretty straightforward to make a completely frozen world.  Do you want glacier, tundra, or a mix of both?  That's decided by drainage.
But essentially, set both the min and max temps to something like -90 and your whole world should be frozen.
Spoiler: All Cold Example (click to show/hide)

268
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: November 18, 2019, 09:06:54 pm »
... The only problems with the embarks is the lack of towers. ...
While this has a partial aquifer instead of ocean / river, for infinite water, it also has a tower:
Spoiler (click to show/hide)

269
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: November 17, 2019, 09:57:46 pm »
... I was trying to create a 3x3 or 4x4 embark with a volcano, river or sea, preferably with a Tower nearby but definitely with all the Civs available. I wanted it to be split biome, one portion Evil, other doesn't matter, but preferably as savage as possible. I want the infinite water source so I can make obsidian and I want the evil biome so I can grow Sliver Barb and dress all my dwarfs in snazzy black cloths.
Would you be ok with a partial aquifer for infinite water, instead of a river or ocean, while keeping all other parameters the same?

270
DF Dwarf Mode Discussion / Re: Trivial findings
« on: November 04, 2019, 06:25:36 pm »
It seems that aquifers don't appear or form in embark regions containing a mountain peak ^
Not sure if it's typically don't, don't ever, or might, just extremely rarely, but I can't make it happen in 0.44.12.  :-\

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