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Messages - vjek

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271
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: November 04, 2019, 05:52:06 pm »
Found these (and many similar) embarks recently, while looking for something completely unrelated.

There's... some potential here, I can feel it.  I mean.. it's a gravity fed refilling magma chamber..  It's the opposite problem that you typically have, where you have to pump it up, normally.
I'm stuck trying to decide what project or megaproject to attempt.
Just to have the option of building a magma aqueduct, in open air, or to use it to melt and heat entire arbitrary underground spaces, all without a single pump..   8)

272
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: November 03, 2019, 01:26:57 pm »
Came across this today, hadn't seen it before..

Triple Spires
Embark level 149, highest peak is 269, 120Z of spires
Three adjacent, one stubby..

The embark has no water, and only blood thorn, but is steel friendly (lignite, limestone, limonite) and there is candy.
There are no other civs or enemies, but that can be added pretty easily, if desired.
The embark site could be made to be 3x2 or 2x3 in any direction, to be a bit smaller.
Oh, and over 5k light yellow diamonds is kind of nice, too.  :P
Spoiler: Triple Spires (click to show/hide)

273
Not sure if it helps or hinders, but the "No Trade" status can be replicated with extreme temperatures in either direction.  If it's too hot or too cold (for either insects or wandering wild animals, I can't recall which) then you'll see that "No Trade" status for neighbor civs. (-1000 or +1000 will do it, quick-n-dirty)
Having just typed that, I think sometimes.. it doesn't actually stop them?  At least under some conditions, I've had caravans show up, after the No Trade status, and instantly die due to melting or frostbite damage.
I'm sure you're capable of testing it yourselves, but if you want some help nailing down some of the temperature related realities, let me know.

274
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: October 10, 2019, 06:26:55 pm »
I'm not sure if this is what you're looking for, DerMeister, but it might help get you started?
Spoiler (click to show/hide)

275
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: September 30, 2019, 10:22:52 am »
Ok, this one should work for you , Asi Kom..
no water in the caverns, but cavern trees/plants
partial aquifer, easy to bypass if you stick to the mountain biome for mining.
sun berries on the surface
both biomes are serene, half temperate shrubland
steel friendly (flux, iron, coal), sand, clay, candy, 10z from embark to magma
at war with goblins
humans nearby
You can expand or move the embark east if you want surface water (a brook)
Verified Unicorn spawning in either location
Spoiler: asi_kom4 (click to show/hide)

276
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: September 29, 2019, 11:32:53 pm »
First time poster, never used advanced parameters or any sort before and unfamiliar with how this whole thing works, I just have a simple request if anyone happens to have the ability to fill it; I would like a highly "good" aligned world, but in particular I want good aligned mountains, and if I had to be even more specific, I'd love a good aligned mountain with nearby unicorns and sun berries, if that is a possibility at all.
What you want is no problem, but there is one catch.  You can't embark on an exclusively mountain biome, as a dwarf.   As strange as that sounds.
I'll see what I can do about finding you a non-savage, good, temperate shrubland adjacent to a good mountain.

277
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: September 29, 2019, 03:38:01 pm »
Here's one that should work, Akoto.  If you embark on that cavern in the NW corner of the region, it's steel friendly, and has only a partial aquifer.
There are at least one of each civ (dwarf, elf, human, goblin), plus a tower, within range.
Spoiler: akoto1 (click to show/hide)

278
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: September 18, 2019, 05:55:09 pm »
This a steel friendly embark with two elvish civs, one goblin civ, and one fortress (although the fortress is now run by goblins).
You can always clear the history, name, and creature seeds if you want something different in that regard.
Both elvish civs have all the giant-whatever creatures you would expect, and should offer them for sale.  One elvish civ is in the temperate region of the forest, one in the tropical region.
The embark is steel friendly, and a partial aquifer that is trivial to utilize or bypass, as you wish.  Sand and Clay as well.
There is candy on the embark as well, and it's a fairly shallow region, so easy to get to the caverns and magma, respectively.
There are many other possible desert embark locations that are steel friendly, this one just seemed to be near both the goblins and elves, and have what most players would want.
Spoiler: desert_forests1 (click to show/hide)

279
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: September 18, 2019, 03:47:46 pm »
Sand deserts (ideally) require 0 rain and 0 drainage.
Broadleaf forests (ideally) require 100 rain and 100 drainage.
They are adjacent in drainage (32 can make a desert, 33 can make a forest) but they don't overlap in rain. (9 max vs. 75 min)

So, yes, you can influence worlds to get more of these extremes, but without using pre-set values to ensure it exactly, getting them adjacent, if that's your goal, will be largely a matter of chance.
Do you want a particular kind of forest next to a sand desert, is that the desired embark?

280
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: September 03, 2019, 01:54:51 pm »
This wasn't too bad, actually.  I used a PSV world, so was able to specify the locations for volcanos to form.
I believe this meets all your criteria except flux, in a 3x3, although the river isn't... huge.
This type of PSV world could be expanded to a 33x33 world size and likely produce much larger rivers, so.. let me know if that's what you would prefer.  I kept it small so it would be fast.
You can remove the seeds to get similar worlds and look for yourself, it only took a few worldgens to find this one.  Also, you'll want to adjust the number of civs and overall danger if you want more of that.  They won't affect the geography, typically.
Spoiler: waterfall-volc2 (click to show/hide)

EDIT:  Found another embark in a larger world that has flux + iron (but no coal/lignite), with trees for charcoal.  Also, a larger river, and an 11Z waterfall.  It's in a tropical savanna.
Also in the same world is a 2x2 river + volcano, totally flat, steel friendly.  You can add more races, as desired.
Spoiler: PSV_WFVC_33 (click to show/hide)

281
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: September 02, 2019, 03:55:01 pm »
Ok, good stuff, greenskye. 
What size embark are you willing to accept? 2x2, 3x3, 4x4, 5x5 ? or would you prefer the smallest, or you don't care?
Is coal/lignite a requirement, or just flux, iron, sand, for resources?
With respect to the waterfall, if a smaller river at the 'top' of the embark produced a waterfall that flowed into the larger river at the 'bottom' of the embark, would that be fine?  If not, describe your ideal.

As far as savagery/good/evil, no undead is easy, so no problem there.  The ground can be 100% evil without evil clouds, or undead husks, or blood rain, it just means certain plants and trees will grow there that wouldn't otherwise (like glumprong trees in evil, or feather trees in good).  Certain animals, in particular Giant animals will show up in Untamed wild biomes of very high savagery.  If you combine good with savage, for example, you can get Giant Unicorns, rather than just Unicorns.
But for most people, savagery doesn't matter if they don't want Giant animals or animal-men.  Evil/Good doesn't matter if you don't want the things that are unique to them.

282
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: August 31, 2019, 04:17:42 pm »
I'm trying to get a world going that exists as a single cohesive continent with no internal oceans. I have so far failed in this task. Would there be any World Gen Gurus who would have advice as to my plight?
Do you care if the world is square?  If not..
Spoiler: 1continent_1 (click to show/hide)

283
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: August 31, 2019, 04:05:00 pm »
...
Is it still possible to find/generate this world in 44.12? I can't seem to get it to work. Alternatively does anyone else have a map with a similar set of features?
This post contains the source of this file:
Which, if you save/open it in your browser, will let you select all the features that you would like to see, and add your own, too, if you wish.
You can just select what you want, click the button at the bottom, and copy/paste the results into a reply/post.  It's not explicitly clear what you're looking for in an embark, is why I bring this up.
Once you have a list, we can iterate.

284
While I may be wrong, it doesn't sound like the LNP or your choice of graphics/tilesets are the issue.

I suspect there is something else going on/causing the crashing, as I've never personally seen what you're describing, even with forts that have hundreds over dwarves over dozens of years.
Is there a chance you're sending raids to other locations?

285
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: August 11, 2019, 09:57:20 am »
I haven't played in a long long time. Can someone refresh me how to make a world with a lot of savannah, savage preferably?
This should get you started, Milkbot:
Spoiler: savannah1 (click to show/hide)

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