Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - vjek

Pages: 1 ... 19 20 [21] 22 23 ... 114
301
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: June 18, 2019, 02:31:22 pm »
I've been doing some temperature testing the past few days, figured I would share the results.

In 0.44.12, in PSV pocket worlds without north/south poles, the following appears consistently true, for me:
Creating a world with -1000 as a minimum temperature, and 267 as a maximum temperature, in advanced worldgen parameters, results in embarks that are pathable, and both very cold (Freezing) and very hot (Scorching).  Both extremes are lethal in a very short time, although in either case, if you can get underground immediately, you and your animals can survive.  Each extreme requires several days to kill living creatures, although only a few hours to destroy (via frostbite and cold damage) anything non-metal and non-living.

Embarks with a temperature higher than 267 in advanced worldgen (and as a result, hotter than 10199'U on a walkable tile, via probe) will potentially create embarks in which creatures will not path over these areas.  If creatures are spawned on or in these biomes, they will stand in place forever (or until dead), although they will walk to an adjacent tile if it goes underground, for example.
If you attempt to pasture animals in a designated pasture within a 10200'U or hotter area, the dwarves will not drag the animals to that pasture.  Also, meeting areas designated in a similar fashion will not be used.
Specifically, -1000 in worldgen means ~9250'U at the embark.  Similarly, 267 in worldgen means ~10199 at the embark (pathable, lethal).  268 in worldgen means ~10200 at the embark (unpathable, lethal).  I use approximately here because sometimes at the embark temperature can vary by 1 degree (10198, 9249, etc)

Hilariously, in reanimating biomes of this bitter coldness, often times creatures will not exist as a corpse long enough to be reanimated, on the surface, as the corpse disappears too quickly from cold damage.
However, in the rare case where they do become re-animated, they will eventually die (again) to the cold, and their corpse will disappear.  Very small corpse pieces do not disappear as quickly from cold damage, for some reason.

Finally, under either or both of these extreme temperatures, no plants or trees grow on the surface and no animals roam (or arrive) at the embark outside of migrant waves and visiting merchants/traders.
The next phase of testing will determine the limits of wild animal cold/hot tolerance, so they will arrive and depart the embark as normal.

302
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: June 14, 2019, 04:05:53 pm »
Here's one that is pretty risky:
Spoiler (click to show/hide)
Steel Friendly
Very Cold (all non-metal, non-living embark items will be destroyed by frostbite / cold damage a few days after embark)
Many semi/megabeasts/demons
Reanimating Biome
Repellant Slime rain
No surface trees
No surface water
No aquifer
--

A note about some of the requirements requested.  It's challenging to get some of these things together in the same world.  In particular, you can have Necromancers, and elves, humans, goblins, and dwarves, all together, no issue there.  But if you crank up semi/megabeasts/titans/demons high eough, they simply kill everything within the first 200 years.  So, you can have risk, and it's possible to have necromancers too, but the first possible solution (above) of the requirements doesn't have these.  Mostly because making a single purpose world with only dwarves left in it (with a dead, dying, or almost extinct civ) is vastly easier than having all the races available.  8)
In other words, if you want thriving/many necromancers, I'm happy to create a world with that, but the semi/megabests/titans/demons will be far fewer, as a consequence, just to have some civs survive.

303
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: June 14, 2019, 10:07:27 am »
I will see what I can do this morning to produce something similar for KassaK.

304
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: June 13, 2019, 06:04:48 pm »
Quite the battle from my resident 5 Spearmasters against a Forgotten Beast.  From 6:30pm to 8pm, local/game/fortress time. :)
I guess ~8 years of sparring really does pay off..
Spoiler (click to show/hide)

305
DF Dwarf Mode Discussion / Re: World generation: Mountain lake
« on: June 03, 2019, 10:52:48 pm »
Here's a couple that should get you on the right track, veantur..

306
DF Dwarf Mode Discussion / Re: DF v0.44.02+ Worldgen Cookbook Thread
« on: June 03, 2019, 10:52:03 pm »
Request from veantur for mountain lakes..

Spoiler: MountainLakes1 (click to show/hide)
Spoiler: MountainLakes2 (click to show/hide)
Spoiler: MountainLakes3 (click to show/hide)

307
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 23, 2019, 09:17:16 am »
That description says it is a "sacred group dance". Is it being performed in a temple?
Yes.

308
DF Dwarf Mode Discussion / Re: What's going on in your fort?
« on: May 22, 2019, 02:15:23 pm »
First time I've seen such a complicated dance as this one, and 15 dwarves are performing it, while one watches.  I suppose it's possible all of them are like this, and I've just never paid attention. :)
Spoiler (click to show/hide)

309
I think it's just the convenience of having magma forges available instantly, and an almost infinite supply that can be drained and refilled, at a Z-Level higher than the magma sea.
That may seem self evident, as that sentence is simply a description of a volcano.  However, those features are what makes things like warming all the hallways in a frozen embark, or weaponizing magma much easier, or possible at all.

When adjusting options to get necromancers, it's a combination of things, in my experience.  In particular, the things are:  having dwarves die, lots of civs, and lots of sites per civ.  This varies by world size, though, as if your world is too large, there's not enough conflict to have enough death, and the civs are too far apart to interact.
In a 33x33, for example, I've found a site cap of 15 and 20 civs, with 1000 per civ seems to work pretty well, with 10 secrets.  Having demons also seems to make dark fortresses possible, and goblins be far more aggressive or active.
It's possible just having the death from lots of titans, megabeasts, forgotten beasts, and semi-megabeasts might be enough?  I haven't tested that recently.

Another similar parameter set, Vel Caldean; this time, with evil regions, 9 necro towers total, and a lakefront embark with a reanimating/undead biome within range of 5 necro towers, also steel friendly:
Spoiler (click to show/hide)

310
This matches all of the requirements, technically, except the lakes, in a 17x17.
That is: mostly flat, necromancer tower, round single continent, smooth coastline.
I'll do up a 33x33 shortly as well, with lakes.
You'll note there are no dark fortresses, (just a lot of Dark Pits) as a result of there being no HFS.  This seems to (?) create more opportunities for conflict and death, leading to necromancy within the first 500 years.
Of course, you can remove the seeds and get many variations, but it doesn't generate too many rejections, from what I tried.  This is just to show you most of what you want is possible in a pocket world.
EDIT:
This one matches. 33x33 Two necro towers, flat, a non-ocean lake in the SW part of the world that is in range of both.  A single mountain range in the middle, reasonably smooth coastline.  This one has HFS, as well.
Spoiler (click to show/hide)

A third one, similar to the second, there's a single tile lake (it's probably 20% of an embark area) in the NW between two towers, but in the range of three.  Five total Towers, in the world.
Spoiler (click to show/hide)

311
DF Dwarf Mode Discussion / Re: how to get a very steep world?
« on: May 15, 2019, 04:49:42 pm »
It's also worth noting it's possible to get this with lakes, as well.

312
DF Dwarf Mode Discussion / Re: how to get a very steep world?
« on: May 15, 2019, 12:54:53 pm »
It should, but I haven't tested it.  The seeds might not be valid or produce exactly the same world, but that doesn't matter, really. 
It will, in general, produce the sea cliffs you were asking about.

313
DF Dwarf Mode Discussion / Re: how to get a very steep world?
« on: May 15, 2019, 12:42:55 pm »
Well, try this parameter set, it should give you an idea of what to start with, if nothing else.  It's what created the world that made those embarks.

314
DF Dwarf Mode Discussion / Re: how to get a very steep world?
« on: May 15, 2019, 11:51:24 am »
i need a world with more cliffs for some projects and so far the general worldgen never produced such.
i'd like ~30% of the coasts to be steep cliffs, random tiny steep mountains, but also mountainranges - less shallow hills.
is there a way of getting that?
It depends on what you mean, exactly by cliffs.  Do these satisfy some of the requirements?


315
Utilities and 3rd Party Applications / Re: DFHack 0.44.12-r2
« on: April 24, 2019, 06:01:41 pm »
Updated scripts/pref-adjust.lua on the weekend, submitted the pull request.  Working great for me, the previous version was crashing 0.44.12 (along with prefchange. I PM'd Max) due to not handling the new music/dance/poetry entries.

In case anyone was curious, it's much better now and fixed.  :o

As always, there's more options to add, but I figured fixing the crash bug was important.

Pages: 1 ... 19 20 [21] 22 23 ... 114