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Messages - vjek

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631
DF Gameplay Questions / Re: Semi Molten Rock (need direction)
« on: September 25, 2014, 03:43:34 pm »
If you reveal and then dig into magma, afaik, it will not discover it, as it's already visible.  Typically, reveal/unreveal should be done while paused, and nothing done in between.  Specifically, to avoid any unexpected issues, you should never un-pause the game while the map is revealed.

However, there are a couple of options.  You can use feature list / feature show, in dfhack to make it so you can build magma forges, if that's your goal.  Otherwise, you can unreveal, then revflood and that might fix things so you can actually 'discover' the magma.

Either way there is a path to success, depending on what isn't working for you.

632
Hmm, so what I'm getting from this, is that the actual generation parameters from the temperature map (the ones I turn off in PW when the temperature map is selected on the parameter tab) are not subject to the same limitations that the pre-set map data is. ...
That's my understanding, yes.  I don't know if it's intentional or a bug, but that's exactly the behavior. 

We can't set the temps outside a limited/capped range (that specifically is NOT lethal), even if you use a pre-set-values map.  However, if you use poles and set the temperature high enough or low enough and let the old (pre 0.40.9) pole behavior produce the gradient, you can get lethal temperatures.

Short version; with poles = potentially lethal temperatures.  without poles = ~always "friendly" temperatures.

Another interesting behavior I noticed when testing this... if your temperature is high enough or low enough, on the embark finder, you'll get the "NO TRADE" warning come up.  In the past, that would prevent trade caravans from visiting.  Currently (at least, in 0.40.12) this is no longer true, and Dwarven Caravans visit (and suffer cold damage, at least) regardless of this setting.
This has the consequence of causing potentially tremendous damage to containers, resulting in carried goods being.. "liberated" or destroyed from the caravan while they're on the surface.

Also, if the temperature is high enough or low enough, no animals of any kind will visit the embark surface.  This, too, has some interesting possibilities for certain challenge forts.  Even though animals will not visit normally, though, currently this doesn't stop the dwarven trade caravan.

633
... Are you sure about this? In my testing I was unable to do this even when combining DF poles with PW poles. If it was possible before, that may have changed in 40.09. I was able to get colder and hotter in degrees Urist, but not to physically dangerous levels.
Yep, try this worldgen:
Spoiler (click to show/hide)
Embark on the southern edge of the map.  Everything on the surface will be dying/dead within the first season, possibly within the first month.  The surface temp should be 10113U at the far map edge with a worldgen world temp min/max of 140 and a single pole.  120 is 10099 and 100 is 10086.  Melting point of fat is 10078.

Similar results for cold, iirc, at -90 or below.

634
You may already know this, cephalo, but the 'pole' settings determine whether or not you can go over/under temperature for things like cold damage and melting body fat, etc. 
Without them, as you've surmised, you can't exceed certain limits, but with the poles in play, you can romp in the danger zone.  Not sure if this is something you want to deal with, but it's a possible feature.

635
DF Gameplay Questions / Re: Forging How To?
« on: September 22, 2014, 11:33:43 am »
... Could you explain in a bit more detail what exactly you're saying should be done to get magma within 20z of the embark? You say it's trivial but don't give instructions :(

If you're proposing simply that we gen shallow worlds so the magma sea is close to the surface, doesn't that limit options for vertical fortresses, chances for layers containing interesting stuff, and reduces the number and size of caverns? Are there other drawbacks? Are they worth it, in your experience?
Instructions for a thinner world.

Depends on what you mean by vertical, interesting and the purpose of the caverns, and what they might mean to others.  To re-iterate what I mentioned above.. 
In my experience, many people ask for embarks with volcanoes simply because they want to use magma forges, while there are better ways to achieve that goal without the complications, cost and consequences that a volcano introduces.
As far as the caverns go, given HFS generation occurs now with a single cavern, I see no value in having more than one, but that's just my personal preference.  I also like "dry" caverns with no moss, and only bloodthorns.  Go figure.  :D

636
DF Gameplay Questions / Re: Forging How To?
« on: September 21, 2014, 03:42:42 pm »
I seem to gen a lot of worlds that have no lignite or bituminous coal for forging.

Current world gen has none on any squares.  And that means 1 for 1 wood use for a forested area.  There is a volcano but no wood. 

The concern is that there are two civilizations showing but one has just 1 square and the other appears to be dead. 

Is this just bad luck in genning a world?
Not really bad luck.  As per the wiki, Lignite and Bituminous Coal are found in sedimentary layers.  Volcanos require igneous extrusive layers.  They are often mutually exclusive in DF, that is, it's rare/challenging/difficult to find them in the same embark tile.
The lack of wood is caused by low rain, low drain.  Increase rain/drain, you'll have (yes, literally) thousands of logs available on the tiniest embark.

With multi-tile trees on even a shrubland embark, there's often so many logs, it's absurd/ridiculous/comical.  To say nothing of a temperate coniferous forest or tropical moist broadleaf forest.

Finally, people often want a volcano so they can use magma forges.  Ok, fair enough.  You can also build magma forges on the magma sea.  It is trivial to generate a world with magma within 20 Z of the embark level.  It's often closer to dig straight down 20Z than it is to build a magma forge on a surface volcano, which are almost always more than 20 steps away, on the surface.
Point being?  If the point of the volcano is to have a magma forge, you can achieve that goal faster & quicker with a shallow world.  The best part is, without the need for a volcano, you can reduce volcanism to zero and generate 100% sedimentary worlds and get all those tasty things like iron bearing ore, 4/5 OTHER kinds of flux, and coal and lignite by the thousands. 

Then you can focus on fun things like finding embarks with all of that PLUS adding large amounts of bauxite, kimberllite, and similar for rare & precious stone generation.  :o

637
DF Dwarf Mode Discussion / Re: Is this a natural lake?
« on: September 21, 2014, 10:10:41 am »
... Yeah, still haven't figured a way to make Print Screen only capture 1 monitor. ...
Alt PrintScreen will capture only the program that currently is the focus.

638
DF Dwarf Mode Discussion / Re: How can I force dwarves to use cavern water?
« on: September 21, 2014, 09:56:04 am »
... Oh wow, awesome. So all I need to do is channel down into a partial aquifer (which I have) from one square directly above said aquifer?
Yarr.  Then enable Zone-Only Drinking (o,z,d) and designate it as a water source. (i,enter,enter,w) 
Build a well on it if you don't want "lack of a well" complaints.  If you do build a well, you can remove the water source designation, it's not necessary once a well is present.

639
DF Dwarf Mode Discussion / Re: How many of you have temperature on?
« on: September 21, 2014, 09:52:03 am »
Depends on the embark.  Some are more temperature calculation intensive than others.  Breaching a volcano 100Z high above the surface to allow it to flood the embark level on a 400Z+ embark will certainly lower your FPS.

However, exposing the magma sea on a 20Z shallow embark?  You likely wouldn't even notice.

world size, world age, number of civs, history settings, embark size, world thickness, trees or not, shrubs or not, number of caverns, surface biome type, evilness, savagery, number of animals, fort size, fort design, number of cavern monsters, number of flying creatures on the map at the moment, blood rain, change of seasons, freezing/thawing, all of these can have a massive effect on the performance of DF.

640
DF Dwarf Mode Discussion / Re: How can I force dwarves to use cavern water?
« on: September 21, 2014, 09:42:37 am »
If you don't want them on the surface, a partial aquifer embark may meet your needs.  Channeling into an aquifer from above provides an instantly secure and forever clean fresh water source.

641
DF Dwarf Mode Discussion / Re: How to encourage sieges?
« on: September 21, 2014, 09:23:52 am »
... Is there anything to set in worldgen to increase the number of gobbo sites on the map?
Yes, but this will allow any civ to increase their max to this value, within appropriate biomes for their race.

Site Cap After Civ Creation is the entry.  In pocket worlds, above 40 might be too much, but YMMV.

642
DF Dwarf Mode Discussion / Re: Tree Farms in DF 0.40.12
« on: September 20, 2014, 11:33:01 pm »
Re-tested this in 40.12 just now.  Three years from cavern pierced on muddied stone, deep below ground, to new bloodthorn mushroom trees.  17 Sandstone year 100 pierced the caverns, saw trees just before 11 Timber year 103.

Going to re-test with smaller mud area to see if it's related to sapling density or just time passing.

EDIT:

Same results with a single sapling;
Sapling sprouted 15 Slate year 102.
Mushroom Tree (Bloodthorn) matured from sapling 21 Granite year 105.

So, growth is apparently not related to sapling density, as that was the only sapling in a 41x21x12 open area.

643
DF Dwarf Mode Discussion / Re: How to encourage sieges?
« on: September 20, 2014, 12:52:26 pm »
Try this..

in your save directory, in the file /raw/objects/entity_default.txt

under the heading

[ENTITY:EVIL]
   [CREATURE:GOBLIN]
...

change

   [PROGRESS_TRIGGER_POP_SIEGE:3]
to
   [PROGRESS_TRIGGER_POP_SIEGE:1]

and see if you don't get something more interesting, from the goblins.  For me, it changed sieges of two squads into sieges of ~90 invaders, right away.  Much better.  :D

644
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 19, 2014, 10:17:48 pm »
Can I get a world with-
 ...
I believe this matches everything but the cassiterite:
Three biomes in a 3x2:
  • Warm Temperate Shrubland, Mirthful
  • Warm Temperate Grassland, Joyous Wilds
  • Warm Temperate Broadleaf Forest, Serene
Spoiler (click to show/hide)
There is an embark in the world with cassiterite, but no limestone, although still some flux.  If the intent of the Limestone is for flux, that one might be better.
Also, I managed to get 4/5 types of flux, in this one embark.  8)

645
DF Dwarf Mode Discussion / Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« on: September 19, 2014, 05:42:15 pm »
Oh I'm aware of their mutually exclusive nature, it's why I've been searching for so long :) I'm trying to gen one now that has that and am ditching the need for magma tubes at the moment. Just dry, steep, and full of gold.
Ok, this is an "artificial" world made with the advanced worldgen painter, but it works.  At the very least, you know it's possible to find what you want.  If you'd rather not such an "artificial" world, let me know, and I'll re-do it.
There are three towers, but unfortunately, they're -just- too far away for this particular embark.  You may be able to find a suitable embark nearby that meets your requirements and includes a/the tower(s).
Spoiler: worldspawn1 (click to show/hide)
Also note there are three civs from which you can embark, which may or may not affect whether or not you get a monarch assigned in the first year.

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