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Messages - Misterstone

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556
DF General Discussion / Re: Dwarf Fortress: The Game: The Poster
« on: July 27, 2008, 04:32:58 pm »
Fell mood would make a nice badge.  Make it look like a chair made out of dwarf bones and skull.  Then again, that's just a death for one dwarf, not the whole mine.


557
DF General Discussion / Re: Worldgen cookbook
« on: July 26, 2008, 08:33:46 pm »
I am absolutely terrible at using the advanced parameters so could someone please advise me on how to make a small evil jungle world. Thanks, help is greatly appreciated.

You don't need to change too much.  Put lots of weight on highest rainfall and drainage (necessary for jungle/forests).  Make the mesh for these 16x or 32x I think.  But also give a little bit of weight (maybe 1/10th of that given to highest rainfall) to lowest rainfall so that there will be plains for the humans to settle on.  Without that, it won't be able to gen probably.  Be sure to turn off all params about "minimum x" and so on, since it can be hard to predict what kind of terrain will appear... but you can be pretty sure that you will have lotsa forests/jungles if you do this.

I made some big worlds like this... its kind of interesting for a bit, but the elves basically pwn the whole planet.  THe landscape is dotted with the ruins of human, dwarf and goblin cities, and the massive jungles are just overidden with frigging elf hippie communes.

558
DF General Discussion / Re: Dwarf Fortress: The Game: The Poster
« on: July 26, 2008, 07:50:51 pm »
Here is my badge idea.  It is only a prototype, I must await a talented artist to render it properly.

The title is: "It Menaces with Spikes of Cat Bone"

Oh shit.  I just read the original post... the badges have to depict death.  Ooops. 


559
DF General Discussion / Re: Dwarf Fortress: The Game: The Poster
« on: July 26, 2008, 10:58:51 am »
Maybe there should be a picture of a dwarven groin clad in a granite thong menacing with spikes of alderwood, inlaid in copper and decorated with images of a giant cave swallow killing a dwarf in gibbon leather.  Just the hip area, two thighs, and the artifact thong in all of its glory.

Or maybe better would be a dwarf holding said artifact above his head triumphantly?

560
DF General Discussion / Re: Exploding volcano?
« on: July 26, 2008, 10:53:55 am »
D'oh posted in wrong place... :(

561
DF Bug Reports / ambushed by shark on dry land...
« on: July 25, 2008, 11:09:31 pm »
So I was walking around on a beach in Adv Mode, and I decided to travel away.  When I went to the world map, I was standing on an ocean tile.  As I tried to move away, I was forced into a random encounter.  As it turned out, it was a shark.  Unfortunately, the shark spawned on dry land very far away from the water.  Oh, and it stood up too.



Anyways, sorry if this is an old bug (surely someone has seen it before)... I couldn't find it by searching the forum though.


562
DF Suggestions / Re: Prehistory, ruins and megabeasts
« on: July 21, 2008, 07:50:32 pm »
Good points.  OK then, so don't actually have the game procedurally generate all 500 years, but somehow simulate a period of pre-historical time that takes place before the procedural history business, and scatters ruins (linked to mega-beasts) about.

563
DF Suggestions / Prehistory, ruins and megabeasts
« on: July 21, 2008, 06:40:58 pm »
Those of us who played adv mode before the Z-level update remember all the fun ruins and the like that used to exist in the world map.

What I proposes is that history begins with a "pre-history" phase that lasts say five hundred years.  At this point, people do not hunt megabeasts, they only worship them.  Human, goblin and kobold sites are dominated by huge pagan temple-like structures (like the ruins from adventure mode in early versions of this game) dedicated to a powerful megabeast.  Then, at some point in history, all of these megabeasts run amok and destroy their own cultic areas (they are not threatened at this point, because no one fights back), leaving behind ruins with weird artwork that hints at the megabeast that used to live be worshipped there.  All history from these civilizations is erased, more or less.  These ruined pre-history cultures supply the world with fun places to explore and loot in adventure mode, and perhaps might contain a sleeping or otherwise dormant megabeast guarding a huge pile of loot.

Then the world is re-seeded with more stable, non-beast-worshipping people who build the regular towns, retreats, fortresses, caves, etc. that we recognize now.  From this point on, history is recorded, and the older destroyed sites are either forgotten or remembered in vague legend.

The point being, I miss those wacky old undead infested pyramids, and would love to see them return in some form that meshes well with the current world-gen system!

564
Problem was, it was a crossbow character... and I don't like throwing rocks since it is cheezy.  Still, not very dangerous since it was too slow to actually catch me.  THe only time zombies have been dangerous was when they were in those cramped pyramids in older versions of the game. :)

565
DF Adventure Mode Discussion / Dammit, they said it was a GIANT...
« on: July 21, 2008, 03:33:01 pm »
...not a f$#!ing ZOMBIE giant!



Does this happen often?

566
DF Adventure Mode Discussion / Targeting Friendlies w/ ranged weapon?
« on: July 20, 2008, 11:14:03 pm »
I was wanting to have a crossbow expert PC go up onto the roof of a castle and start sniping people in the streets below.  The problem is, if you shoot a crossbow at a non-hostile NPC the game assumes that you are not aiming at them, so you (apparently) never hit.  Is there a way to shoot someone who is not a hostile, or do I have no choice but to bash someone over the head with my crossbow so that they will all be hostile, and I can start shooting them?

567
DF Adventure Mode Discussion / Re: Criminals
« on: July 19, 2008, 06:18:33 pm »
Got what you deserved.  Shoe thief.

568
DF Adventure Mode Discussion / Re: Megabeasts are now much harder
« on: July 18, 2008, 01:48:05 am »
It seems like one reason giants etc are tougher now is their wrestling attacks are nastier.  Is that because they use wrestling more, or because holds/breaks have been rebalanced?  ANyways, right now if a giant gets ahold of a limb it will snap it like a toothpick.

569
DF General Discussion / Re: Worldgen cookbook
« on: July 17, 2008, 04:48:19 pm »
I also noticed that if you have good squares set to none, it does not seem to gen evil ones. So set good squares to something like 10 50 100 or something.  Bug?

570
DF General Discussion / Re: Worldgen cookbook
« on: July 16, 2008, 11:49:52 pm »
Here is a world that I finally got after a messing with worldgen for a long time. 

It is a hellish world covered mostly in sand desert, with lots of small mountain ranges, apparently no rivers (but there are aquifers plenty), and a good bit of volcanism.  All human civilizations exist in round oasis areas surrounded by desert and evil/terrifying areas which make up the majority of the map... each area has two or three pathetic little human cities struggling for survival.  ON the map I made with this, there was one oasis area that had only two or three ruins connected by roads.   ;D

I had to set the number of civs low, to like 27 or something, in order to get a map, because otherwise the parameters simply could not support more civs.  Probably someone with a more powerful computer could get it to gen a world with more civilizations... if they are patient enough. 

The goblins and kobolds mostly rule the map.  The world made it all the way into the 800s I think before 95% of all megabeasts died off, so that should leave some around to have fun with. 

In short, it seems to be a pretty un-diverse, miserable place to live, but it might be fun to adv. mode or even fortress mode if you are sadistic.

Maybe someone who is better at tweaking worldgen can improve a bit on this?

Code: [Select]
[WORLD_GEN]
[TITLE:Hell World]
[DIM:257:257]
[END_YEAR:1500]
[BEAST_END_YEAR:300:95]
[END_YEAR:1500]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:15:400:1000:1000]
[RAINFALL:0:45:50:50]
[TEMPERATURE:50:100:50:50]
[DRAINAGE:0:55:50:50]
[VOLCANISM:20:100:0:0]
[SAVAGERY:45:100:400:400]
[ELEVATION_FREQUENCY:5:300:2500:1:1:1250]
[RAIN_FREQUENCY:6:2500:1:1:1:300]
[DRAINAGE_FREQUENCY:6:2500:1:25:100:25]
[TEMPERATURE_FREQUENCY:1:0:0:200:2500:5000]
[SAVAGERY_FREQUENCY:2:50:200:500:1500:4000]
[VOLCANISM_FREQUENCY:6:1:50:100:200:1000]
[GOOD_SQ_COUNTS:1:1:11]
[EVIL_SQ_COUNTS:2500:5000:8000]
[PEAK_NUMBER_MIN:50]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:35]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:200]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:4000]
[CAVE_MAX_SIZE:20]
[MOUNTAIN_CAVE_MIN:190]
[NON_MOUNTAIN_CAVE_MIN:190]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:26]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

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