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Messages - Irthos

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1
DF Dwarf Mode Discussion / Re: Embark pictures
« on: June 13, 2015, 07:50:26 am »
As far as Iceland goes there is little to no animals that can pose a threat and there is a small patch of forest hidden deep inside. It will probably end being an asylum where there is not much to do...

P.S. There are a lot of whales around tho, and some end up dead on the beaches...

2
DF Dwarf Mode Discussion / Embark pictures
« on: June 13, 2015, 06:23:19 am »
Sharing embark picture taken in Iceland with DF in mind.

Do add up!

3
Hello everybody!

I have a great desire to find an embark location with particular layout, but in Masterwork DF. Should I ask here or a separate post in MDF is a better idea?
I have tried using seeds from this thread directly, but results differ from original (my guess is that new races and like change how the world turns out) and there was no similar option in current thread.

Embark specifics and justification if anyone is willing to answer here below

tl;dr - a rich, rather easy embark with cliff

Embark (playable) race - dwarf
Size - 3*3 to 5*5 - big enough to dig around, small enough for decent FPS
Evil/savage - mild condition, but high savegery is ok. I am not that good at repelling attacks from undead, but taming huge animals is cool
Water source - fresh above-surface water with can
Elevation - a 10-15 tiles high elevation near the water source. That should give an overview of the area, and possibility of building ramparts/rooms with direct sunlight (maybe for RP only but still)
Flat land nearby (preferably near water) for cattle pasture with grass
Civilizations - humans/elves/gnomes/dwarves mandatory (so that caravans come), rest is less important. Invasion should occur now and then (this is a great place after all, so everyone should want a piece of it)
Temperature - warm (seasons as they should be - cold in winter, warm in summer, defrosting & freezing of open pools in spring/autumn)
Trees - mid or more dence (preffered) at least on 3 tiles of embark. These dwarves should have been smart enough not to settle in place with no logs for beds or giant corkscrews export options
Metals/flux/soil/clay/sand - all present, multiple,deep. The embark is supposed to be self-sufficient, prospected by forerunners of current expedition (not necessarily a fort reclaim, think expedition here)
Wildlife - abundant, something to tame, tho I have high hopes for elven traders in regard to pets.

Deemed unrealistic
Waterfall would be great, but likely it is too much
Volcano is also a great thing to have, but I would be surprized to find it with all the requirements above. Can it be manually added and used instead of elevatеd cliff?

Thank you for you time and answers!

4
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 06, 2013, 01:52:03 pm »
Thank you very much for the answer zooeyglass! I missed that wiki part somehow.

5
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: April 06, 2013, 05:11:55 am »
Does magma flow follow anastomosis (joints of vessels) principle?
I made an experiment, in which it did not, but I want to make sure.

Let`s say that we have a volcano, and an empty cistern , connected with it by the bottom tube (picture below).

**VVVV***********
**VVVV***xx******
**VVVV***xx******
**VVVV***xx******
**VVVV***xx******  <-- will this and further up levels of cisternfill?
**VVVVxxxxxxx*****
**VVVV***********

* - earth
V - volcano with magma
x - dug out earth (tube + cistern)

Is it possible the in some time or with some condition lava will flow upwards?
The whole idea is about transferring a portion of lava from volcano to aqueduct for future fill of magma moats, magma forges and traps.


6
Depends on embark size by the looks of it. Brute force is getting Perfect world, genning world there and setting river and volcano number to something high - 200 volcanoes and 140 rivers worked for me (keep in mind, it is a fixed number of volcanoes you will get).

I got a volcano + river in a 4 by 4 embark with them sitting on the borders.

I suspect that erosion may be help as well, but I am not sure.

Lastly, I read about adding volcano to an already generated world, but have not found this post yet.

In regard to my prior posts, I managed to generate a map with Masterwork DF v2h, with river, volcano, plenty of trees, couple of hills (clay mainly), ore and flux.

Got an even better map (3x3 embark with all above), but it was genned (alas) with simple minerals turned on and I dumped it.

7
thank you for replies, I think it covers all my concerns. As of question two, it was about giant joining fort as a soldier in the tales of Nist Akath, but I guess it was a hoax for storytelling sake.

8
On the forum and both in Wiki it is stated that killed Baron will not be replaced.
Also, replies on the matter date back to December 2012 if I paid attention.

On the other hand, in quite a few parts of the said succession game (http://aaron.acephalo.us/nist-akath/html/elizar/update373.html for example) Baron was "killed" and "re-appointed". Is that some kind of twist to make the game look cooler, and Baron was merely renamed, or it is possible somehow to re-appoint baron or get a new one? And is it the same with all other nobles?

It is not likely for my nobility to live long if they ARE replaceable...

Second question, are friendly goblins/giants possible if they initially attacked fortress? I realize it is unlikely event, but still.

Lastly, how dwarf generally get a hold of personal possessions? I understand they become attached to stuff, own stuff placed in the rooms, but other then that? Toys, musical instruments, mugs, clothing? Do they get a hold of them at random or when they need then or? Clothing is likely of particular importance, with unhappy thoughts and dignity issues. Should any of that be given to them somehow?

9
vjek, running this worldgen in Masterwork Dwarf Fortress (v2h) gave me different, but still interesting result. The number of squares that fit search criteria is way over twenty (if not times more), so I will will look them over with prospect at least (plenty of volcanoes!) .
No Raw adamantine whatsoever so far though, which contradicts with Wiki saying that adamantine must be generated on 3x3 embark, and I checked 16x16 ones.

Could you point out, what was the most vital for such map configuration (high elevation/low elevation extremes)? Short erosion cycle?

Also, built-in search shows no flux, dispite a great deal being there according do prospect, but this should probably be said in other thread.


10
vjek, thank you very much for the embark! Will see if my blueprints will be good enough for the challenge provided. Just need to finish the plan of crypts, they might be needed...

EDIT - And I must apologize if I mislead you in a way by saying 'underground river". What you describe as a river cutting through the hill or mountain would fully fit my criteria.

11
I would say 5x5, as I ran some fortresses earlier, and it was fine with up to 200 dwarfs with no screw pumps.

As of the river and peak - a peak I am looking for is about 15-20 squares circle at the bottom, reducing by 1-2 squares to the top, going up about 7-10 levels or more (a cone of sort). I managed to get some of these, but not the whole bunch together.
A way cooler option (my guess - also rare) a mountain/hill (about 50-70 squares at the bottom - less ok, bigger probably will be an issue design-wise) over the river, with river running some distance underground. I have seen some places like that, mostly when two rivers meet, but sadly with no savagery of needed level. Then a fortress can sit atop the mount, with walls circling it, a cool entrance directly into the side and the whole nine yards.

Nevertheless, if the river is not solely by the side or corner of the embark, it would be good too.

The idea is a tower overlooking a valley, with a bunch of bridges over the river (this is why brook is not that fun, anyone can cross it, so why pay taxes?). If a boook can be made into a river by channeling that would work too (have not researched the matter yet, just got the idea)

Edit:

If an embark is on a mountain, one can build Minas Tirith :)

Edit:

Fewer levels of peak seems also to work out.

12
Good day to all!

I am looking for a rich, but challenging world gen, compatible with masterwork Dwarf Fortress with following featuring:

River not in the very corner of embark (to be a part of citadel)
A peak close to the center of the embark (to be worked into a natural tower, the higher the better)
A good supply of trees on flan surface (kick-starting economy with giant speart production)
A reasonably good supply of metal, flux and soil, if possible.
A good amount of neighbors (both friendly and neutral)
A wild surrounding with plenty of animals roaming (to be a challenge and pets)
A Volcano would be great, but not really needed as long as there is magma below
Clay (any sort)
No Aquifier (can be fixed anyway, right?)

Ultimate idea - a surefooted citadel in lush, but troublesome inviroment, built according to blueprints (2-d images ready for Quickfort, can add if there will be intrest), built in part above ground (around initial tower and river - possibly with houses)

So far I managed to gen a world with a river, peak, forest and civilizations, but there seems to be no ore or real trouble from the wilds apart from sieges


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