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 - BrisoS

Pages: [1] 2 3 4
1
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 20, 2020, 04:44:41 pm »
Thanks for the clarifications! Based on your recommendations having Aquifers and Brook instead of river sounds just fine. ...
Here's two that match, BrisoS.

3x3 Temperate Shrubland + Mountain, volcano, brook
Caldera is to the SW, and is the high point in the embark area.
Steel friendly, sand, clay, trees, neighbors, etc, as you've outlined.  No Aquifer.
Spoiler: BrisoS1 (click to show/hide)

Second one.. 3x3 Temperate Conifer Forest + Mountain (you can adjust the embark to the east if you want less brook and more trees)
The hillside is on the north part of this embark, with the magma of the volcano being just below the embark level.
Similar stone/mineral features as the first, which you can compare in the prospect below. 
This one has a partial aquifer, it doesn't extend east and west adjacent to the volcano.
Spoiler: BrisoS2 (click to show/hide)

I forgot to came back to say thank you. I went for #2 so I have a chance to get over my fear of aquifers at some point :D

Much appreciated!

2
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 15, 2020, 12:02:23 pm »
Thanks for the clarifications! Based on your recommendations having Aquifers and Brook instead of river sounds just fine.

One last question if I may - some of the worldgen seem to be at minimum size (17x17) - does that affect gameplay from my one fortress point of view? Or is it playable just like any larger size?

3
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 12, 2020, 06:43:16 pm »
Oh and my request - in case that's simpler than explaining the worldgen parameters to me:


My request - I basically want an embark that won't send me crying back to playing Candyland on my first try:

"Basic" (I think) beginner friendly embark request:

Not too harsh biomes. Sinister might be ok (insert hesitant cough here).
-Nearby trader civs (Dwarf/Elves/Humans)
-Nearby Gobs would be great too.
-Surface Magma/Volcano (height doens't matter)
-River
-Trees/Fruit trees
-Standard Ore "rich-enough" (steel friendly I think is the term I've seen used for Iron/Coal/Flux?)
-Underground soil/sand/clay in case I want to farm beneath the surface
-I like to dig my fortress into cliffs rather than build on the surface.
-Not sure if I can choose to manually turn off Aquifers and if that would affect the worldgen. I don't mind them if they don't span the entire map.
-Embark size doesn't matter too much for me performance wise.

Thank you very much!


4
DF Dwarf Mode Discussion / Re: DF v0.47.01+ Worldgen Cookbook Thread
« on: October 12, 2020, 06:33:15 pm »
Hi!

I haven't played DF in years and just getting back into it. And I have a question - the couple worldgens I found so far seemed to have particular params that don't seem to be "default" settings. I might be wrong but I listed two examples below. I'm just concerned about getting too far into a fortress before realizing the embark is missing stuff I did not realize I wanted to play with.

This is Vjek's particular message I am looking at: http://www.bay12forums.com/smf/index.php?topic=175538.msg8092523#msg8092523

[GENERATE_DIVINE_MATERIALS:0] - I don't think these existed when I last played. Is this typically off by default? Sounds like fun/rare materials I might want to play with down the line, right?

[MEGABEAST_CAP:0] (and others like titans and semi's off as well) - Not saying I'm ready to duel Godzilla quite yet but I think I remember those being on by default - right?

5
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: September 21, 2012, 01:48:46 pm »
Not sure. I tried several times. Went back to other seeds on this thread and had no issue there.

Sucks, it looked interesting.

6
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: September 21, 2012, 01:29:04 pm »
I just won world generation.

Generated in 34.11
Spoiler (click to show/hide)

Spoiler (click to show/hide)



Diverse Metals? Check
Enough iron and flux to build a steel temple to armok? Check
(Or made out of lapis lazuli, apparently, for that matter. I'm not sure what's going on with that)
Wilderness, Haunted, and Joyous Wilds biomes? Check
Substantial candy cane to mine out? Check.
Three cavern layers with water in each one? Check.
All of this in a 3x3 area for those of us with FPS issues? Check.

I know what you're thinking.
"That's not so great. There's no sand or fire clay, or even coal."
How are you going to start war with the elves if you use coal instead of live trees as fuel? And if elves could figure out magma, they'd probably make glass and pottery. This embark isn't about wasting time with green glass windows. This embark is about forging your steel empire to defend yourself against infernal gloom zombies. That's right.

Non-contagious (I think, I didn't see any sort of vapor or dust covering) infernal gloom zombie clouds? Check plus.
Clown car? Check plus.
Volcano? Check plus.

If you're not dwarf enough to dig straight into the caverns, there's a brook to the northwest if you extend to 4x4 and forget about the wilderness biome. You'll still hit the clown car and the nice candy cane. The volcano is anything but flat, but there are some nice flat areas surrounding it for those above-ground fort types. You know who you are. The clouds shouldn't reach the flat, non-evil parts of the map (I think).

You're welcome.

Seed doesn't seem to generate that world for me. I'm on 34.11 too. Any chance you could upload the world save?

7
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 13, 2012, 10:10:27 am »
Are you using burrows? And double-check if your milkable creatures are female.


Soooooooooo stupid of me. There's only young animals and male adults around.

Thanks for the help guys.

DF does well in making one feel retarded from time to time.......

He was trying to milk a bull?

Ew?

8
DF Gameplay Questions / Re: My new housing block design
« on: September 13, 2012, 10:01:27 am »
I've finished work on a new housing block design for my forts.  It has a centralized design that takes 3 dimensions into account.  There's 128 individual bedrooms (which should be sufficient with my population cap of 135), plenty of space for workshops or storage on the periphery, and a large central dining room at the bottom.  The dining room is at the bottom of a large 17x17 shaft which has windows to the bedrooms for aesthetics and hopefully it will work well as an anti-vampire measure.  The shaft can also be channelled out/caved in from the surface to prevent cave adaptation (as the dining room tiles will be marked Above Ground/Light, which I believe is needed), and it can support a mist generator in the center.  Statues can also be added to put a scuplture garden in it as well for even more happy thought overkill.

Here's the first level of the block:

Spoiler (click to show/hide)

It's 32 1x3 rooms with bed, cabinet, and chest, with a window and door.  There's a 3 tile wide hall surrounding it, with 3x3 stairwells in the four corners (said stairwells will have statues decorating them in a prperly finished setup).  The halls also has 24 4x4 spaces on the outer edge for workshops, storage or whatever else is needed, in the northeast corner 3 of the spaces were expanded into a large apartment for the ruling noble, there's enough furniture in there to keep a duke happy, and the walls are engraved magnetite.  The east side had some of the rooms expanded into a resevoir.  There's also hallways in the center perpendicular to the main hall, these hallways will serve as accesses to rail systems, catacombs (seen to the south), or large storage areas.

Second level:

Spoiler (click to show/hide)

This area is partially finished.  The bedrooms are done, but the outer rooms are largly empty.  The southeast has a large stone stockpile feeding the workshops above it, 3 masons, a stonecrafter (pots), and a mechanic.  The stockpile is obscuring it, but there are stairs linking each workshop stockpile to the main stockpile.

Nothing to really see on the third level, just more of the same, really.

Spoiler (click to show/hide)

Fourth level.  This is right above the dining hall.  It's mostly unfinished but the rooms themselves have been dug out.

Spoiler (click to show/hide)

Drain grate in the center for the mist generator.  I originally built a wall around it to prevent water from splashing all over the dining room floor, but it made the mist less effective, and I apparently didn't need it anyway.  Main pantry is to the north, kitchens to the northeast, non-edible food (flour, eggs, sugar, etc) east of the kitchens.  Refuse stockpile to the southeast with an atomsmasher.  South side of the dining room is the fort "control center" where all the levers go. 

Spoiler (click to show/hide)

Here's where we fill the resevoir and pump water into the mist generator from an aquifer.  Right now it's being dwarf powered, but I could likely set up a water reactor to automatically keep the pump going.  I was more concerend about getting the main features set up and make sure the mist generator would work without flooding the whole damn fort.

Spoiler (click to show/hide)

Drainage system.  This is 1 z-level below the dining hall.  Both the resevoir and mist generator drain into this corridor which leads down to the first cavern.  A floodgate has the resevoir blocked up so it can fill.  There's a second floodgate in the mist generator channel to be closed off if the resevoir needs to be drained so the water doesn't back up into the dining hall (which would be so much !!FUN!!).

Spoiler (click to show/hide)

This is where the drain pipes empty into the cavern.  It's obscured by the water flow, but there's a 2 tile wide fortification for it to pour out of and into the cavern below.

Spoiler (click to show/hide)

This is the floor of the cavern where the water empties.  It's a fairly large lake that empties off at least one part of the map edge, so whatever water empties out down there shouldn't cause a lot of flooding.

Spoiler (click to show/hide)

Top fort level.  Nothing unusual here for me, just the entrance, trade depot, farms and pastures, hospital (eventually) and well, and such.  Damn elves snuck into the picture.   :P  I have a railing of metal bars surrounding the upper part of the shaft.  I also took at how it would be with more bars on the second level and it looked pretty good:

Spoiler (click to show/hide)

Here's a shot of the shaft being caved in:

Spoiler (click to show/hide)

And here it is roofed over later:

Spoiler (click to show/hide)

Cutaway view of the whole setup:

Spoiler (click to show/hide)

How do my dorfs feel about this?

Spoiler (click to show/hide)

Noob question here: aren't you worried about flyers getting into your fort if you channel out to let the sun shine into your dining room?

And is cave adaptation that big of a problem?

9
DF Gameplay Questions / Re: Questions/comments about fortress mode
« on: September 12, 2012, 11:07:57 am »
I have been playing DF for a couple of months now and while the fort design/management is great, the Fun moments are awesome.

A bit of background on my first two forts:
My first fort currently stands at about 200 dwarfs at the beginning of year 4, it just became a barony. A flying fire-breathing desert titan visited after a siege. I closed up my front drawbridge and then it flew over my wall, destroyed my gear assembly attached to my waterwheels, and slowly worked its way up my access path destroying axles one at a time while my dwarfs inside frantically constructed walls on the inside to cut off that path of access. The titan then pathed back out to the surface and took pot shots at my grazing stock (most of which burned to death), eventually lighting a lot of the surface on fire. Amazingly, a marksdwarf took it out of the air in one shot and then my melee troops beat it to death with only one additional casualty. I put this fortress aside for the moment since it has some huge inefficiencies, a very disorganized layout, and basically no trained military, well-planned defenses or source of iron despite a lot of wealth.

My second fort is doing well (122 adult dwarfs currently). This time I ensured that there was iron and flux present on the map, but I also took a more wild surrounding. I knew it would be fun when "The dead walk!" in my first year. In the third year, I had a 4 necromancer siege which brought along about 75 dwarf corpses and 25 goblin corpses. I retreated everyone and then cycled in small groups of corpses to run past my marksdwarf gauntlet. I was about halfway done with this when "A vile force of darkness has arrived!". It was 8 bowgoblins. Amazingly, they spawned almost right next to 3 of the necromancers and proceeded to kill them and then mow through the remaining zombies. For some reason, even though my melee dwarfs were content to wait at the end of the entrance tunnel while I was processing zombies, they suddenly decided they wanted to abandon their stations and run out the front door as the goblins approached. Conveniently, one of the first hits took out the leader and the rest fled off the map only leaving a couple dead dwarfs. I am currently cleaning up the result and have some questions. Point me towards the wiki or mantis or forum if there is a good explanation elsewhere. Thanks!

1. I made the mistake of allowing my sole initial military dwarf be the expedition leader, which resulted in an angry dwarf liaison since I had to interrupt their meeting (by switching leaders) to deal with the walking dead problem. I think this led to much smaller immigration waves, which was actually pretty nice. I think my largest was about 30 despite much greater fortress wealth than my first fort. Is this possibly a good way to control migrant waves without messing with population cap?

2. Since the siege was mostly dwarf corpses, I need coffins for all of them. Unfortunately, many are missing body parts and cause "cannot place item in tomb" spam. My workaround is to build a 2x1 tomb with a door, deconstruct the offending tomb so that the body gets moved to the new one. When the body is moved I remove the job and then forbid the door. This seems to stop them from trying to put a missing body part in it.

3. On a related note, I have a ghost haunting my fortress that I cannot carve a slab for, yet my dwarfs are constantly looking for one of his teeth to bury unless I use the trick in #2. I think he is from a dwarven caravan that decided to exit through the caverns and may have gotten this dwarf killed in the process. If the tooth/body is in an unexplored part of the cavern could that account for what is happening? Any ideas to fix it?

4. I finally have a "safe" well. I did this by adding a vertical U-bend with a floodgate on the upward part. But why does a U-bend drop the pressure level of the water by 1 level? This makes no sense to me physics-wise.

5. My current status: I have only gone 1 cavern layer down so far, I don't really know what is down farther except i hear it is more fun stuff. I am getting an itch to try these "magma forges" I hear about, so finding magma would be nice. Also, I have a dwarf necromancer from the siege in a cage which I think could be used for fun stuff. I have about 20 full-time military in metal armor but only about 5 who are highly trained (all marksdwarfs). Any advice or ideas for what I should do next? sorry for the wall of text.

#2 - Not sure how that works. Anytime I get trouble with burying people due to missing corpses or parts I use memorial slabs.

#3 - Oh. I thought you could slab for any ghost.

#4 - Working as intended, even if not realistic. Make sure you put a floor grate somewhere in the u-bend. Some building destroyers can swim and break that floodgate. I believe floor grates are safe though. Also the grate cannot be on the same z-level as the top of the water that feeds the well.

5# - That is the point in time where I usually get overwhelmed as well. A lot of dwarf a decent military and feeling ready to pump some magma. My plan would be like this (1, 2 and 3 can all happen at the same time)

1)I would focus on equipping your military in all steel, as opposed to any lesser metal, if you can. The jump in defense from iron to steel is quite huge. And that will occupy a few of your dwarves for a while (making steel is a lengthy process for furnace operators, miners and smiths).

2)While that's going on train your military in at least strength (steel is heavy) - I recommend building a gym. Or a danger room if you are OK with the idea.

3)While that is going on I would get my glass maker to build parts for the magma pumps (green glass is magma safe AFAIR). I have a map with a lot of metals but it still takes too freakin long to make anything when you are still trying to make steel. Get some dwarves focused on item hauling (I believe that is the labor for sand collecting), get a lot of bags in a stockpile near the sand area and get your glass furnace working. I don't recall if all parts of a pump can be made of glass. You may need some made of metal.

Your idea to get magma forges is very good. It actually would speed up the steel production if you can get the pumps ready before you are done equipping every soldier. Delving deeper to find the magma sea also increases your chances of finding adamantine I think.

10
DF Dwarf Mode Discussion / Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« on: September 10, 2012, 07:41:38 pm »
Can someone post any kind of seed with a decent embark with:

1)elevation (don't even need a mountain, just some above ground z levels)
2)metal
3)flux
4)gold

in abundance?

Please?

11
DF Gameplay Questions / Re: DF 2012v0.34 question and answer thread
« on: September 02, 2012, 06:00:46 pm »
I'm trying my hand at cage traps on my 18th Trinkling Balls of Angels fortress and having a lot of trouble trapping anything that I don't actually "aim" at.

An ettin came to my fort (above ground, not cave born) and I had only 1 bridge he could cross, so I could easily trap him by placing traps next to said bridge. But I would like those pesky undead ravens and some of the non undead wildlife to get randomly trapped too. I thought the bridge thing would be good but since most of the wildlife flies (on my map anyway) it's not helping. My embark is flat with a forking river. I went for a 7x5 embark so it is somewhat large. I have peaceful biomes to the west, evil in the middle (undead) and untamed wildlife to the east.

I tried to do what the wiki says (crosshair walls, the bridge chokepoint thingie etc...) but with such a large embark the odds of anything even getting close to my crosshair build are quite slim. Unless I make it huge with half my dwarves as masons. Is that what I should do?

Any tips on how to capture more wildlife? Am I supposed to just lay cage traps down all over the place?

12
DF Dwarf Mode Discussion / Re: Forced Medical treatment?
« on: August 31, 2012, 05:35:06 pm »
Sounds like he didnt get any diagnosis, do you have enough/free diagnosers?
Without that, they wont do anything.
Seriously, he can have a missing limb, but dwarfs first need a diagnosis to recognize it as such.

I do. He's my doctor and just stood in the burrow/hospital watching the nurse feed the macedwarf.

So confused!

13
Neat. How accurate is the pre-embark prospect? Or do you have to embark to get the details?

Anyone with an embark with a good amount of 1)elevation 2)minerals 3)wood? Untamed wilds a plus!

14
I have loads of silver and no bolts but assumed it would not work well - the wiki says silver is soft and sucks as edged/piercing weapons. I assumed the same would be true for bolts.

Would love to see some iron vs. silver vs. copper numbers.

15
THIS is the most badass site I have ever genned:

Spoiler (click to show/hide)

Good, neutral, AND evil, ALL savage, all on the same 4x4 embark.  And if pitting fluffy wamblers against giant desert scorpions against whatever horrors that forest of doom will vomit up is not enough, well, just check out the prospector report:

Spoiler (click to show/hide)

That's right: 11k coal, 3 types of flux, magnetite and limonite.  Surface steel.  Oh, and toss on 3 types of sand, fire clay, and gypsum.  Lots of copper and gold, with a nice amount of silver from that tetra and galena.  If that wasn't awesome enough, there's a nice big candy cane poking up into cavern 3 that goes down pretty deep before it gets hollow.  Big aquifer under the evil and neutral parts, but there should be enough space to dig down to the northwest.  Only real flaw is there's no diamonds in that kimberlite.

Now, I found this in a world I genned up with 34.10 (actually the original was 34.05 but I like this seed).  I genned it again in 34.11 to make sure it genned the same.  It did (the ASCII embark was taken from 34.11).

And just to make things more !!FUN!!, the game spawned some undead ravens right as I embarked.

Oh yeah.  You guys want the seed.   :P

Spoiler (click to show/hide)

Or download a save from the DF File Depot:

http://dffd.wimbli.com/file.php?id=6629

Have fun with Armok's playground.

I've played about 15 fortresses on this map and wanted to say thanks. It's actually a great newbie map to learn about all the different biomes. I died a lot to the undeads at first but got a hang of it quickly.

I want to try my hand at a similar embark but with some elevation. Does anyone have anything decent? I don't need the evil biome necessarily but I still like playing with lots of all the different metals. Any rich embark with elevation would be great.

Also how do you guys find out the mineral amount of an embark? Is that part of the seed file?

Pages: [1] 2 3 4