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Author Topic: NEW CHALLENGE: starting at the dawn of time!  (Read 541066 times)

Lielac

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #15 on: April 27, 2012, 12:24:53 pm »

The minimum is year- dammit Loud Whispers. Also, the fort always starts + a year from whatever you genned, so even if you managed to finagle the advanced options into only genning 1 year you'd still start on 1st Granite year 2, which isn't nearly as epic as 1st Granite year 1.
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

wierd

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #16 on: April 27, 2012, 12:26:10 pm »

Ahh... not that a single measly year of worldgen spinning is gonna do much for the "not many dwarves" and "you will only engrave cheese" problems.

Increasing entity populations might help, but will also increase the !!fun!!.

Remember, goblins need to make evil goblin babies too. Such a young world would have much less goblinite.
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Ubiq

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #17 on: April 27, 2012, 12:45:18 pm »

I've done this quite a few times before; it really limits your embark options since the choices are restricted to the biome of the only existing city. More importantly, the early nature of the civilization means that a disproportionate amount of your historical figures are weremigrants/vampires so be prepared for waves of Friendly Migrants that camp out on the map edge. This can also mean that migrant waves take months or entire seasons since the next dwarf won't appear until Friendly McWerevole moves off the edge, which can take a while. Multiple weremigrants stretch out the process forever,
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GavJ

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #18 on: April 27, 2012, 12:52:39 pm »

I've done this quite a few times before; it really limits your embark options since the choices are restricted to the biome of the only existing city. More importantly, the early nature of the civilization means that a disproportionate amount of your historical figures are weremigrants/vampires so be prepared for waves of Friendly Migrants that camp out on the map edge. This can also mean that migrant waves take months or entire seasons since the next dwarf won't appear until Friendly McWerevole moves off the edge, which can take a while. Multiple weremigrants stretch out the process forever,

Uhh...Kill them?  Why would you suffer such beasts to live and clog up your migrant pipes?
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

EpsilonSigma

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #19 on: April 27, 2012, 12:59:12 pm »

I usually start at the 5th year, simply because with the number of events that being happening at 125+ my PC slows down to near-standstill and it takes about 15 minutes to reach the highest number of years passed. It's also great to know that the majority of the history of that world, if you ever use it again, was partly your own doing :)

Is it possible to start from year 1 (or 2). I can never hit stop fast enough to get below 4 when it starts making years.
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Lielac

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #20 on: April 27, 2012, 01:36:20 pm »

I usually start at the 5th year, simply because with the number of events that being happening at 125+ my PC slows down to near-standstill and it takes about 15 minutes to reach the highest number of years passed. It's also great to know that the majority of the history of that world, if you ever use it again, was partly your own doing :)

Is it possible to start from year 1 (or 2). I can never hit stop fast enough to get below 4 when it starts making years.

With advanced worldgen parameters it's possible to have the world only gen 2 years (the minimum), so you'd start on 1st Granite 3. If you have really fast fingers you might be able to manage so it only gens 1 and you can start on 1st Granite 2.
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Lielac likes adamantine, magnetite, marble, the color olive green, battle axes, cats for their aloofness, dragons for their terrible majesty, women for their beauty, and the Oxford comma for its disambiguating properties. When possible, she prefers to consume pear cider and nectarines. She absolutely detests kobolds.

GavJ

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #21 on: April 27, 2012, 01:41:32 pm »

Erm, posted in the wrong thread.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

wierd

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #22 on: April 27, 2012, 01:43:52 pm »

Impossible criteria.

No trade and no initial equip means you have no tools to get raw materials.

Needs at least 1 pick.
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Psieye

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #23 on: April 27, 2012, 02:29:00 pm »

I'm surprised this is considered a novel idea. This was the ONLY way I played until v0.34.x (for reasons I'll explain below).

Ahh... not that a single measly year of worldgen spinning is gonna do much for the "not many dwarves" and "you will only engrave cheese" problems.
The latter is a failure to pick a suitable engraver with 'high tradition' personality and starting the engrave spam too early. By the time you've levelled up a tiny handful of engravers to legendary, you should have had some invader kills or masterworks and you are practically guaranteed to have had some administrative events (mayor elections, commander appointments, the founding of your fort).

For extra spice, make an adventurer in the dawn of time world first and go on an epic massacre crusade. THEN start your fort in the region where your adventurer made the most mess. You will now (with traditionalist engravers) get nice memorials to your awesome adventurer.

Alternatively, go mod the raws (or grab something pre-made like Dig Deeper Gold) to have a lot more possibilities for artwork, like "treasure heap", "burning wagon" and "bloodied elf skull".

More importantly, the early nature of the civilization means that a disproportionate amount of your historical figures are weremigrants/vampires so be prepared for waves of Friendly Migrants that camp out on the map edge.
Wrong. This is the DAWN OF TIME. There hasn't been any time for necromancers, vampires and werebeasts to be 'appointed' by curse or whatnot. They don't get created when the world is born (unlike megabeasts and forgotten beasts). They are made by converting historical figures - this takes time. This is why if you want lots of these sorts of horrors, the optimal worldgen length is about 100 years.

The issue with embarking on year 1 is that there aren't many dwarves in the world.
Before v0.34.x this was irrelevant (I never had problems of running out of migrants) but now that the game cares about historical figures it's different. Back then, migrants and invaders were simply spawned out of thin air so long as entities could reach you. Indeed, for most goblins they're still pulled out of thin air because they weren't important enough to actually get recorded as historical figures but I suspect a proper population pool is consulted when they spawn.

I should run another Year 2 fort in DF2012 some time and see how it goes.
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Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Crossroads Inc.

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #24 on: April 27, 2012, 02:54:21 pm »

Ok, here is one of the reasons I see a lot of 'Fun' in this..

These Dwarves.. This is the dawn of time.
These Dwarves don't yet know that Elves are Hippie bastards.
They don't yet now that they should smash things with Hammers, or cut with Axes
These Dwarves have not even gone into the underowlrd yet! Just think, when we dig down it will be the First time a Dwarf has EVER gone int othe underworld!.

These are.. Cave Dwarves!
Primitive and tribal!

As such, I endorse the "Adventurer" Idea.
Before we start a Fort, we should have a round of Mighty Warriors to make a few early legends
I propose We start on Year 5, and the first 5 years filled with as many mighty warriors as possible.

Any takers?
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Ask not what the Dwarfs can do for you...
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Taffer

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #25 on: April 27, 2012, 03:25:08 pm »

Not sure if I'm interested in participating, but y'all have me intrigued enough with early histories to start a new world. Year 5 is early enough for me.
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wierd

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #26 on: April 27, 2012, 03:30:12 pm »

I prefer my "second creation to redeem world" embark.

I recently made a post with the worldgen data, but in a nutshell:

Dwarves are savagely exterminated by goblins and elves by year 50.
(Ie, COMPLETELY extinct!)

Savagry is at maximum gennable settings.
Volcano count is at max setting
Titans and megabeasts >100
Secret types >100
1 cavern layer
Low max elevation

1050 spins of the merrygoround.

The great god armok returns from his hangover, and is deeply displeased at the destruction of his favored race.

He wiggles his hoary beard, and around 20 dwarves appear from the aether!

They are thus commanded:

BRING GLORIOUS DEATH TO THE DEFILERS OF THIS WORLD! BUILD MONUMENTS TO MY GLORY, CONSECRATED IN THE BLOOD OF YOUR ENEMIES! REBUILD YOUR MIGHTY RACE, THAT ALL SHOULD HEAR MY NAME AND QUAKE WITH TERROR!

And so, the first of the new dwarves strike the earth, cut off, alone, and by now creatures only spoken of as myth and legend, in their divine mission to remake the earth in their likeness.
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davros

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #27 on: April 27, 2012, 05:43:30 pm »

This is going to be the most epic thing ever. I want in.
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Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

Corai

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #28 on: April 27, 2012, 05:46:22 pm »

I'll make a new civ if you want, see if I cant make a TRUE rival of the first dwarves.



Meaning that they will most certainly make goblins emo on-sight.
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wierd

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Re: NEW CHALLENGE: starting at the dawn of time!
« Reply #29 on: April 27, 2012, 05:52:57 pm »

Let me dig out the world gen params again.

I recently genned a world that would meet your criteria.

Dwarves were literally extinct after 50 years.  In just a few I will edit this post with seed and worldgen info from legends mode, and a map picture suggesting where to embark for optimal fun.

You might need to ignore certain rejections though.  Warning: the world is abnormally savage.


I can confirm the 2 initial migrants thing as being what happens with .34.02. (when the world was genned) That's what I have going right now.  Plans are to rebuild dwarven civilization from the ashes, build a massive megastructure, and breed dwarves like crazy, then switch to adv mode with dfhack to keep the fortress intact.  I should then be anle to retire the adventurer, and start a new fortress in that world with a thriving mountainhome to trade with.


Ok, Here's the the worldgen parameters:
Spoiler (click to show/hide)

and here is a map showing civs at year 60, to give you an idea of where to embark:
Spoiler (click to show/hide)


This will put you on the overlapping territories of goblins, humans, elves, and kobolds.
The most scorpion is the goblin civ. It has 3 demons in charge according to legends. Your gen may vary.

There!

Letting it spin all 1050 years may take awhile though.
« Last Edit: April 27, 2012, 05:56:37 pm by wierd »
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