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Author Topic: In the year... 1050?  (Read 2267 times)

melomel

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In the year... 1050?
« on: March 25, 2010, 09:35:03 pm »

I have this embark site that I've failed on several times.

I keep resurrecting it like a particularly stubborn Doc Frankie--I botched up the embark party's skills and equipment, but it has a magma pool, a magma pipe, the Special Blue, sand, underground water and a chasm and a pit and a cave.  Half the map's laid-back evil; half is savage neutral.  The local elves trade giant eagles and giant leopards and all sorts of neat things.  (Even the raccoon was awesome.  Not so much in its flea-ridden disease-bag-ness, but watching a goblin thief flee for its life as Stray Raccoon (Tame) chases it, bleeding, to the edge of the map?  Awesome.)

And the site is jinxed for me, so I've started fudging around with the world parameters for the first time.  The current fortress is doing fine, but I seem to have accidentally killed off the human race, and their caravans bring nice stuff sometimes.

Insert random fiddling with numbers.  Insert endless aborted worlds.  Enter...

Ushul Arkoth.  Which didn't stop world-gen until, like, way past 1000.  o_0  What do I do with it?  Any odds of interesting stuff in Legends mode, or did all the races just sit around and crochet for a millenium?
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NW_Kohaku

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Re: In the year... 1050?
« Reply #1 on: March 25, 2010, 10:19:19 pm »

I have this embark site that I've failed on several times.

I keep resurrecting it like a particularly stubborn Doc Frankie--I botched up the embark party's skills and equipment, but it has a magma pool, a magma pipe, the Special Blue, sand, underground water and a chasm and a pit and a cave.  Half the map's laid-back evil; half is savage neutral.  The local elves trade giant eagles and giant leopards and all sorts of neat things.  (Even the raccoon was awesome.  Not so much in its flea-ridden disease-bag-ness, but watching a goblin thief flee for its life as Stray Raccoon (Tame) chases it, bleeding, to the edge of the map?  Awesome.)

And the site is jinxed for me, so I've started fudging around with the world parameters for the first time.  The current fortress is doing fine, but I seem to have accidentally killed off the human race, and their caravans bring nice stuff sometimes.

Insert random fiddling with numbers.  Insert endless aborted worlds.  Enter...

Ushul Arkoth.  Which didn't stop world-gen until, like, way past 1000.  o_0  What do I do with it?  Any odds of interesting stuff in Legends mode, or did all the races just sit around and crochet for a millenium?

It's kind of funny that someone would freak out that the world actually hit 1050, since that is supposedly the standard starting date.

The problem is that the game stops worldgen when most of the megabeasts and powers have gone extinct, which, in worldgen, is fairly common, because megabeasts have, as someone pointed out in the "Damn you Armok" thread, occasionally been killed by a particularly agressive giant cockroach.

Perhaps in your tweaks, you somehow made megabeasts not total pansies that get slaughtered by unarmed soapmakers, or else, maybe you did wind up genning a world where the major civs were either locked in a series of wars so genocidal that nobody was left to kill the megabeasts?
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melomel

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Re: In the year... 1050?
« Reply #2 on: March 25, 2010, 10:49:08 pm »

Ohhh.  I think I did both.  I upped the number/size of the caves, and from skimming a copy of the save in Legends, it does look like there were lots of murderous wars.

There were still plenty of dragons knocked off by random untitled humanoids.
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TheStanman

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Re: In the year... 1050?
« Reply #3 on: March 25, 2010, 10:51:53 pm »

My dear boy, post the worldgen! This sounds like a fun place.
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NW_Kohaku

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Re: In the year... 1050?
« Reply #4 on: March 25, 2010, 11:26:31 pm »

Worldgen data is meaningless without posting the worldgen-altering modifications, as well.

If those dragons aren't modded to be survivors, they'll still die before the year 200, even with the right seed number.
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buckets

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Re: In the year... 1050?
« Reply #5 on: March 26, 2010, 12:31:14 am »

I'm pretty sure upping the amount of caves has something to do with it.
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Nexii Malthus

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Re: In the year... 1050?
« Reply #6 on: March 26, 2010, 09:35:33 am »

If I recall correctly, caves serve as the spawning ground for megabeasts.

Quietust

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Re: In the year... 1050?
« Reply #7 on: March 26, 2010, 11:46:00 am »

Yes, but only the first N caves will contain megabeasts, where N is determined based on world size (or something) - after megabeasts are assigned, the next few caves go to Kobolds, and all remaining caves get populated with semi-megabeasts (giants, minotaurs, ettins, cyclopses).

I once generated a world with tons of caves, and the result was several towns populated entirely by shopkeepers but without any actual shops - each civilian in the town would build a shop, the shop would get destroyed by a semibeast, and the game would get a bit confused (a combination of "you become a shopkeeper when you build a shop", "you can't build a shop if you're already a shopkeeper", and "once a shopkeeper, always a shopkeeper").
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Macuahuitl

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Re: In the year... 1050?
« Reply #8 on: March 27, 2010, 10:29:31 pm »

Quote

It's kind of funny that someone would freak out that the world actually hit 1050, since that is supposedly the standard starting date.



It IS? With the basic 'Create New World' option it's extremely rare for me to get past 200.
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buckets

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Re: In the year... 1050?
« Reply #9 on: March 28, 2010, 12:52:44 am »

Quote

It's kind of funny that someone would freak out that the world actually hit 1050, since that is supposedly the standard starting date.



It IS? With the basic 'Create New World' option it's extremely rare for me to get past 200.

;_; 

I... I remember when 1050 was normal. People got upset when Toady made all those changes to world gen. It was a simpler time.
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Fullmoon

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Re: In the year... 1050?
« Reply #10 on: March 28, 2010, 06:07:26 am »

Still, would like to see worldgen info. After all, site features wouldn't change.
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mattie2009

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Re: In the year... 1050?
« Reply #11 on: March 28, 2010, 07:33:13 am »

(Even the raccoon was awesome.  Not so much in its flea-ridden disease-bag-ness, but watching a goblin thief flee for its life as Stray Raccoon (Tame) chases it, bleeding, to the edge of the map?  Awesome.)

That's something I never thought I'd see.
Then again, this is Dwarf Fortress, the game where badly-modded raws can cause things to explode spectacularly.
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melomel

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Re: In the year... 1050?
« Reply #12 on: April 23, 2010, 02:52:12 am »

If I knew how to export the raw, I'll try, assuming anyone's still interested in the old version.

I think the salient changes were upping the mountain/non-mountain caves to 400/500 or something ridiculous like that, and changing their size from 5-25(?) to 25-50.  65% megabeast survival.  Set every mesh to 2x2, tweaked with the savagery, and got a pretty interesting world.  The humans went extinct, though.
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