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Author Topic: embarking on a named mountain  (Read 1436 times)

Karakzon

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embarking on a named mountain
« on: January 11, 2011, 07:18:25 pm »

Hey, i just found a named mountain and started a fortress on it, so ive got about 120-130 z levels above the ground, because of the aformentioned mountain range that goes up a z level for every 1 along -and sometimes sheer cliff faces- but the ground the mountains are stood on is like a pan flat vally. -no running water, i hacked into the caverns for that-

so im wondering: has anyone else had this sort of situation/embarked on a truely massive mountain range? -z levels wise-

oh and a point of note: a fire breathing fish for a forbbiden beast? what the?
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Untelligent

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Re: embarking on a named mountain
« Reply #1 on: January 11, 2011, 07:48:18 pm »

I've seen maps like this a lot. Mostly because I try to get maps like this. It's hard to find them by accident, though.

The peak (your "named mountain") is notable because in my experience there seems to be a cap on 100 ground z-levels unless you have a peak. Without it it just plateaus around 100, give or take a level or two. I guess the peak forces the mountain to be pointy, regardless of how high it gets.

Highest I've gotten was around 120-130 levels from ground to peak (the highest I've played for more than a couple seasons on was a 100-plateau), I heard of someone who had over 200. Lucky bastard.
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Karakzon

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Re: embarking on a named mountain
« Reply #2 on: January 11, 2011, 07:54:34 pm »

interesting.
wonder if theirs some kind of map peramiters for a pleateu kind of map?
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Fayrik

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Re: embarking on a named mountain
« Reply #3 on: January 11, 2011, 08:02:26 pm »

Min Height 400 to Max Height 400. Bwahaha!

...Okay, that probably won't gen, but, it is possible if you set all the heights really high then have a very long range, so there aren't many hills. I think.
Has anyone else tried that, to verify?
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Sowelu

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Re: embarking on a named mountain
« Reply #4 on: January 11, 2011, 09:00:15 pm »

Is the FPS tolerable in recent versions?
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Fayrik

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Re: embarking on a named mountain
« Reply #5 on: January 11, 2011, 09:16:20 pm »

Fayrik is unhappy. He has experienced terrible FPS recently.

Though, actually, my current fort is doing alright, even though there's not much there, though the population is quite high, and I've had a 10 point improvement since the waterfall stopped.

And.. I've compared version .31.16 to 40d and I really can't see much FPSing different to them.
So.. I'd say, try it out. See what happens.
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Untelligent

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Re: embarking on a named mountain
« Reply #6 on: January 12, 2011, 01:18:50 am »

My strategy is to set the elevation variances as high as they can go (you can set them even higher if you edit the worldgen file directly but it causes weird errors if they go too high in my experience) and generate a small or smaller world (the variances seem to have a more significant effect the smaller the world is but that could just be me), which should give you a world full of stupid-tall mountains erupting from flat lowlands. Then on the embark screen I look at the relative elevation map (the screen with all the blue and grey rectangles not the one with the numbers) and try to find a spot with the highest relative elevation (lightest grey) next to the lowest (darkest blue).

The mountains I end up on are generally at least 60 or 70 levels high, sometimes I get lucky and land on a 100+ spot.

Like I said this seems to have a hard cap of 100 levels from lowest to highest ground point unless you're on a peak. I did have a map that went a couple levels over but due to the funny shape of that bit that went over that might have just been a minor bug with the terrain generator lining up the local tiles right. One other mountain there ended in a point that was 4 levels above the plateau, can't remember if I had a peak there or not but it's possible if the mountain ends close enough to the cap it lets it go over a little.


The FPS (this was 40d mind you) wasn't that bad until I started digging all kinds of nasty tunnels inside the mountains and then turned the tunnels into a giant-ass tower. After about 40 years I was getting less than 1 FPS. It was so bad that giving all the dwarves [SPEED:0] didn't speed them up, just slow the rest of the game down while keeping the dwarves at the same speed due to the extra calculations or something.
« Last Edit: January 12, 2011, 01:20:50 am by Untelligent »
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Ioric Kittencuddler

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Re: embarking on a named mountain
« Reply #7 on: January 12, 2011, 07:23:43 am »

Just imagine, by the time DF is finished a computer may actually exist that can run it.
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Re: embarking on a named mountain
« Reply #8 on: January 12, 2011, 09:13:33 am »

Just imagine, by the time DF is finished a computer may actually exist that can run it.
Toady isn't such a terrible programmer. He's been improving a lot and the bug tracker helps the community get involved.

Karakzon

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Re: embarking on a named mountain
« Reply #9 on: January 12, 2011, 05:20:44 pm »

Just imagine, by the time DF is finished a computer may actually exist that can run it.
Toady isn't such a terrible programmer. He's been improving a lot and the bug tracker helps the community get involved.

this game is in alpha. as such, the origonal comment is a mute comment.

moving on:

ive got 80 dwarfs and im in the caverns now, though a bug up with the mapclean hack util -i use that yes, not much else though, just depends on how serious the fort is im planning on-  has cleared out the mud. the bright side it wont hit my fps by spawning crap loads of plants down their were i dont want it to. fps is usualy around 20, though the game does experiance lag spikes, it is tolerable and may have sommert to do with this machine im using.

also: underground cavern lakes are a fudge monkey for getting your dorfs drowned if you dont put ramps down every few feet along your fishing walk ways.
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