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Author Topic: Anvils - is the Wiki really correct about these?  (Read 792 times)

doctoxic

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Anvils - is the Wiki really correct about these?
« on: November 13, 2012, 02:20:09 am »

Hi

Just started a new game - had a steel anvil.  So i thought i'd swap it for a cheaper iron one but none were available.  So i thought i'd look on the Wiki about anvils and found this:

Quote
If your civilization has access to iron ores, a standard (no quality) iron anvil will be included by default in your starting equipment, for a cost of 100 points. If not, then your starting equipment will include a steel anvil, for a cost of 300 points.

So, it seems to read that because i start with a Steel anvil that where i have embarked there will be NO Iron Ore whatsoever?

Bear in mind i chose an area that did indeed have metals.

Seems a bit odd - am i reading things right?

thanks for your help

doc






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i2amroy

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Re: Anvils - is the Wiki really correct about these?
« Reply #1 on: November 13, 2012, 02:25:32 am »

What it means is not that your embark site has no iron ore, but rather that all the places your civilization currently has sites on don't have iron ore. If you had chosen a different dwarven civilization at the embark screen then there is a good chance that you would have access to iron anvils and other materials. It also means that dwarven traders probably won't bring anything made of iron either.
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goblolo

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Re: Anvils - is the Wiki really correct about these?
« Reply #2 on: November 13, 2012, 02:28:24 am »

but how your civilization can have steel without iron??
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i2amroy

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Re: Anvils - is the Wiki really correct about these?
« Reply #3 on: November 13, 2012, 02:32:36 am »

but how your civilization can have steel without iron??
When the game makes metals available to civilizations it looks to see if your civilization has a reaction that creates bars of the metal without actually checking to see if they have access to all of the base components needed to use the reaction. As such the dwarven civilizations all have access to steel since they can use a reaction that makes steel (from iron), regardless of their actual ability to access said iron.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
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doctoxic

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Re: Anvils - is the Wiki really correct about these?
« Reply #4 on: November 13, 2012, 02:40:49 am »

thanks all for the quick reply

not sure i understand everything e.g. whats a "Dwarven Civilization" ? and whats a "Reaction"?

but apart form that what i think you are saying is that if i choose a square to embark that has deep or shallow metals i will ALWAYS have some metals regardless of what type of anvil i start with.

As a matter of interest if i embark in a square that doesn't have metals listed will there always be NONE - or does it just mean that it will be harder to find or very little of it?

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i2amroy

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Re: Anvils - is the Wiki really correct about these?
« Reply #5 on: November 13, 2012, 02:51:48 am »

but apart form that what i think you are saying is that if i choose a square to embark that has deep or shallow metals i will ALWAYS have some metals regardless of what type of anvil i start with.
Correct, though there is no guarantee that the metals will be useable for much or that there will be a lot of them. You could have a single tile of aluminum (worthless for most purposes) buried deep beneath the earth and you would get the same message as if there were 10,000 tiles of iron waiting to be mined down there. The only good advice to give is to try to get "metals" and not "metal" and also to embark on biome borders (like half on a forest and half on a desert) since it increases the types of metal you can get. Also for iron purposes "shallow metals" is more likely to have iron then "deep metals".

Quote
As a matter of interest if i embark in a square that doesn't have metals listed will there always be NONE - or does it just mean that it will be harder to find or very little of it?
If there aren't any metals listed then there won't be any, simple as that.

not sure i understand everything e.g. whats a "Dwarven Civilization" ? and whats a "Reaction"?
Dwarven civilization refers to the civilizations with dwarves in them instead of humans/goblins/elves not too surprisingly :P. You embark from one of these and if you hit the Tab key on the embark screen it will eventually switch to a screen that lets you pick which one you want to embark from.

A "reaction" is just a general term used to refer to all of the item creating/combining tasks in the game, usually the ones in dealing with metals. So when you tell a furnace operator to "make steel bars from iron bars" you are telling him to do a reaction (specifically the one that takes iron bars and makes steel ones).
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
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doctoxic

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Re: Anvils - is the Wiki really correct about these?
« Reply #6 on: November 13, 2012, 02:57:44 am »


thanks for that - things a re a lot clearer now

cheers

doc
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katana

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Re: Anvils - is the Wiki really correct about these?
« Reply #7 on: November 13, 2012, 10:43:15 am »

Just something else to point out about metals- cobalt and a few other minerals actually counts as a metal while not actually being refine-able into a useful ore.

(also, have you played tf2 on lotus clan's arena?)
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knutor

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Re: Anvils - is the Wiki really correct about these?
« Reply #8 on: November 13, 2012, 11:15:11 am »

In the screen with the three maps, when in the embark location picking processs, press TAB.  This will take you to a new panel, that shows other info.  One is the Civilization panel, and with up/down arrow, you can highlight other dwarf Civilizations.  The one you leave highlighted, right before smashing down TAB again, will be the Mountainhome, where your 7 dwarfs originate from. 

And it will, on base ASCII also show on the larger, right most map, the mountain halls will highlight a different color than white on that map, inplace of the many mountains, or Δ. depending on how large that Civilization is there could be more mountain halls.  This is dependant on how it did during the History roll out up to the embark date. 

The more Civs ya permit in the Worldgen parameters, the more of these ya have to choose from.  Defaults have very few.  If you do decide to increase the number of Civs, be sure to increase sites and lower populations per site, or you'll have nowhere to embark that isn't already snatched up.

Each mountainhome has its own relationships with the other entities(race/site/civs), and its own stuff.  Like some worship megabeasts, and some don't.  Some are at war, or in the middle of a 12 year campaign.  They can be isolated and read about prior to making the choice, by using Legends Viewer.

I used to do that, but now I just pick the one farthest away, so I don't get pestered by awful large swarms of insanely overskilled migrants, each year.  Not sure if this actually does anything, but its how I play.  I don't like to be close to authority, or the higher ranking nobles. 
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