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Author Topic: Biome change or just elevation? Partial freeze!  (Read 498 times)

nightwhips

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Biome change or just elevation? Partial freeze!
« on: August 30, 2011, 08:42:57 am »

Hey folks-

I am so excited. I just hit my first winter in my new fort. I had been complaining to you all about water power during winter and looking for ways to keep things flowing. My embark has a deep valley with a waterfall flowing off a cliff and joining a lower elevation river. They both then flow down the valley. My first freeze revealed that the lower part of the river is still flowing strong! Woot!

I'm curious if other people know why this happens. Is this really about elevation, or do I have two biomes here? I can't really remember what the stats were when I started, but I don't have much surface vegetation to speak of anywhere, so I don't really have biome clues that know about.
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Fire_fox

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Re: Biome change or just elevation? Partial freeze!
« Reply #1 on: August 30, 2011, 10:48:59 am »

I am fairly sure it is just in different biomes. I have had embarks where only parts of the river has frozen and other parts are flowing.
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amade

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Re: Biome change or just elevation? Partial freeze!
« Reply #2 on: August 30, 2011, 11:59:35 am »

My map has 2 rivers, one of 'em runs in a deep canyon and the other one runs on the plateau above the canyon and falls into a really cool and wide gorge where it meets with the canyon river before exiting the canyon through a steep cliff face at the edge of the map. During winter the lower end of the river freezes first so the river water overflows the frozen end of the river while the sides are still held back by the canyon walls. As if overflows the water freezes instantaneously creating an ice wall over the edge of the frozen river, so the unfrozen part of the river rises up 2 z-level deep before it too finally freezes over as winter progresses along. The other river and the waterfall freezes along with it and my miner's attempts to scale it by mining up the waterfall had always ended in a watery death because it would only stay frozen for a week at most. Once a peasant went down to walk on the ice to retrieve a badger man limb from an execution where I dropped prisoners onto some spikes, its limb flew in an arc and landed on the frozen river unnoticed by me. Unfortunately for the peasant the ice thawed just before he was about to safely exit the canyon.

Quite possibly the most interesting map I've ever had in DF. The only downside is the gator and carp population only lasted a year because they ended up as popsicles on the first winter.
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i2amroy

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Re: Biome change or just elevation? Partial freeze!
« Reply #3 on: August 30, 2011, 12:49:10 pm »

Is that map in 31.25? Because if so you should totally give us the world gen settings to copy it.
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nightwhips

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Re: Biome change or just elevation? Partial freeze!
« Reply #4 on: August 30, 2011, 01:24:23 pm »

My map has 2 rivers, one of 'em runs in a deep canyon and the other one runs on the plateau above the canyon and falls into a really cool and wide gorge where it meets with the canyon river before exiting the canyon through a steep cliff face at the edge of the map. During winter the lower end of the river freezes first so the river water overflows the frozen end of the river while the sides are still held back by the canyon walls. As if overflows the water freezes instantaneously creating an ice wall over the edge of the frozen river, so the unfrozen part of the river rises up 2 z-level deep before it too finally freezes over as winter progresses along. The other river and the waterfall freezes along with it and my miner's attempts to scale it by mining up the waterfall had always ended in a watery death because it would only stay frozen for a week at most. Once a peasant went down to walk on the ice to retrieve a badger man limb from an execution where I dropped prisoners onto some spikes, its limb flew in an arc and landed on the frozen river unnoticed by me. Unfortunately for the peasant the ice thawed just before he was about to safely exit the canyon.

Quite possibly the most interesting map I've ever had in DF. The only downside is the gator and carp population only lasted a year because they ended up as popsicles on the first winter.

Your map sounds awesome. Mine sounds similar in layout (with the canyons etc) but NOT the flooding.

I had the same problem with pike, crocs and carp. And I think my platypus men left because it got too cold. Kinda sucks. Do they not migrate back into the embark zone (fish or platys)?
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They die, and their parents care nothing because legendary dining room.

amade

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Re: Biome change or just elevation? Partial freeze!
« Reply #5 on: August 30, 2011, 04:56:14 pm »

I can paste in the world get parameters but I've no idea how to look for the exact spot I embarked on.

Code: [Select]
Created in DF v0.31.25.

[WORLD_GEN]
[TITLE:LARGE REGION]
[SEED:767007098]
[HISTORY_SEED:1140550654]
[NAME_SEED:2424370604]
[CREATURE_SEED:465432232]
[DIM:257:257]
[EMBARK_POINTS:1000]
[END_YEAR:1050]
[BEAST_END_YEAR:300:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:800:800]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:20:100:400:400]
[SAVAGERY:15:100:400:400]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[MINERAL_SCARCITY:2000]
[MEGABEAST_CAP:150]
[SEMIMEGABEAST_CAP:300]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_CREATURE_NUMBER:52]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:100:1000:2000]
[PEAK_NUMBER_MIN:50]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:15]
[REGION_COUNTS:SWAMP:1032:7:6]
[REGION_COUNTS:DESERT:1032:7:6]
[REGION_COUNTS:FOREST:4128:13:12]
[REGION_COUNTS:MOUNTAINS:8256:9:9]
[REGION_COUNTS:OCEAN:8256:7:6]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:8256:13:12]
[REGION_COUNTS:HILLS:8256:13:12]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:400:400]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:400]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:40]
[TOTAL_CIV_POPULATION:15000]
[SITE_CAP:1500]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:8256:16512:8256]
[RAIN_RANGES:8256:16512:8256]
[DRAINAGE_RANGES:8256:16512:8256]
[SAVAGERY_RANGES:8256:16512:8256]
[VOLCANISM_RANGES:8256:16512:8256]

Oh, another downside to the embark map is flux is hard to come by early on. I had to dig down deep before I found any. Magnetite however is in abundance and so is bituminous coal. Sand and clay are both present on the surface. King/Queen died during world gen so I don't know if that's a given if you run it again.
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GreatWyrmGold

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Re: Biome change or just elevation? Partial freeze!
« Reply #6 on: August 30, 2011, 05:00:03 pm »

Biome differences.
To fix it, well, since Necro isn't around to say it,

MAGMAAAAAA!!!!!!!
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