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Author Topic: 3,800 years of BOREDOM  (Read 5190 times)

rtg593

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3,800 years of BOREDOM
« on: March 13, 2012, 11:45:58 pm »

So I decided to gen a really long world, see what I can get to happen. As world gens are slowing down quite a bit, I decided to use a pocket region, and gen to the year 10,000, or when the FPS dropped to 1 every 30 seconds (read if it goes longer than a minute, windows flags it as crashed).

For the fun of it, I gave myself 5 volcanoes.

Well, 125 regions were rejected, then it started running. 4 volcanoes showing on the map, instead of the 5 minimum I specified, but my last pocket region had a row of map tiles missing on the right edge, so I figured it's still around.

Well, around year 800, we entered the Golden Age... Heading into year 4,600, still Golden Age.

Stopping world gen now, going to embark on a volcano beside the ocean with a river behind it (:D), but question:

What world gen settings should I change to make a more... ‼FUN‼ map? Constant wars, etc.

PS, I changed megabeast check year to 10,000, as well. Simply because when the check occurred in the default year, 30, world gen stopped.
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Girlinhat

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Re: 3,800 years of BOREDOM
« Reply #1 on: March 13, 2012, 11:49:32 pm »

Higher civ count, higher population count, higher site count, and lower savagery.  You get a lot of wars breaking out.  Most civs die off, with the remainder expanding and warring fairly well.

wierd

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Re: 3,800 years of BOREDOM
« Reply #2 on: March 13, 2012, 11:58:22 pm »

I want to perform an experiment with custom syndromes that afflict ONLY titans, megabeasts, and demons.

Normally you can't mod these creatures to produce offspring, since they are custom genned at world gen. However, I want to experiment with a very common contaminant to see if I can force child and caste tags on. (A contaminant like water...)

The idea is to make megabeasts, demons, and titans produce offspring and cause global chaos during worldgen.  I think that will make a fun weekend project for this week.

Without moddng though, increasing the civ count to cause resource wars, increasing the titan and megabeast counts, and the numbers of curses and secrets should make the world more interesting.
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Grax

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Re: 3,800 years of BOREDOM
« Reply #3 on: March 14, 2012, 12:27:45 am »

I want to perform an experiment with custom syndromes that afflict ONLY titans, megabeasts, and demons.

Normally you can't mod these creatures to produce offspring, since they are custom genned at world gen. However, I want to experiment with a very common contaminant to see if I can force child and caste tags on. (A contaminant like water...)

A syndrome that makes instantly pregnant.
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rtg593

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Re: 3,800 years of BOREDOM
« Reply #4 on: March 14, 2012, 12:37:05 am »

Ya... Backfire moment, your fort pop would explode anytime the women went near or drink water :D

What about dwarven civs at war with each other, saw on another thread a guy had that. Any way of inducing that, or would that be pure random luck?
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Giygas

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Re: 3,800 years of BOREDOM
« Reply #5 on: March 14, 2012, 05:40:11 am »

the best(and possibly only) way to have dwarven civs at war with each other is to create another dwarven civ with different and incompatible ethics.
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Drago55577

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Re: 3,800 years of BOREDOM
« Reply #6 on: March 14, 2012, 05:48:04 am »

Wait... So in a pocket region year 4000 didn't take 0.4 seconds? It did for me...


For fun make crazy forgotten beast and mega beast amounts, super savagery everywhere, alter Raws so elves are bloodthirsty demons, give new dwarf only metal that makes adamantine cower in fear.
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Grax

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Re: 3,800 years of BOREDOM
« Reply #7 on: March 14, 2012, 06:09:26 am »

the best(and possibly only) way to have dwarven civs at war with each other is to create another dwarven civ with different and incompatible ethics.
And don't forget this:
  [ETHIC:EAT_SAPIENT_OTHER:ACCEPTABLE]
  [ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]

to get those delicious *dwarven meat roasts*.
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rtg593

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Re: 3,800 years of BOREDOM
« Reply #8 on: March 14, 2012, 01:27:26 pm »

Lol, I made the adjustments you suggested, still got the Golden Age around 700... I'll play some more with it:p

In the meantime, I decided to embark on a volcano rising up through a glacier... Once the text about the yeti's being hungry clears, I see this:

Spoiler: Watch Your Step... (click to show/hide)
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Schizotek

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Re: 3,800 years of BOREDOM
« Reply #9 on: March 14, 2012, 02:06:49 pm »

Bunch of dwarves milling about the edge of the lolcano?
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Imagine the will it took to create a fortress like this. And what have you elves built? Nothing. You can only loot and break. You're not dwarves!! You're just termites at Versailles.

It's not that I don't suffer, it's that I know the unimportance of suffering, I know that pain is to be fought and thrown aside, not to be accepted as part of one's soul and as a permanent scar across one's view of existence.

rtg593

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Re: 3,800 years of BOREDOM
« Reply #10 on: March 14, 2012, 02:15:22 pm »

Bunch of dwarves milling about the edge of the lolcano?

Pretty much :p not sure why they would head out there, along with the dogs and turkeys... Maybe they were cold :p

I haven't unpaused it yet, full expecting the turkeys to start fighting from being cramped and cause most of the turkeys, dogs, and dwarves to dodge, either into the volcano, or down on the glacier to freeze to death.

I'd take the volcano, myself. Brief moment of agony sounds better than hours of agony :p
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rtg593

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Re: 3,800 years of BOREDOM
« Reply #11 on: March 15, 2012, 01:25:00 am »

(It's my thread, I can resurrect it from page 3 if I want; It's related to the current discussion :p )

So, that 3x3 volcano/glacier embark? Decided to prospect it, see whats here. 2 things I found odd, so I revealed it for a peek.

Odd thing 1: 1,614,949 granite. Looking in reveal, that's in 60 z-levels of nothing but granite, the odd gem cluster here and there, and cavern #3.

Odd thing 2: Cavern #3 has no dry ground. At all. It's a massive cavern, weaving over the entire embark, completely filled with water.

For bonus points, question: ... If prospect says aquifer from 110...136, does that mean... it's a 26z thick aquifer?

I've never used prospect or reveal before, is this kinda stuff normal? lol
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Frogwarrior

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Re: 3,800 years of BOREDOM
« Reply #12 on: March 15, 2012, 02:07:13 am »

Is prospect saying that before or after embark?
If it is "26 levels of aquifer," I'd have to ask how flat your terrain is. If it's not very flat, then your aquifer could well stretch over 26 z-levels - just not all at once. As in, only a few layers deep, but a relatively fixed depth below the ground, and in some places the ground goes 25 z-levels higher than others.
 I've never embarked with an aquifer, so I can't comment on whether 26-z-deep aquifers are a common occurrence.

If you used prospect before embarking, it's probably like an estimate or something.


Also, a note from earlier in the thread: Dragons can and will reproduce in worldgen. Rocs do not, as far as I know. Find the difference, and implement it with the other megabeasts. Maybe make them all lay eggs. Although that won't help with titans, of course.
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Lately, I'm proud of MAGMA LANDMINES:
http://www.bay12forums.com/smf/index.php?topic=91789.0
And been a bit smug over generating a world with an elephant monster that got 87763 sentient kills.
http://www.bay12forums.com/smf/index.php?topic=104354.0

Grax

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Re: 3,800 years of BOREDOM
« Reply #13 on: March 15, 2012, 02:18:33 am »

Odd thing 2: Cavern #3 has no dry ground. At all. It's a massive cavern, weaving over the entire embark, completely filled with water.
That's great.

Quote
For bonus points, question: ... If prospect says aquifer from 110...136, does that mean... it's a 26z thick aquifer?

I've never used prospect or reveal before, is this kinda stuff normal? lol
Screwpumps!
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rtg593

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Re: 3,800 years of BOREDOM
« Reply #14 on: March 15, 2012, 03:12:08 am »

No, it's after embark. I used reveal to check out the granite, that's how I knew it was 60-some z of almost nothing but granite, and that's when I saw the completely flooded 3rd cavern.

And ya, 7024 listed in aquifer... Doesn't seem enough to be every tile for 26 z-levels on a 3x3 embark, now that I think about it. It's what, 47 tiles per embark square, I think I read? so that would be... (mathing....mathing.... mathing...) half a mil aquifer tiles, so ya, guess that was boneheaded of me, not thinking of that before:p

Unless I'm reading it wrong... That doesn't jive with the 60z of almost all granite... Maybe there's more gem clusters than I realized.

On a side note, there's a dwarf that Therapist absolutely refuses to allow me to individually change assigned labors. I click the square, nothing happens. I can assign a custom profession, the labors change. I can change labors in DF, Therapist changes to reflect it, but I absolutely cannot select individual ones to change... How very odd... Maybe I should report this on the Therapist thread? hmm..
« Last Edit: March 15, 2012, 03:14:15 am by rtg593 »
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