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Author Topic: where to embark?  (Read 4898 times)

Uzu Bash

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where to embark?
« on: May 25, 2012, 10:08:32 am »

Came across some intriguing possibilities while adventuring.  These are the sites I'm considering:

1 - Where a river and a major trade route come together is a hole that goes all the way down. Magma and HFS immediately available.
2 - Between a handful of dwarven vampire lairs with walls made of native platinum and magnetite. An aquifer and flux are there.
3 - Evil undead lands with wormy tendrils, staring eyes, zombie harpies and ogres. There's a literal non-evil oasis, a circle of sand with water in the center.
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peskyninja

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Re: where to embark?
« Reply #1 on: May 25, 2012, 10:23:02 am »

Third option.
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Teneb

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Re: where to embark?
« Reply #2 on: May 25, 2012, 10:25:02 am »

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Friendstrange

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Re: where to embark?
« Reply #3 on: May 25, 2012, 10:38:20 am »

A more difficult choice would be Evil Desert vs Evil Glacier.

Third Option. Give those zombies hell.

Im still trying to gen a world that has a bit of terrifying ocean, a whole lot of terrifying tropical forest/jungle/shrubland, a bit of Untamed wilds desert, just a bit of Joyous Wilds for suberries, feather trees and zombie unicorns, and a volcano plus flux stone, sand, clay deep and shallow metals. Oh, and a river or brook.
Why yes, I am a greedy bastard.
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Iceflame

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Re: where to embark?
« Reply #4 on: May 25, 2012, 10:46:00 am »

Third option.
This.
Show them what dorfen socks are made of.

Edit: Your world seems interesting - may you please give me the world gen?
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Nyan Thousand

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Re: where to embark?
« Reply #5 on: May 25, 2012, 10:54:24 am »

I don't know, evil embarks are pretty cliche these days, don't you think? I say go with Door 2.
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Uzu Bash

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Re: where to embark?
« Reply #6 on: May 25, 2012, 10:56:33 am »

I haven't done an evil embark in a long time, but I've never done an embark with a shaft to hell already dug for me.

Worldgen seed: jneUhcwa6upv5zpPZEny

It's 257x257 region, and I haven't even explored half of it yet.
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Pyro

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Re: where to embark?
« Reply #7 on: May 25, 2012, 11:34:45 am »

Where about is the door to hell located dude?
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Crossroads Inc.

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Re: where to embark?
« Reply #8 on: May 25, 2012, 11:59:03 am »

If you want a REAL challenge..
Embark in an evil biome and the DO NOT Breach the under world.

YEAH How do you like THAT?
No easy water supply, no magma sea NO CANDY.
Suck on that bitches!
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Panopticon

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Re: where to embark?
« Reply #9 on: May 25, 2012, 12:05:16 pm »

I like the idea of site 1. Though they all sound pretty decent I think evil embarks are kinda common these days.
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Garath

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Re: where to embark?
« Reply #10 on: May 25, 2012, 12:21:07 pm »

ofcourse common...

for a group of people who, when faced with unspeakable horrors from the underworld, discuss how to best make it a take away demon-roast fast food restaurant... You KNOW they're going to go in massess for the evil regions
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Uzu Bash

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Re: where to embark?
« Reply #11 on: May 25, 2012, 12:28:11 pm »

Here's a screenshot of the hell location:
Spoiler (click to show/hide)

Warnings: One north of that local area is smaller hole that only goes to the magma sea, but the river pours into it, which probably kills fps. Also, no iron ores, no flux, and the water appears to be salt.
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xmorg

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Re: where to embark?
« Reply #12 on: May 25, 2012, 01:40:00 pm »

speaking of which, is there anyway to control the amount of "evil" or purple areas in worldgen?  It seems if i crank up the "savage" all i get are lots and lots of aquifers
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Teneb

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Re: where to embark?
« Reply #13 on: May 25, 2012, 02:16:32 pm »

There is a parameter to set the number of good and evil areas in advanced worlgen.
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Monstrous Manual: D&D in DF
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What if “slammed in the ass by dead philosophers” is actually the thing which will progress our culture to the next step?

GhostDwemer

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Re: where to embark?
« Reply #14 on: May 25, 2012, 02:25:57 pm »

However, the parameters do not directly control the amount of good/evil on a map. You also need to ensure that there are enough regions of various sizes. For instance, on a map consisting of one small mountain region, one medium sized forest region, and one large ocean region, setting the various good/evil parameters would simply turn those pre-existing regions good or evil. If on such a map you had set the parameters to 1 tile small evil region, 1 tile medium evil region, and 1 tile large good region, you would not get one tile of good/evil in each region. The entire region would be turned good or evil. The game will try to pick enough regions to turn good or evil to fulfill your request. This means that putting anything besides zero into the large region parameters pretty much guarantees you will get a good or evil ocean, as these tend to be the only regions that qualify as large in many worlds.
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