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Author Topic: Not seeing unusual animals allowed on embark, and no adamantite.  (Read 2693 times)

BoogieMan

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Not seeing unusual animals allowed on embark, and no adamantite.
« on: September 23, 2012, 08:51:05 pm »

I've not played DF since just before Vampires were added in. Back then I would sometimes see Dwarf civilizations where I could take uncommon animals at embark, like Polar Bears, Crocs, and various other non standard pets, and cave creatures.

With the current version, I've genned worlds and checked upwards of 20 Dwarf Civs, and they've each had basically the same basic animals allowed. The other critters were fun to have around. How can I get this to reoccur?

EDIT: I've checked 8 5x5 embark tiles and only *one* has had candy. Only 196 units. I am tweaking world gen parameters a bit, but not unlike I've done before. Is there a setting which affects it's appearance?
« Last Edit: September 24, 2012, 06:04:49 pm by BoogieMan »
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Trif

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Re: Not seeing unusual animals allowed on embark any more
« Reply #1 on: September 24, 2012, 10:24:50 am »

Civilizations only have unusual animals if some member of that civ tamed wild animals in world gen. This is more likely if your worlds are older.

Or alternatively, you could start a fortress and tame some wild beasts yourself. Your knowledge about taming exotic animals will be transferred to the mother civilization when the traders leave. If you start a new fortress later, you should be able (in theory) to embark with the newly domesticated animals.
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pisskop

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Re: Not seeing unusual animals allowed on embark any more
« Reply #2 on: September 24, 2012, 10:31:03 am »

My world gen cap seems to be 160yrs on medium, no matter the individual settings... stupid RAM.
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knutor

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Re: Not seeing unusual animals allowed on embark any more
« Reply #3 on: September 24, 2012, 12:13:08 pm »

How can I get this to reoccur?

Cage traps -> Trap the entity -> make an Activity Zone with Training -> Train it.  Change tabs in the Animal stocklist, from Creatures to Overall Training, to see where the Animal Tamers are at with regard to Exotic Knowledge.  They have to earn the Exotic flag now, unlike in earlier versions.

If your playstyle is like mine, you'll wanna roll with Advanced world generations ONLY for Fortress mode games.  The defaults are aimed at Adventure mode nowadays, and make Fortress mode play straight off the raws, somewhat more difficult.  Difficulties I found and removed: CSI:Armok(null both Vampire and Werewolf Curse#), Oddball Weather Patterns(null Rain and Clouds), and the Undead Zerging Swarm(Null Necromancer Secrets# or just avoid Tower neighbors). 

Without those, Fortress mode gaming is sustainable for a reasonable # of years, IN MY OPINION.  Long enough to enjoy the mining and minecart additions.  I maybe just a really sucky player, however, and know nothing whatsoever about this.  My learning curve is a learning cliff.  Right now I am only figuring out and toying with Oddball Weather Patterns, and thats because someone told me how to handle them, ie reroll til I get booze rain.  HA!  Just kidding.  Knutor
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i2amroy

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Re: Not seeing unusual animals allowed on embark any more
« Reply #4 on: September 24, 2012, 12:24:22 pm »

Or alternatively, you could start a fortress and tame some wild beasts yourself. Your knowledge about taming exotic animals will be transferred to the mother civilization when the traders leave. If you start a new fortress later, you should be able (in theory) to embark with the newly domesticated animals.
Actually you can't. This is because there is a small gap between "knows everything about training them" and "domesticated". Your fortress can raise the civilization knowledge level up to the first one, thus meaning any future fortresses can tame then extremely easily, but can't quite raise it up to domesticated. This means that you can never get any unusual animals that weren't tamed in world generation by your civilization from them.

Really the training change was a big tilt into the favor of the elves, as they have become one of the few and most secure ways of obtaining unusual animals through trading.
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BoogieMan

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Re: Not seeing unusual animals allowed on embark any more
« Reply #5 on: September 24, 2012, 12:52:14 pm »

I usually let worlds gen to about 350-450 before I stop, it was fairly common to have Grizzly bears especially. But time, time, and time again all 35-40 dwarf Civs I've checked all have only basic animals, the only one some have that others don't is a single humped camel. Since updating I've not seen other than dogs for war/hunting animals. Even Civs which show occupying huge amounts of land. One of them, on the big world map, shows 15 tiles as theirs.

Also of about 8 5x5 embark sites I've checked only one has had ANY candy, and only 196. I've been adjusting world gen parameters, but not unlike I have many times before. Is there a setting which affects it's appearance?
« Last Edit: September 24, 2012, 01:03:35 pm by BoogieMan »
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XXSockXX

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #6 on: September 24, 2012, 01:34:53 pm »

I'm not sure if world gen taming works properly. Legends mode will show several taming journeys and it seems to work with goblin mounts, but I have not seen any unusual animals available from a dwarven civ, even if they supposedly tamed them in world gen.

As for the candy - I haven't had any problems with that. Except for a few 2x2 embarks there is usually some on every map. Maybe you are using a setting in advanced world gen that prevents candy? Don't know if maybe the "z-lvl above bottom" or "bottom layer" settings could have something to do with it..

My world gen cap seems to be 160yrs on medium, no matter the individual settings... stupid RAM.
You mean world gen just stops at 160 years? Do you have the check for megabeast deaths on? That could explain it.
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BoogieMan

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #7 on: September 24, 2012, 02:01:00 pm »

I'm increasing volcanoes, savagery, rivers, and cave density/size. And I keep getting regions which very little flux, shallow metals, and no candy even on large embark sites. Imported and adjusted Medium Region settings. This is getting frustrating. Been at it for hours and I have nothing. I can do without the critters, but I'd really like SOME iron, flux, and candy.
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XXSockXX

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #8 on: September 24, 2012, 02:07:18 pm »

For flux and iron you need sedimentary layers, these are often in wetlands and forests. You might need to turn volcanism down to get more of them.
Still don't know about the candy... Maybe caves that are too wide prevent tubes from appearing? Try a world without modifying settings and look if you getter better results, perhaps you can find out which setting it is.
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BoogieMan

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #9 on: September 24, 2012, 02:11:33 pm »

For flux and iron you need sedimentary layers, these are often in wetlands and forests. You might need to turn volcanism down to get more of them.
Still don't know about the candy... Maybe caves that are too wide prevent tubes from appearing? Try a world without modifying settings and look if you getter better results, perhaps you can find out which setting it is.

 I just wish I knew which setting it was. I just chose the largest possible embark size. Zero.
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XXSockXX

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #10 on: September 24, 2012, 02:22:50 pm »

I just wish I knew which setting it was. I just chose the largest possible embark size. Zero.

I leave cave density and and width settings as they are most of the time, so if that is all you're changing except for savagery, rivers and volcanism, I'm gonna guess it's that.
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BoogieMan

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #11 on: September 24, 2012, 02:32:15 pm »

I just wish I knew which setting it was. I just chose the largest possible embark size. Zero.

I leave cave density and and width settings as they are most of the time, so if that is all you're changing except for savagery, rivers and volcanism, I'm gonna guess it's that.

If so, it's a new problem because I have always made caves more complex and haven't ran into this issue before. I'll do more testing.
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BoogieMan

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #12 on: September 24, 2012, 02:51:38 pm »

I used the "Create New World" option to test (was using advanced previously) and I am getting the same results.. Seems to me there is a problem with world gen in the current version.
« Last Edit: September 24, 2012, 03:46:40 pm by BoogieMan »
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knutor

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #13 on: September 24, 2012, 03:15:42 pm »

Quote
I'm not sure if world gen taming works properly.

@XXSockXX, [34.11]I'm seeing Dwarf migrants with ALREADY named pets.  I'm not sure if this is proof of world gen taming, however. 


Quote
I'd really like SOME iron, flux, and candy.

@BoogieMan, avoid default worldgen settings for Fortress play,

Not sure if it works as planned, but it does sometimes work in producing big tall, adamantine tubes.  The fortress in this world, Lonely Troll, has a +30 Z level tube extending up from Magma sea.  Volcanism mesh size:3 or 4x4 and a slenderized maximum subregion figure of 2500, instead of 5000 allows for a tighter tube generation trend. 

For flux, you'll want the opposite of a high Volcanism, low Volcanism.  That is why I min-max it.  And avoid overlapping Flux generation in the soil region, 0-20.  See below:

[VOLCANISM_FREQUENCY:3:4500:500:0:500:4500] # min/max, with flux(0) chance in center
[VOLCANO_MIN:0]

[LEVELS_ABOVE_GROUND:25] # Atmosphere
[LEVELS_ABOVE_LAYER_1:5] # Cavern 1
[LEVELS_ABOVE_LAYER_2:5] # Cavern 2
[LEVELS_ABOVE_LAYER_3:5] # Cavern 3
[LEVELS_ABOVE_LAYER_4:5] #Obsidian + Adamantine
[LEVELS_ABOVE_LAYER_5:2] #Magma + Hell
[LEVELS_AT_BOTTOM:1]

Those level descriptions would make more sense to a player if they clearly explained just what axis,  they were referencing.  In the hashes, I am guessing.  So I maybe way off.  The Z axis, deepness and subregion#, found on each Z level is of course missing, that'd be something which would clear up player confusion.  Hope my notes after them, are of some aid and correct.  Knutor
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BoogieMan

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Re: Not seeing unusual animals allowed on embark, and next to 0 candy
« Reply #14 on: September 24, 2012, 04:18:40 pm »

Quote
I'm not sure if world gen taming works properly.

@XXSockXX, [34.11]I'm seeing Dwarf migrants with ALREADY named pets.  I'm not sure if this is proof of world gen taming, however. 


Quote
I'd really like SOME iron, flux, and candy.

@BoogieMan, avoid default worldgen settings for Fortress play,

Not sure if it works as planned, but it does sometimes work in producing big tall, adamantine tubes.  The fortress in this world, Lonely Troll, has a +30 Z level tube extending up from Magma sea.  Volcanism mesh size:3 or 4x4 and a slenderized maximum subregion figure of 2500, instead of 5000 allows for a tighter tube generation trend. 

For flux, you'll want the opposite of a high Volcanism, low Volcanism.  That is why I min-max it.  And avoid overlapping Flux generation in the soil region, 0-20.  See below:

[VOLCANISM_FREQUENCY:3:4500:500:0:500:4500] # min/max, with flux(0) chance in center
[VOLCANO_MIN:0]

[LEVELS_ABOVE_GROUND:25] # Atmosphere
[LEVELS_ABOVE_LAYER_1:5] # Cavern 1
[LEVELS_ABOVE_LAYER_2:5] # Cavern 2
[LEVELS_ABOVE_LAYER_3:5] # Cavern 3
[LEVELS_ABOVE_LAYER_4:5] #Obsidian + Adamantine
[LEVELS_ABOVE_LAYER_5:2] #Magma + Hell
[LEVELS_AT_BOTTOM:1]

Those level descriptions would make more sense to a player if they clearly explained just what axis,  they were referencing.  In the hashes, I am guessing.  So I maybe way off.  The Z axis, deepness and subregion#, found on each Z level is of course missing, that'd be something which would clear up player confusion.  Hope my notes after them, are of some aid and correct.  Knutor

Thanks for the feedback, but what I mean was that even using the default parameters I'm virtually never seeing adamantine.

I assume the numbers you gave me are for advance world generation properties and I set the cavern ones, but I'm not exactly sure how I am to input the data for "[VOLCANISM_FREQUENCY:3:4500:500:0:500:4500] "

 I HAVE seen it before, but ultimately what I would like is a location that has a volcano, a river, flux, iron, and if possible some adamantine just so I could have a lot of things to do. It seems that being near volcanoes makes it harder to find flux, however.
« Last Edit: September 24, 2012, 04:26:21 pm by BoogieMan »
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