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Author Topic: Island Fortress...?  (Read 719 times)

callisto8413

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Island Fortress...?
« on: June 21, 2013, 01:43:42 pm »

I was reading on the wiki that a Island Fortress is free of invaders.  That sounds kind of nice as I am more interested in city building.  Not that a military would not be good against wild animals.  Also, I saw that whales sometimes beach themselves. 

Of course, I would have to create a pump to get fresh water from the sea.

Anybody ever try this?
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VerdantSF

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Re: Island Fortress...?
« Reply #1 on: June 21, 2013, 01:47:29 pm »

You can also just turn off invaders in a non-island embark.  At some point in the future, if you get bored, you can turn invaders back on.  With an island, you're stuck with zero invaders no matter what. 

TripJack

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Re: Island Fortress...?
« Reply #2 on: June 21, 2013, 03:40:26 pm »

on an island you will be free of goblins (and humans and elves), but i think you will still get megabeast visits
« Last Edit: June 21, 2013, 03:44:51 pm by TripJack »
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ORCACommander

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Re: Island Fortress...?
« Reply #3 on: June 21, 2013, 04:23:18 pm »

careful though some times islands are large enough for civs to be placed
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Larix

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Re: Island Fortress...?
« Reply #4 on: June 21, 2013, 04:53:52 pm »

Yes, megabeasts and semimegabeasts (and titans?) only seem to visit when you have invaders enabled. More importantly, the same holds for forgotten beasts - with invaders off, you'll never end up with caverns taken over by some kind of syndrome-dust spewing skinless cavy, but you'll still get cave crocodiles, blind ogres and giant cave spiders.

As a minor difference, invaders also enables/disables 'thieving' animals - bears, rhesus macaques, keas, vultures...
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Crashmaster

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Re: Island Fortress...?
« Reply #5 on: June 21, 2013, 05:26:28 pm »

I've been on and off messing around with islands. There is a thead on using world gen to create small-ish islands somewhere in here. I've been making islands from scratch with dfhack out in the ocean - no migrants, no seiges, forgotten beasts show up in the caverns. I've only had titans arrive in this latest set in which I'm failing at implementing an ocean border friendlys / enemies filter, when you dig too close to it the obsidian-limbo'd migrants are exposed and register as arivals (and then soon after - ghosts). If I keep the player far enough away from the edges the crab people won't attack because units won't path further then 20 submerged tiles.