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Author Topic: island embarks?  (Read 1202 times)

thedryness

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island embarks?
« on: June 24, 2013, 03:18:16 am »

I've found a couple islands that should theoretically fit into embark, but it crashes DF when I try to embark on them, presumably because they are stupidly large embarks. The smallest island i've found is like 10 x 12 I think. Has anybody successfully inhabited an entire island? I'm curious how it plays out.
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BLurghh

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Re: island embarks?
« Reply #1 on: June 24, 2013, 05:26:11 am »

This post has world generator parameters and stuff to generate small islands. What it does is give you a world full of relatively small islands, and you'll have to search for the smallest ones among them that can fit in an embark. You'll usually get around twenty embark-size islands for every world gen.

I have done it a few times on different embarks. With sea all around, you will not get migrants or traders, ever. That means that what you bring on embark is the only import you will ever have. Land creatures won't respawn either, as they have to come in from the map edge. You will get an initial wave of land animals that appear from nowhere, but after that, you'll only get birds and fish. If you take an island with frozen sea around it, the ice will be treated just like land, and migrants and traders will come in from there. I do not know whether flying megabeasts or titans will still appear, but I presume so. I'm not sure, but when you open up the caverns, it is possible that you will start getting migrants and such from the map edge underground. I might reach the caverns and report back later.

As for the gameplay, it's very similar to playing with the outside world closed off on a regular embark, only you won't have to deal with the ghosts of migrants.

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ORCACommander

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Re: island embarks?
« Reply #2 on: June 24, 2013, 11:50:21 am »

your a bit nuts trying to make an embark over 1: such a stupidly large place and 2: such a stupidly large space including ocean tiles. ocean tiles love to kill processors with the wave simulation. any ways the reason why it is crashing is likely do to the fact that as a 32 bit application that embark would require more than 2 GB of RAM. you might want to look up the Large Address Aware patch which will allow it to use up to 3.5 GB of RAM. Although i think BLurghh's solution is more elegant.
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krenshala

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Re: island embarks?
« Reply #3 on: June 24, 2013, 02:08:56 pm »

Yet another situation where DF being fully 64bit would so ... so ... wonderful. :D
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skyte100

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Re: island embarks?
« Reply #4 on: June 24, 2013, 02:14:41 pm »

I wonder if a fort like that could even last. Only 7 dwarves and whatever babys they can pop out.
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Matoro

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Re: island embarks?
« Reply #5 on: June 24, 2013, 02:24:56 pm »

I wonder if a fort like that could even last. Only 7 dwarves and whatever babys they can pop out.


Two first migration waves are hardcoded, they will always come. So it's more like ~20 adilt dwarves and their babies.
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BoredVirulence

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Re: island embarks?
« Reply #6 on: June 24, 2013, 02:42:00 pm »

Two first migration waves are hardcoded, they will always come. So it's more like ~20 adilt dwarves and their babies.
Well, what happens to those 2 migrant waves when they have nowhere to spawn?
Or would they just spawn on top of the water and drown amuse the overseer?
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JoshBrickstien

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Re: island embarks?
« Reply #7 on: June 24, 2013, 02:47:01 pm »

Two first migration waves are hardcoded, they will always come. So it's more like ~20 adilt dwarves and their babies.
Well, what happens to those 2 migrant waves when they have nowhere to spawn?
Or would they just spawn on top of the water and drown amuse the overseer?

Theoretically, they might arrive in the caverns.
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Edit: OH GOD, THE LEATHERS ARE MULTIPLYING WHENEVER I SLEEP.

BLurghh

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Re: island embarks?
« Reply #8 on: June 24, 2013, 03:34:45 pm »

In my experience, not even those first two migrant waves arrived, though I guess it would be different if you breach the caverns, which I never bothered to do.
« Last Edit: June 24, 2013, 03:54:47 pm by BLurghh »
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skyte100

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Re: island embarks?
« Reply #9 on: June 24, 2013, 03:39:11 pm »

Two first migration waves are hardcoded, they will always come. So it's more like ~20 adilt dwarves and their babies.
Well, what happens to those 2 migrant waves when they have nowhere to spawn?
Or would they just spawn on top of the water and drown amuse the overseer?

Theoretically, they might arrive in the caverns.
So much Fun for them if that is the case.
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Crashmaster

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Re: island embarks?
« Reply #10 on: June 24, 2013, 05:21:21 pm »

If you embark to an area with no passable tiles the starting seven appear on the lowest(I think) level in the top left corner wether passable or not. If HFS is enable they always seem to fall into a pit, if not they show up encased in solid rock.

I made an embark (HFS off) where the only passable edge tiles were drawbridges encased in topless obsidian(a sort of filter that won't pass dwarves but lets enemies through); the first migrant of the first wave would apear trapped in it, glitch and no more could arrive. If the obsidianized drawbridges where subterrainian, dark, hidden and underground the migrant would not register with DF in any of the units screens(therapist could see all of them though) and was effectively trapped in limbo.

However, enemies arriving too close to the trapped migrant could still kill them out of the hidden border obsidian limbo bringing them into the game long enough only to die and create potential ghosts. Failure. Plans changed - more failure incurred.

Never got to the caverns fast enough to see if the first two migant waves would spawn on the revealed edge tiles and not sure where they go when they don't spawn normally or in the filter but they are probably stuck in rock at the edge of the embark. Though they might drop into a glowing pit unannounced if HFS is on.