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Author Topic: Anyone tried a fort with minimum temperatures?  (Read 12496 times)

TheFlame52

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Re: Anyone tried a fort with minimum temperatures?
« Reply #45 on: April 08, 2014, 08:25:00 pm »

I've given up for a time, so I currently am doing something totally irrational - generating worlds with duplicates of raw files.
So far, my embark is at the very edge of an ocean, with beaches made from solid native silver. The soil layers are frozen disgusting goop that falls from the sky in evil biomes, and it even drops stones. So far, no unforeseen things have happened. Besides the whole "Native silver beach" thing.
Ha! Once I installed Genesis (a stand-alone mod) in with regular DF to see what would happen. Every soil tile began a rapidly altering between every material in the game. Giant bat liver tissue shoes. Civs of dragons. Total chaos.

FallenAngel

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Re: Anyone tried a fort with minimum temperatures?
« Reply #46 on: April 08, 2014, 09:17:05 pm »

Nice.
Also, tried generating a bitter cold world. It worked.
Ninth try.
Seriously.

EDIT: Apparently, the only thing close to trade that happens here is war. One of the fallen angel civilizations is at war with goblins, and we embarked near a necromancer tower. Not long after embark, the wagon disintegrated and so did everybody's clothing. This is going to be an awesome fort - a bunch of solid metal people with no clothing mining ore.

FallenAngel

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Re: Anyone tried a fort with minimum temperatures?
« Reply #47 on: April 09, 2014, 06:06:47 pm »

AWESOME.
Managed to generate a world with near-maximum temperature on the first try.
Maybe by removing variation for temperature (variation of the random sort), it worked better?
Dunno.

Larix

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Re: Anyone tried a fort with minimum temperatures?
« Reply #48 on: April 10, 2014, 06:50:24 am »

I find that extreme heat has a bit more of a straight cutoff function - if it's not too deadly, then you can simply dig down and stay underground, and it doesn't play much differently from a normal surface-ignoring embark; your food and drink will usually survive. If it's hot enough to destroy your food, your dwarfs melt pretty much at the start and you can't really do anything (because "melting" of fat tissue causes bleeding out at a temperature ~100°C below the heat damage point of organic materials). Cold is quite threatening, but even the most murderous extremes can be survived for the day or two it takes to build your shelter. The challenge of low or no imports and eroding footwear will remain and be compounded by the need to find the caverns quick to get food and drink. For a vanilla-based challenge (i.e. not using temperature-immune modded creatures), cold is the better fit.

I just gave it another whirl and of course my beards decided to park their wagon on a mountaintop. As expected, the first problem was getting everyone inside (with one dabbling and one adequate miner to carve a room into solid rock; of _course_ i use Play Now! for these games); it's rather annoying when they keep stepping outside, where their shoes, socks and eventually lives are in acute danger. Second problem, also as expected, was getting to water. I cheated by using one of the dwarf radar tricks (d-z i.e. remove ramps, designates _all_ ramps in the square and shows the designation. This way, you can detect unseen ramps inside caverns) and broke through just before my dwarfs started dehydrating. Unfortunately, there was a giant olm hanging around who decided it needed to join the party in the common dining room and i obviously had no combat-capable dwarfs. So i slew the beast with the power of hacking (replace [AMPHIBIAN] with [AQUATIC]; take that, gill-bearing monstrosity!).

BTW, adventurer mode in ultra-cold biomes is not very feasible: weather reads as "it is deathly cold", you cannot eat food - "the badger lung is too cold" and you have to surround yourself with campfires all the time just to avoid freezing to death. Oh, and there are no settlements you could visit.
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TheFlame52

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Re: Anyone tried a fort with minimum temperatures?
« Reply #49 on: April 10, 2014, 02:48:19 pm »

You can probably do adventurer mode in an ice world with my fire imps. I only tried a hot world, though.

Zanzetkuken The Great

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Re: Anyone tried a fort with minimum temperatures?
« Reply #50 on: April 10, 2014, 08:41:05 pm »

Worlds get really wierd if you put the max to 1000 and the min to -1000.  Upper right is Temperate for the upper 2/3rds (all the way to the poles) of the map, Upper left is Ice for the same distance, and everything on the bottom third is scorching.

Edit: Rejected.  Now is west is scorching, east is ice, with a thin habitable strip in the middle.

Edit2: Really messes with biomes.  Bottom left is now scorching, except for a short band, the rest is ice.  On this world, there a Tropical Freshwater Swamps...with a temperature of Cold.
« Last Edit: April 10, 2014, 08:49:05 pm by Zanzetkuken The Great »
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TheFlame52

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Re: Anyone tried a fort with minimum temperatures?
« Reply #51 on: April 11, 2014, 04:42:54 pm »

I was thinking about doing that. I might try it later.

Urist Da Vinci

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Re: Anyone tried a fort with minimum temperatures?
« Reply #52 on: April 11, 2014, 08:31:31 pm »

Worlds get really wierd if you put the max to 1000 and the min to -1000.  Upper right is Temperate for the upper 2/3rds (all the way to the poles) of the map, Upper left is Ice for the same distance, and everything on the bottom third is scorching.

Edit: Rejected.  Now is west is scorching, east is ice, with a thin habitable strip in the middle.

Edit2: Really messes with biomes.  Bottom left is now scorching, except for a short band, the rest is ice.  On this world, there a Tropical Freshwater Swamps...with a temperature of Cold.

This probably happens where the effect of the random variances is much stronger than the effect of latitude, allowing for hot spots in the arctic and cold spots in the tropics.

exdeathbr

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Re: Anyone tried a fort with minimum temperatures?
« Reply #53 on: April 12, 2014, 07:15:14 am »

I once made a generated a random world, using a gen settting where each thing that deals maximum possible things and minimum possible things where the max and minimum allowed to set.
This generate a ultra crazy world.

Maybe mostly because of min temperature at min and max temperature at max. Or maybe is not only mostly because of that but ONLY BECAUSE of that, will have to generate a usual world, but with min temperature setting at min possible and max temperature at max possible to see if that is the case.
And then generate a world with usual min and max temperature but everything else that deals with min and max possible set to min and max.
« Last Edit: April 12, 2014, 07:28:11 am by exdeathbr »
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DeusMortem

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Re: Anyone tried a fort with minimum temperatures?
« Reply #54 on: April 14, 2014, 04:32:49 am »

i made quite a few worlds with min temperature in vanilla DF and have to say it really gets interessting when u go to smaller regions with 100+ civs lots of titans and with it lots of towers although those only get dangerous when they arrive the same time as goblins otherwise they usually only come with 1-3 Undead ... kinda boring.

min temp is so far the best setting for the FPS i found.
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scionkirk

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Re: Anyone tried a fort with minimum temperatures?
« Reply #55 on: April 14, 2014, 05:14:09 pm »

This sounds exactly like how a dwarven space program would go 'okay, assuming the minecart railgun provides enough lift to get you to the Moon, we need you to start digging out a hole before you freeze to death so the next round of dwarfonauts can start building a table for the next round of dwarfonauts.'
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LMeire

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Re: Anyone tried a fort with minimum temperatures?
« Reply #56 on: April 15, 2014, 09:41:13 am »

I once had a fort that killed things after around 5 minutes of exposure; it wasn't with advanced world-gen though, just a forest/ocean that happened to be in the right spot for eternal winter that for the life of me I haven't been able to replicate without freezing the entire world. At the time I was a new player and I assumed dying in the cold/heat was common, this persuaded me to stick around after I had already figured out food/drinks/digging the well to avoid flooding. The whole "challenge inspiring theme, theme inspiring culture, culture inspiring attachment, attachment + FUN inspiring drama" thing was what really got me hooked on this game.
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hostergaard

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Re: Anyone tried a fort with minimum temperatures?
« Reply #57 on: April 15, 2014, 03:17:12 pm »

Have anyone tried using nether-cap under these condition? Its coded to be at a fixed cold temperate but ironically this may help keeping itself and its surroundings warm in this impossibly cold word and prevent it from being freezed out of existence.
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Maolagin

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Re: Anyone tried a fort with minimum temperatures?
« Reply #58 on: April 29, 2014, 04:29:26 pm »

Well, I was technically wrong that the extreme cold would prevent organic surface enemies from showing up. Should have figured that out once the migrants and merchants showed up just fine, though.

Four years in and there still hasn't been any surface wildlife at Creaturemachine, but we've had a couple of kobold thieves make their way into the depot while the gates were down. No sweat. There was also a minotaur, but I guess shoelessness really is murder out there -- his feet froze off before he even made it to the front gate. But then I happened to check the weapons stockpile screen one day, and was like, what's up with all these forbidden daggers and lashes and whatnot? Zoom in, and I've got a dozen little piles of goblinite scattered around the edge of the embark.

Must be pretty disappointing to be a goblin ambusher, show up on this unremarkable patch of thermodynamics-forsaken glacier all amped up to kill some dwarves ... and instead get to stand around all pointlessly stealthy-like until the shattering of your frozen bones blows your cover. Pity they don't know how to make a campfire or something.
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GavJ

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Re: Anyone tried a fort with minimum temperatures?
« Reply #59 on: April 29, 2014, 05:24:08 pm »

I have succeeded with vanilla dwarves at both pure -1000 and +1000. It didn't end up being all that fun IMO, because after the first 5 seconds of getting underground, it's like any other "seal off the surface" game, except possibly with higher FPS as the enemies die instead of wandering around above.

Note that at 1000 temperature, I had to mod the dwarves to be careful not to wear any clothing on embark, because it burning on them will kill them. If they show up naked, though, then they can survive long enough to get underground, without any modding of the creature itself.

I don't remember if I posted this in this thread already, but incidentally, if you want caravans to come, you can get rid of the NOTRADE warning at embark and allow them to, if you make horses and draft animals temperature proof. That's all that's stopping them from coming. For example, I modded horses to be made out of nether cap, and made all civs use horses as their draft animals, and they will show up with their caravans (which will promptly catch on fire or shatter)
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