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Author Topic: World Preferences  (Read 2857 times)

Melting Sky

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Re: World Preferences
« Reply #15 on: May 18, 2014, 11:36:08 am »

I like a good abundance of minerals, long history, absolutely massive numbers of titans and mega beasts, medium world, increased vulcanism, large number of secrets of life and death, high savagery.

I also usually tinker with rainfall, drainage and erosion to get some nice canyon systems and waterfalls going. I also increase some of the variances and increase subregion counts to make for lots of of small patchy biomes.
« Last Edit: May 18, 2014, 11:40:06 am by Melting Sky »
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snelg

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Re: World Preferences
« Reply #16 on: May 19, 2014, 05:15:41 am »

I usually go for a shorter worldgen of 100-200 years.
Very high x/y or some combination variance with lots of subregions to get a large variation of biomes. I like settling in between 2 or more to make the game a little less predictable and give some more varation.
A bit over average in megabeasts and more minerals to make more areas interesting to settle. A lot of extra volcanoes if I want to settle on one.
I tend to remove good/evil biomes from large subregions to avoid there being no dwarf civs but not sure if that is still a thing.
I go with visible caves if I remember it because it's interesting to see where they end up and I'll take one if they're in a generally interesting location.
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pisskop

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Re: World Preferences
« Reply #17 on: May 19, 2014, 05:58:26 am »

[We should include a sample picture [in ascii]]
Spoiler (click to show/hide)

Surious-ly, Id like to see some of these ideas at work.


---

EDIT:  It occurs to me that it looks like dwarves are invading the tundra/desssert.  Nope, thats a hostile, thieving, civ.  Dwarves are on the mountain with a small amount of bleeding onto hills.
« Last Edit: May 19, 2014, 06:01:53 am by pisskop »
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Pancakes

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Re: World Preferences
« Reply #18 on: May 19, 2014, 07:42:05 pm »

I always crank up megabeast/semi-megabeast and titan to max, while reducing werewolves & vampires to minimum.

Usually I leave the end year at 5 or so, with very few civilizations, and no required biome sizes.
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Duuvian

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Re: World Preferences
« Reply #19 on: May 20, 2014, 09:48:33 am »

200 volcanos, small number of Ocean tiles, one or zero oceans, increased desert tiles. Then I start 'er up and let it go overnight until year 2014.
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Thorik

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Re: World Preferences
« Reply #20 on: May 25, 2014, 04:06:56 pm »

I just go to create world now, and put every slider all the way to the right.  The only downside IMO is that 99 percent of dwarf civs will have vampire kings, if you're the kind of person who considers that a downside.  Just feels weird to have a king who has killed thousands of his own subjects lol.  Also if the genned world is the southern hemisphere, I scrap it and make a new one.  I want the North to be COLD!
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GavJ

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Re: World Preferences
« Reply #21 on: May 25, 2014, 04:33:09 pm »

I tend to remove good/evil biomes from large subregions to avoid there being no dwarf civs but not sure if that is still a thing.
It is. Additionally, they require medium savagery (like all civs, I believe?)
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

My Urist Eternal

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Re: World Preferences
« Reply #22 on: May 25, 2014, 06:14:25 pm »

Is there such a thing as a "newbie" worldgen? I'm trying to learn the game, and I'd like to make a world that's as easy as possible for someone who is just trying to figure out the mechanics.
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WoobMonkey

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Re: World Preferences
« Reply #23 on: May 25, 2014, 06:25:27 pm »

If you're using the Lazy Newb Pack, it's easy to turn off invaders, which will allow you to experiment and learn how to survive the elements, without having to worry about semi-random attacks.

When choosing an embark, look for locations that are 'serene' or 'calm,' as they will have the minimum amount of wildlife that can potentially harm your dwarfs.

As you get a handle on how to set up and run a fortress, you may then wish to turn invaders on again, to learn about military matters.

Good luck, and welcome to DF!  Remember, no matter how it happens, LOSING IS FUN!
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GavJ

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Re: World Preferences
« Reply #24 on: May 26, 2014, 03:17:53 pm »

Is there such a thing as a "newbie" worldgen? I'm trying to learn the game, and I'd like to make a world that's as easy as possible for someone who is just trying to figure out the mechanics.
No need for too much fanciness. Just use a vanilla world and look for a site with:

(Calm, Serene, Mirthful, or Wildnerness) word tags
A river or brook or stream
"warm" or "temperate"
"Shallow metals" (plural!)
"Deep metal" or "deep metals"
"flux stone"
and ideally NOT "aquifer"
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Dirst

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Re: World Preferences
« Reply #25 on: May 26, 2014, 03:25:53 pm »

Is there such a thing as a "newbie" worldgen? I'm trying to learn the game, and I'd like to make a world that's as easy as possible for someone who is just trying to figure out the mechanics.
No need for too much fanciness. Just use a vanilla world and look for a site with:

(Calm, Serene, Mirthful, or Wildnerness) word tags
A river or brook or stream
"warm" or "temperate"
"Shallow metals" (plural!)
"Deep metal" or "deep metals"
"flux stone"
and ideally NOT "aquifer"
Yes, "ideally" no aquifer.  As in "ideally" I don't want to be gored by a rhino in the next few minutes :)
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sal880612m

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Re: World Preferences
« Reply #26 on: May 26, 2014, 04:06:38 pm »

Pretty sure the LNP will let you turn aquifers off.
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vjek

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Re: World Preferences
« Reply #27 on: May 26, 2014, 04:07:08 pm »

Is there such a thing as a "newbie" worldgen? I'm trying to learn the game, and I'd like to make a world that's as easy as possible for someone who is just trying to figure out the mechanics.
Sure, try this one, which features:
sand
steel-friendly (has limestone, coal, and three iron bearing ores)
surface river
very small (ignorable/usable) aquifer
1 Cavern layer.
1356 surface trees
No goblins, elves, humans, or kobolds.
Calm surroundings.
No HFS/candy/clowns.
Warm all year round, no freezing/snow/ice.
No necromancers/towers/megabeasts/titans.
Completely flat embark.
About the worst thing you'll find is forgotten beasts, in the cavern layer, if you should choose to explore it.
Also, it's only 24 Z-Levels to magma, from the embark surface.

Spoiler (click to show/hide)

GavJ

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Re: World Preferences
« Reply #28 on: May 26, 2014, 07:27:33 pm »

Yes, "ideally" no aquifer.  As in "ideally" I don't want to be gored by a rhino in the next few minutes :)
Hah, yes. The reason I write ideally instead of absolutely is that in reality, I find about 50-75% of aquifer embarks I start on in fact have large non aquifer sections to them. OR the aquifers are on different z levels so you can still immediately access downward anyway.

But I suppose newbies wouldn't know to look for such things anyway, so... yeah. Absolutely no aquifer.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

pisskop

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Re: World Preferences
« Reply #29 on: May 27, 2014, 06:11:27 am »

You need to look for a 'very deep soil' and 'aquifer' embark.  Good things will happen.  And by good things I mean it took me 15-18 months of full time attention to pierce it and wall it off without a cork.

---

Stone aquifers are much easier to pierce.
« Last Edit: May 27, 2014, 06:13:06 am by pisskop »
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Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!
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