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Author Topic: DF2014 (v0.40.24) Worldgen Cookbook Thread!  (Read 161309 times)

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #330 on: November 27, 2014, 03:27:11 pm »

I'm wondering if anyone could give me some tips on making a densely populated highly evil and dangerous pocket island. I'm going to test some things out but I'm wondering if there is any trick to getting the full potential.

I think I've evolved past just trying to keep my fort alive through titans and such (though there will always be that one FB or titan that will end a fort, no matter what.) I've learned to train military and build up weapons and armor to the point that goblins will probably still be a big challenge, but waiting for them will get boring.

Basically, I'm winning too much. Too many of my forts are dying FPS deaths.

I'm going to download the new version and go sans dfhack and therapist for this. I don't lean on them too hard, anyway, other than for clean all and cleanowned. (Usually I also do a reveal and prospect after embarking, I don't actually look at where the veins are though, I just want to know what I've been given.)

So pocket island (so I can have ocean if I want) and then if you find a good embark, that too. I'll be doing a 2x2 embark, would do a 1x4 but no dfhack. If the world could not have husk clouds, more the better. I want to be able to access the surface to fight the bad things at some point.
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Max™

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #331 on: November 27, 2014, 03:35:45 pm »

*lights the vjek signal, a drawbridge lowers and a minecart full of caged goblins slams into a wall one z-level down, ejecting them through fortifications and a magma waterfall into the nearby forest, setting it ablaze*

...hrrm, it wasn't supposed to do any of those things.
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #332 on: November 28, 2014, 10:35:04 am »

... Basically, I'm winning too much. ...
This should help with that..  :P

Spoiler (click to show/hide)

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #333 on: November 28, 2014, 11:55:47 am »

Thank you!
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #334 on: November 28, 2014, 01:05:35 pm »

yea every embark I've done so far has died before I built my first workshop. lol

I think I'm going to try an evil, more forested area. It seems my major problems come from trying to get wood, but even without that the undead find me.

This is fun!
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Vita

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #335 on: November 29, 2014, 06:43:27 am »

Hey, I'm looking for a fairly specific embark and I've had no luck trying myself. I've got a very specific plan in mind for my next fortress.

- Major river running straight through the middle of the embark, no bends, at the bottom of a sheer-walled canyon. The more z-levels the better.

That's the only essential requirement, other than that the more of the following that's also present the better (in order of most preferred to least).

Lot's of z-levels before first cavern layer
Multiple metals
Flux
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #336 on: November 29, 2014, 10:07:31 am »

Hey, I'm looking for a fairly specific embark and I've had no luck trying myself. I've got a very specific plan in mind for my next fortress.

- Major river running straight through the middle of the embark, no bends, at the bottom of a sheer-walled canyon. The more z-levels the better.

That's the only essential requirement, other than that the more of the following that's also present the better (in order of most preferred to least).

Lot's of z-levels before first cavern layer
Multiple metals
Flux
This should match, it's a 2x2 embark with a 50Z canyon with a major river at the bottom, five different metal-bearing ores, and flux as marble.  However, this was done with the world painter, so if you want something more natural, let me know and I'll re-do it.
The aquifer is partial, and easy to bypass if desired.  It also can be used to create waterfalls on demand, by digging staircases in the cliff face (or other similar mining).
Spoiler (click to show/hide)

smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #337 on: November 29, 2014, 03:33:18 pm »

I need the perfect world for adventures. Lots of baddies, evil areas, civs, secrets, vampires, etc etc. I want it packed full of fun.

IF world size affects FPS in adventure mode, a pocket world would be nice, if not, probably as big a world as is reasonable.

Thank you in advance. (I am working on being able to gen my own, but I don't quite grasp the numbers yet.)
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Vita

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #338 on: November 29, 2014, 04:44:40 pm »

Hey, I'm looking for a fairly specific embark and I've had no luck trying myself. I've got a very specific plan in mind for my next fortress.

- Major river running straight through the middle of the embark, no bends, at the bottom of a sheer-walled canyon. The more z-levels the better.

That's the only essential requirement, other than that the more of the following that's also present the better (in order of most preferred to least).

Lot's of z-levels before first cavern layer
Multiple metals
Flux
This should match, it's a 2x2 embark with a 50Z canyon with a major river at the bottom, five different metal-bearing ores, and flux as marble.  However, this was done with the world painter, so if you want something more natural, let me know and I'll re-do it.
The aquifer is partial, and easy to bypass if desired.  It also can be used to create waterfalls on demand, by digging staircases in the cliff face (or other similar mining).
Spoiler (click to show/hide)

Weird, when I try that I get a dwarf civilisation right over the embark...
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #339 on: November 30, 2014, 01:01:44 am »

... Weird, when I try that I get a dwarf civilisation right over the embark...
Version?  Any mods?

Vita

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #340 on: November 30, 2014, 06:38:13 am »

... Weird, when I try that I get a dwarf civilisation right over the embark...
Version?  Any mods?

I'm using macnewbie, I'll give it a go with vanilla df and transfer the save.

Having looked at other embarks on that map though I realised I forgot to specify that I was looking for sheer cliffs. Are the ones in that location sheer?

EDIT: Gave it a go on vanilla df and got the same result. Is history affected by OS? I'm doing this on a mac.
« Last Edit: November 30, 2014, 06:54:44 am by Vita »
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vjek

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #341 on: November 30, 2014, 09:50:29 am »

Yep, cliffs are sheer.  Ok, I'll do it again with 40.19 to ensure there's no strangeness, should be up in the next 24 hours.

Vita

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #342 on: November 30, 2014, 01:36:17 pm »

Yep, cliffs are sheer.  Ok, I'll do it again with 40.19 to ensure there's no strangeness, should be up in the next 24 hours.

I managed to get it working thanks, just shortened the history to before the civ was there
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ptb_ptb

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #343 on: November 30, 2014, 05:18:06 pm »

I need the perfect world for adventures. Lots of baddies, evil areas, civs, secrets, vampires, etc etc. I want it packed full of fun.

IF world size affects FPS in adventure mode, a pocket world would be nice, if not, probably as big a world as is reasonable.

Thank you in advance. (I am working on being able to gen my own, but I don't quite grasp the numbers yet.)

Try these numbers:

Spoiler (click to show/hide)
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smeeprocket

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Re: DF2014 (v0.40.10+) Worldgen Cookbook Thread!
« Reply #344 on: December 01, 2014, 09:28:37 am »

I need the perfect world for adventures. Lots of baddies, evil areas, civs, secrets, vampires, etc etc. I want it packed full of fun.

IF world size affects FPS in adventure mode, a pocket world would be nice, if not, probably as big a world as is reasonable.

Thank you in advance. (I am working on being able to gen my own, but I don't quite grasp the numbers yet.)

Try these numbers:

Spoiler (click to show/hide)

thanks! my current attempt was really laggy.
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Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."
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