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Author Topic: Anti-Fun world gen [40.19]  (Read 6467 times)

Broseph Stalin

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Re: Anti-Fun world gen [40.19]
« Reply #15 on: December 07, 2014, 12:24:22 pm »

Goblins leeroy Jenkins the balls out of the world the moment you start a fortress/adventure. In Nevertaxed the goblins were basically on the ropes and hadn't moved in over fifty years, the moment we embarked they were launching dozens of attacks each year.

Salmeuk

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Re: Anti-Fun world gen [40.19]
« Reply #16 on: December 07, 2014, 12:35:38 pm »

These threads seem to be popping up more and more. General complaints about this feature or that bug.

Considering the great success I have had in finding fortress embarks on the basic worldgen settings (I use the second highest mineral scarcity option) your complaints seem awfully misplaced. If you are having trouble finding proper embarks, ask in the worldgen cookbook thread or simply take a few more minutes to search for that perfect location.

Finding an embark is no easy task and takes some skill - parsing through the various menus and regions is convoluted in the current state. However, it is still rather easy to find an embark with everything - coal, iron, flux, most every metal, and no aquifer.

Find some patience, use the search function to look for multiple metals both shallow and deep, and you will soon have your reward.

And please for the love of god don't ask for a petition. Nothing is more silly than your own personal issues being falsely presented as a global problem that everyone experiences. I don't mean to dismiss the possibility that bugs could exist regarding metal placement during worldgen, but more often than not those issues are noted in the few weeks after a new release and threads like these serve to mark those who don't use the forum search function.
Sorry, it's my personal problem that color coded layers do no longer exist and it's impossible to know what embark i'm getting into without downloading dfhack?

I've embarked more than 10 times on multiple shallow metal, multiple deep metal and flux stone locations. i'm not mentally challenged, i can use the search function. There was nothing there, i wasted probably 10 real hours stripsearching the sites in puzzlement.
Then i used dfhack to check the search results tile by tile and it just confirms that there's 50k silver in every 4x4 embark and no iron. Sure, there's about 4 little clusters on the map that have magnetite and coal. Do you have any idea how low the chance is to accidently embark on one of those without prospecting search results? Mineral scarcity doesn't change this, it doesn't magically make coal and magnetite appear in layers where it can't spawn.
To influence that, there would need to be an option for more sedimentary layers, and to FIND those without mods, the color coded layers on the embark screen need to come.

Reliance on mods and hacks to be playable is elitist crap that keeps new players (and new donators) locked out.

I seem to have perturbed you, sorry if I came off as harsh. I've read these forums for an absurd amount of time and your complaint really doesn't stand out as particularly pressing - this game is as impenetrable as ever and Toady is not in a position to worry about a single element amongst many that (might) turn off new players. I don't mean to speak for him, however.


Just so you know, I don't use DFhack to find my embarks. I often embark 5 - 10 times before I find a perfect location, which is alright because it's a perfect location. This game is attempting to simulate a fantasy-reality and as such doesn't litter the world with locations that make every player happy. That would be awfully boring (again, if you would like that there are definitely worldgen parameters to create that sort of thing).

I mean, even without prospect you can usually tell whether a locations 'has it all' immediately after embarking. If you see flux on the embark screen you know it's there somewhere. If there's iron it's going to be visible on the surface in veins (assuming your embark has cliffs). The same goes for bit. coal and lignite.

Also, I'm not sure what you mean by color-coded layers. I vaguely remember the old version having a different way to portray layers of stone but I don't recall it ever listing the individual minerals. There was never a guarantee, except in 2-d (LOL RHYME).

Like the clunky interface, too-easy defense and buggy doctors just accept it as part of the experience. This game is maturing rapidly these days, and there is much enjoyment to be had despite these problems.

I don't think it's particularly elitist to use mods or utilities, in fact just the opposite. The Lazy Newb Pack has done wonders in bringing players into this game, for example. The utilities exist because of player demand, not because some authoritarian segment of the player population wanted to complicate the game further.
« Last Edit: December 07, 2014, 12:41:52 pm by Salmeuk »
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Badger Storm

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Re: Anti-Fun world gen [40.19]
« Reply #17 on: December 07, 2014, 04:22:45 pm »

Interesting thing I've noticed in my 40.19 world gens (and believe me, I have genned a lot of them): Sites with iron seem rarer, but it seems more common to see more than one type of iron ore in one embark.  For example, I've got some Joyous shrubland that has both limonite and magnetite.
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Thisfox

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Re: Anti-Fun world gen [40.19]
« Reply #18 on: December 07, 2014, 04:53:55 pm »

I have a friend who, for the entire reboot for the last few months, has never been able to find iron on his own. If he genned the world he couldn't find it. However, every time I embark anywhere on a world I generated, I find iron (and usually an aquifer, which I knew was there and planned for). I admit that I regularly drill through aquifers of five levels or more (I think 13 was my deepest so far) and often find iron in the aquifers, but I figure it's the luck of the draw. Sometimes it is there, sometimes it is not, and neither way does it hurt me at all. He's been lucky to find bronze materials, I've been lucky to find iron. Or you could look at it the other way: he was unlucky 'cos no iron :( I was unlucky 'cos no bronze-making alloys. Luck.

I don't know anything about the extra stuff you've been using, I just doodlebug by embarking on an aquifer with shallow metals and hoping, finding or not finding what I wanted, then re-embarking if I didn't like the site. Probably mean to my dorfs, but no more mean than the things other people do to dorfs.

Perhaps all that extra software equipment you have, and your choice criteria, is souring your chances? I don't know how it works, and don't intend to use it, so perhaps I'm totally confused. But it seems to me that getting back to basics might help.

There's a world seed thread, perhaps you could use another persons world generation luck? Someone is sure to have a good seed for you to use, somewhere.
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Archereon

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Re: Anti-Fun world gen [40.19]
« Reply #19 on: December 07, 2014, 07:42:26 pm »

I also find goblins are the worst of the races at defending themselves and seem to be less likely to expand.
In the Species War community game the goblins have expanded from 5 sites to 23 sites in about two years.

Was that game prior to Toady patching post world gen battles so that the outcome wasn't always in favor of the attacker?
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ptb_ptb

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Re: Anti-Fun world gen [40.19]
« Reply #20 on: December 08, 2014, 03:31:19 am »

Was that game prior to Toady patching post world gen battles so that the outcome wasn't always in favor of the attacker?

It's in DF 0.40.19, although they were all settling new sites not taking over existing sites with battles.
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Bartok

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Re: Anti-Fun world gen [40.19]
« Reply #21 on: December 08, 2014, 05:51:04 pm »

I have been using the same seed, and noticed a very damp world for 40.19, so I increased the number of required volcanos, and the resulting world looked very similar, but had fewer aquifiers.  So that might help out people.
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Baffler

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Re: Anti-Fun world gen [40.19]
« Reply #22 on: December 09, 2014, 12:42:51 am »

Something's definitely off. It's been a very long time since I had any iron on my map. Coal is common enough, but other than that it's galena and tetrahedrite as far as the eye can see. I think it's because of my site preferences, but I don't really know enough to select for a probably iron rich area.
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utunnels

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Re: Anti-Fun world gen [40.19]
« Reply #23 on: December 09, 2014, 12:47:54 am »

My world is filled with Elven forest retreats and dwarven mountain halls.
I didn't recall I change the sites number to that high level.

probably left the world to run as it is for a long time. I also find goblins are the worst of the races at defending themselves and seem to be less likely to expand. If you're year is anywhere over 100, there's probably you're problems.
If you want more goblins after 100 years, try increasing the evil.

Spoiler (click to show/hide)

By "filled" I mean actually filled up. At first I thought "strange the entire forest is yellow". But soon I found it was not any forest, but a forest formed by elven retreats! The montains were filled with fortresses, even in cold(or possibly frozen) area.
The world was 122 years old.
« Last Edit: December 09, 2014, 12:58:18 am by utunnels »
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Zarathustra30

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Re: Anti-Fun world gen [40.19]
« Reply #24 on: December 09, 2014, 04:00:11 am »

I don't know what you guys are talking about. Every time I embark with multiple shallow metals, I get limonite. I tend to embark on the edge of Mountain biomes (dem waterfalls) with low amounts of soil, if that matters.
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Col_Jessep

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Re: Anti-Fun world gen [40.19]
« Reply #25 on: December 09, 2014, 08:40:09 am »

Spoiler (click to show/hide)

By "filled" I mean actually filled up. At first I thought "strange the entire forest is yellow". But soon I found it was not any forest, but a forest formed by elven retreats! The montains were filled with fortresses, even in cold(or possibly frozen) area.
The world was 122 years old.
Well, you could start a war with the elves. The downside is that "elvinite" is rather useless. =P
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