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Author Topic: 16x16 embark  (Read 10923 times)

Bumber

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Re: 16x16 embark
« Reply #45 on: July 13, 2016, 06:27:37 pm »

But if you mean a world with no caverns, there's no worldgen seeds that mod your dwarves to not require underground crops. You need to adjust that yourself.
No, this is a world gen seed:
[SEED:W6KaoCG8m0uOOyCUsKcK]
[HISTORY_SEED:KWIIKwe2OycmgOWsOYYW]
[NAME_SEED:OCIAO8oQQs8iqioA8OCy]
[CREATURE_SEED:CImGaog0gEYaUq4KWcaC]
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Fleeting Frames

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Re: 16x16 embark
« Reply #46 on: July 13, 2016, 06:41:12 pm »

Exactly.

Bumber

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Re: 16x16 embark
« Reply #47 on: July 13, 2016, 06:43:57 pm »

Exactly.
Then what's all that other nonsense in your previous two posts?

Edit: You say you posted a seed on an earlier page, but the seed tags are missing from your world gen info. Without these, the history could end up completely different and performance might change. (I can only assume he wants a specific seed that doesn't crash, or doesn't know how to import world gen info, or just missed your post.)

To get the specific seeds of an existing save, you'll need to export info from legends mode.
« Last Edit: July 13, 2016, 06:57:43 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Fleeting Frames

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Re: 16x16 embark
« Reply #48 on: July 13, 2016, 08:13:56 pm »

If I just gave TGL 4 1240-bit random sequences, they'd be mightily useless, which is why there's all that nonsense :v

Adding the seeds you just posted to random world-gen start is similarly pointless, it won't get you flat world.

However, the world I posted is going to get you thin world with all civs, megabeasts, rivers, rocky wasteland and 7-year history every time.

Which is why I said I posted one, pointing to the world gen info, and didn't post just 4 random seeds.

Yes, I suppose you could add the seeds you just posted, but a flat rocky wasteland is going to look pretty much the same no matter what seed you insert, you know?

Furthermore adding a seed would prevent someone who doesn't know that it is fine to remove the seed to go fishing for 6 river joins in a single embark, mountainhome in ruins (rare it may be, with typically only handful dead in so short history) or goblins with ogres, as well as being plain pointless if the goal is to get 16x16 thin embark.
« Last Edit: July 13, 2016, 08:21:14 pm by Fleeting Frames »
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They Got Leader

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Re: 16x16 embark
« Reply #49 on: July 13, 2016, 08:45:40 pm »

I realized that I made a mistake in terminology as well, so that is my bad. When I meant "world generation seed", I meant the raws. They were posted before, you are correct. I always learned to refer to them as "seeds".
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Linkxsc

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Re: 16x16 embark
« Reply #50 on: July 13, 2016, 09:03:08 pm »

So i started off atarted building a basic fort to start (mostly clay).
Year went by. Got some mogrants. Traded a metric ass ton of food for everything in the caravan. (Like i just gave them raw fruit and plants. My forts will never starve here.)

Elves came. They brought some rice seeds....
Hmm how about a nice little village surrounded by rice ponds.
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Goatmaan

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Re: 16x16 embark
« Reply #51 on: July 13, 2016, 09:46:44 pm »

One word, ballistae.
My few tests have given 200 tile range. Just arrange a few funnels, fire at will.
Train using catapult "strings" to move you're horizontally mined stones (minecarts for logs).
Crank out ballista parts, sell off the nonmasterworks.
Cut those trees fast, leave the logs lay, till you need them.

I was called everything BUT "sane" for trying to get 1000 dwarfs.
And was told noone would ever play a 16*16!! 
Guess maybe now they "see" it different.  :P

Ill be interested in population vs. framerate.
Also are there any caravan problems? Can they get to the depot in time? How far is it?

997 total,
  Goatmaan
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Urist McVoyager

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Re: 16x16 embark
« Reply #52 on: July 13, 2016, 09:47:58 pm »

That's a valid plan once you have the people to spare.

Personally I won't worry about such a large site until I get embark scenarios that give me extra dwarves to start. No reason to be slow when you have so much land.
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Linkxsc

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Re: 16x16 embark
« Reply #53 on: July 14, 2016, 08:30:07 am »

One word, ballistae.
My few tests have given 200 tile range. Just arrange a few funnels, fire at will.
Train using catapult "strings" to move you're horizontally mined stones (minecarts for logs).
Crank out ballista parts, sell off the nonmasterworks.
Cut those trees fast, leave the logs lay, till you need them.

I was called everything BUT "sane" for trying to get 1000 dwarfs.
And was told noone would ever play a 16*16!! 
Guess maybe now they "see" it different.  :P

Ill be interested in population vs. framerate.
Also are there any caravan problems? Can they get to the depot in time? How far is it?

997 total,
  Goatmaan

So far im up to 70 on my embark. Still solid in the 40fps range despite the metric ass ton of wildlife and trees growing.
First couple layers of the majn fort wall are up. Constructing the citadel now.

Have had no issues with caravans. It takes a while for them to arrive. But thats because they wind through to trees on their way in. I havent cleared straight paths for them yet. If youbhad them wind around a lot through some trapped gate systems they might run out of time. But they seem to be kay with a fairly straight run.
My primary goal after the main fort is up will be the 4 major roads ill make out to the edge. That should speed them up a bit.

On the ballistas. My main fort is ~40x40 with towers jutting out of the sides with ballista that can fire in all 4 directions. Later ill build the "shutters" raising bridges next to them to cover the fortificatikns.

Out across the wilderness i plan to make a system of guard towers with garrisons. Interspersed such that each will cover the blind spots of the others with ballista, and a barracks, food, and archery post on the roof.
And as for catapulting all the ore to the main fort for making equipment... I was planning to bounce along a couple walls for that with catapults. Drop it all againt the wall of the main fort. Going to start another thing to mess with the catapukts for a bit though. Figure out their range and where to put the walls and relay points.

Its going great really. Worst thing ive had so far is when the chicks happened in my hen coops... i got major slowdowns due to them all trying to path through the locked door. So i just walled them in. Theyve got plenty of nest boxes for all the birds. Ill just take down the wall in a couple more years and figure out what to do then.
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Goatmaan

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Re: 16x16 embark
« Reply #54 on: July 14, 2016, 07:45:21 pm »

Sounds like you're off to a great start!

Since those roads gonna be long, and you have a lot of trees, I've found its better to thin them out rather than clearcutting. Clearcutting seems to make saplings pop into trees quick, thinning seems to keep saplings shaded, so they die.

My siege workshop is fighting my 3 wood furnaces for the few logs we get.
Half a coal bearing z has been mined out, producing yet more unneeded ore.( I just need the coal)
So I've got rocks to practice with.

 Goatmaan
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Bumber

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Re: 16x16 embark
« Reply #55 on: July 14, 2016, 09:57:54 pm »

However, the world I posted is going to get you thin world with all civs, megabeasts, rivers, rocky wasteland and 7-year history every time.

Which is why I said I posted one, pointing to the world gen info, and didn't post just 4 random seeds.

Yes, I suppose you could add the seeds you just posted, but a flat rocky wasteland is going to look pretty much the same no matter what seed you insert, you know?
The history's going to be different. (Although I didn't bother to check that it was only 7 year's worth.) I'm not sure a megabeast cap of 8 is enough to guarantee all megabeasts. I've had worlds where it was set to 30 and not gotten a breeding pair of dragons.

(My seeds were just an example from here, found from a link on the wiki.)

You could always post the seeds (as exported from legends) separately from the raws, provided you still have the world. However, I suspect it would be easy enough to find a similar world at that history length, regardless.
« Last Edit: July 14, 2016, 10:06:40 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

SimRobert2001

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Re: 16x16 embark
« Reply #56 on: July 15, 2016, 08:13:37 am »

I rand one. Its going forward at 35 fps, though, any movement on my part, and there's a immediate lag, followed by a momentary drop to 4 fps for about 10 seconds or so.
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Urist McVoyager

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Re: 16x16 embark
« Reply #57 on: July 19, 2016, 07:50:41 pm »

When we get adventurer occupations fleshed out, running these big embarks and then visiting them with adventurers is going to be a blast. Set up your own county and use adventurers to fill in the work that needs done, like woodcutting and carpentry and all sorts of fun stuff.
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waveclaw

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Re: 16x16 embark
« Reply #58 on: July 21, 2016, 11:18:28 pm »

Have had no issues with caravans. It takes a while for them to arrive. But thats because they wind through to trees on their way in. I havent cleared straight paths for them yet. If youbhad them wind around a lot through some trapped gate systems they might run out of time.

I typically build 5xmax roads out to the edges for the caravans.  I rim those with staggered cage traps and dig 2x2 holes right by the edge.  Not only does it mean a predictable spawn but I get bonus wild life captures to train up.  When I had DFHack working with older large areas teledwarfing and instant jobs let me build covered roads through a huge area with lung-eating mud rain.  That was the only spawn I've gotten so far with giant sponges.

For FPS problems with wildlife I put them in an encolsed clay, silt or sand area once caverns are opened up.  The only access is through either a ramp or stairs. For some reason the FPS drop never kills me with peacock or duck-splosions using the z-level change like with a regular flat layout.

Having lots of mini-forts sounds pretty interesting  I usually made one big fort and another very far down near the magma sea.  Get a lot of puke lined hallways from cave adaptation that way, though.  At one site I even tried to fight cave adaptation by replacing the entire rock roof of the taverns with green glass.  That can be a lot of overburden to remove if your taverns are in the middle of a mountain.

As a benefit of 16x16 you can get multiple visitors in the cave system and not have to worry too much about dwarves hunting spider silk.  There's so much stuff for the beats to go kill that you can draft, train and send an axe dwarf team before losing too many people.  I keep hope someday to run into a big ant man colony or something similar.

Another map I ran had 6 magma chambers in the first layer alone.  That's just begging for magma topped towers.  Great towers of flaming liquid death dotting the skyline.  Or even whole mini-forts dangling over the magma pool.  Although I could do another auto-mincart filed giant lake of fire.  Just don't let dwarves train near magma.  They can still doge through walls and into pools or dwarf evaporating liquid !!!FUN!!!. (The last time I ever make a magma moat that close to my walls.)

As far as that buggy 16x16 with the Roc, those kinds of megabeasts work like reclaimed forts.  They are listed as current resident and will only agro dwarves when in range.  The Roc stayed near it's spoils and killed a lot of Giant Eagle Men.  As soon as I killed of the Roc the game spawns an instant army for some reason.  Save scumming confirmed that this was consistent.  As soon as the current resident fell a random army would seige the map.  :-\

That's a valid plan once you have the people to spare.

Personally I won't worry about such a large site until I get embark scenarios that give me extra dwarves to start. No reason to be slow when you have so much land.

I got 150 citizens in two years in one fort from waves of large dance troupes.  Sadly, you cannot do anything with the performers as they are all nobles.  They still seem to pickup random jobs. Performers with skills will get moods.  But a two or three wave fort with 30-ish dwarves is already big enough to mine out a full organics processing array and setup fishing, mining and other industries.  I figure about 50 dwarves for a large isolated sub-fort would work well.  But as little as 4 or 5 dwarves could run a fishing village as long as you have a source for clothing, booze, military and hospitals.
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Fleeting Frames

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Re: 16x16 embark
« Reply #59 on: July 22, 2016, 07:18:23 am »

Hm. Now that you speak of current residents, one possibility that springs to mind is doing the 16x16 on a megabeast island. This way, can get most of the lairs in the world in a single embark and "enjoy" multi-thousand beast "goodness".

Would have to hit underground soon, lest you get eaten, which does put kinda cramp into the distinct villages idea.
Especially if it is an evil reanimating island.
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