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Author Topic: What do you look for/need in an embark?  (Read 3819 times)

Rusty_knight

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Re: What do you look for/need in an embark?
« Reply #30 on: December 04, 2017, 11:36:10 am »

Visitors and invaders are just items with meat temporarily inside.

This is golden!
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Fleeting Frames

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Re: What do you look for/need in an embark?
« Reply #31 on: December 04, 2017, 01:17:08 pm »

I am fiddling around with Perfect World and I can't really increase the number of dark fortresses in the map.
Does anyone know a way to do that?
I increased the number of evil regions, I increased littersize of goblin pop to get 10-50 children a throw and other values in raws but I don't get the result I want.

I want to embark near a dark fortress in high savagery and temperate also including flux and multiples metals and a river plus some kind of elevation so not totally flat ground.
Its basically impossible because each map theres only about 5-10 dark fortresses and they are usually in tundra or somewhere else where I don't want to embark.

For the first question, one solution would be mod your dwarves/elves/kobolds/humans to have [MAX_STARTING_CIV_NUMBER:1] instead of 100, so for 50 sites it places one each of others and then 46 dark forts.

For what you actually want, maybe try searching in DF v0.43.03+ Worldgen Cookbook Thread!?

CaptainArchmage

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Re: What do you look for/need in an embark?
« Reply #32 on: December 04, 2017, 03:02:02 pm »

Jungle, sand, flux, clay (or fire clay), and sedimentary rock. Usually I end up having at least one of clay or sand. I also look for a stream or river, for power.

Unfortunately, at no time since I started playing, with DF2010, have elephants been as abundant or aggressive as they apparently used to be.
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Manzeenan

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Re: What do you look for/need in an embark?
« Reply #33 on: December 04, 2017, 05:03:25 pm »

I like it to be flat, 1x1 embark keeps it modular. also like to create dual purpose underground tree farms/silk farms (flood a 3+ high level, drain, release cave spider vermin, seal up for 3 years, !!profit!!)

Edit: who needs goblinite when you can have visitite instead ;)

Visitors and invaders are just items with meat temporarily inside.
tasty little metal meatsacks, time to make my dorfs able to eat sapients
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Stormfeather

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Re: What do you look for/need in an embark?
« Reply #34 on: December 04, 2017, 06:18:14 pm »

I think I may add another criterion: not TOO close to current civs. :p Dunno if it's cause I'm too close to an elven civ or what, but I ended up with the same thing someone else had as soon as the new build came out: a whole ton of elven visitors right out of the gate. This is my list from mid-autumn(first year, so two months into the embark):

Spoiler (click to show/hide)

Probably going to just start a new world and try again, because I don't know if it's the visitors or some other reason, but my FPS has TANKED already, to the point where it's as bad as it usually gets like a few years in, after much more building/digging/item creating/etc., and if it's like this already I don't even want to think what'd happen after two years or so.

« Last Edit: December 04, 2017, 06:20:21 pm by Stormfeather »
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Shonai_Dweller

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Re: What do you look for/need in an embark?
« Reply #35 on: December 04, 2017, 08:19:19 pm »

I think I may add another criterion: not TOO close to current civs. :p Dunno if it's cause I'm too close to an elven civ or what, but I ended up with the same thing someone else had as soon as the new build came out: a whole ton of elven visitors right out of the gate. This is my list from mid-autumn(first year, so two months into the embark):

Spoiler (click to show/hide)

Probably going to just start a new world and try again, because I don't know if it's the visitors or some other reason, but my FPS has TANKED already, to the point where it's as bad as it usually gets like a few years in, after much more building/digging/item creating/etc., and if it's like this already I don't even want to think what'd happen after two years or so.
That's only for the current bugged version though. There's repairs on the way (perhaps not until after Christmas though).
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Fleeting Frames

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Re: What do you look for/need in an embark?
« Reply #36 on: December 04, 2017, 10:29:58 pm »

Heh, Stormfeather. That's not too bad. Luckily, unless you have too much ocean directly in your embark, visitors can even swim across it.

Partial solution is less populous (this usually means smaller) worlds, though this is >_> if you want, say, scholars in particular.
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