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Author Topic: What do you look for/need in an embark?  (Read 3825 times)

SmileyMan

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Re: What do you look for/need in an embark?
« Reply #15 on: November 30, 2017, 10:34:57 am »

I try to find the edge of an aquifer, so that I can create an underground river. No good reason, I just like doing it!
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

oasis789

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Re: What do you look for/need in an embark?
« Reply #16 on: November 30, 2017, 11:52:41 pm »

It seems like 44.x has fewer goblin attacks and hence less goblinite, which means more need for on-site metal. Then again, fewer enemies also means less need for weapons.
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Shonai_Dweller

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Re: What do you look for/need in an embark?
« Reply #17 on: December 01, 2017, 12:14:55 am »

It seems like 44.x has fewer goblin attacks and hence less goblinite, which means more need for on-site metal. Then again, fewer enemies also means less need for weapons.
Fewer than in which version? Under what circumstances? Goblins haven't been a guaranteed happening for years.
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PlumpHelmetMan

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Re: What do you look for/need in an embark?
« Reply #18 on: December 01, 2017, 12:39:45 am »

Honestly I played 43.05 for almost a year and I've still NEVER had a single siege. So no, I don't think it's just the new release.
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CyberianK

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Re: What do you look for/need in an embark?
« Reply #19 on: December 01, 2017, 06:10:54 am »

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.

HELP! :(
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deathpunch578

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Re: What do you look for/need in an embark?
« Reply #20 on: December 01, 2017, 10:32:22 am »

I don't care too much whats at the emabark (well, I need at least shallow metal)

But one thing I always do is embark far away from other dwarven civs and go in a huge mountian range (prefrably alone)
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CyberianK

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Re: What do you look for/need in an embark?
« Reply #21 on: December 01, 2017, 10:54:50 am »

So I guess the results are getting better this is the northwest corner of my world:
Spoiler (click to show/hide)
I got that by changing Evil entity Biome frequency to 2 and setting max civ numbers on the other entities to 8 and having 50 civs in my map.
Thats lots of Dark Fortresses but still mostly in Tundra even though Goblins have "Any Land".
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Mlamlah

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Re: What do you look for/need in an embark?
« Reply #22 on: December 01, 2017, 11:14:50 am »

Mostly the standard, obvious stuff. No aquifer, presence of wood and shallow metals. Maybe flux stone if i'm feeling it.

I also tend to crank up the space so that i can make sure i'm in an overlapping biome. Having just the corner of my map in an evil biome of some kind is ideal.
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KittyTac

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Re: What do you look for/need in an embark?
« Reply #23 on: December 01, 2017, 08:40:36 pm »

I also tend to crank up the space so that i can make sure i'm in an overlapping biome. Having just the corner of my map in an evil biome of some kind is ideal.

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feelotraveller

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Re: What do you look for/need in an embark?
« Reply #24 on: December 02, 2017, 04:47:37 am »

Don't really NEED anything in an embark, but what I look for (to the point of OCD actually...) generally is multiple biomes.  The more the better.  3 is probably the minimum I consider now, 4 is good, 5 better and any more in a 3x3 embark is pure gold.  In 43.xx I have taken to embarking where the temperate zone meets the tropical zone, once again pretty much to the point of compulsion.

Other things I strongly look for are an above ground water source (usually brook/stream/river), high savagery in as many biomes as possible, all civilizations as neighbours - bonus if I can be nearest to dark fortress(es).

Metals are good, more is better, sand and/or clay are good, soil a decent poorer relative.  Flux is good... for building mainly, and I still like my trees (definitely a persistent hangover since 34.xx  ;)).

Unusual geographic features are great for variety and sometimes override above considerations - canyons, river confluences, 'pre-made' animal enclosures, etc.

So while we're at it, any suggestions for fun (or !FUN!) alternatives to try?

If you haven't tried it an embark without metal but with sand and trees can be fun/!FUN! - think massive glassworks...  Can forgo the trees if prepared to quickly access magma.

Not in the realm of geography but fun/!FUN! can be had by trying a more 'peaceful' challenge - a vegan/vegetarian fort.  (Strict vegans will need to forgo the crossbow.  :o)  Beware of moods!
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Urist McWaffles

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Re: What do you look for/need in an embark?
« Reply #25 on: December 03, 2017, 08:58:04 pm »

Flux stone, lots of metals, a river/stream. I also like to build into a mountains as often as possible, just seems more dorfy that way imo.  ;)
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Manzeenan

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Re: What do you look for/need in an embark?
« Reply #26 on: December 04, 2017, 04:51:33 am »

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 ;)
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Xyon

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Re: What do you look for/need in an embark?
« Reply #27 on: December 04, 2017, 09:00:03 am »

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.
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Uzu Bash

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Re: What do you look for/need in an embark?
« Reply #28 on: December 04, 2017, 11:28:51 am »

Mountainside with another biome, preferably one with aquifer. I like living caverns, no more than 1 out of 3 muddy layers. Ores are always good, and I'd rather not play a map with nothing but magma sea at the bottom of it because there's only 1 ore that can't be imported. I like forging new territory, but if I'm going to influence the broader world then I need contact with other civilizations, and it's a difficult balance to strike. As ever, I like a max size world for the greatest variety of options, and a long, rich history with the shoulders of giants to stand on.
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Wheeljack

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Re: What do you look for/need in an embark?
« Reply #29 on: December 04, 2017, 11:34:42 am »

I need exactly three things to even consider a site. It has to have some sort of white stone like marble because I love building with it. It has to have some sort of cliff, and it has to have a river.

Everything else is a bonus.
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