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Author Topic: What Are The Benefits Of Savage Biomes?  (Read 1102 times)

rico6822

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What Are The Benefits Of Savage Biomes?
« on: December 31, 2020, 04:34:57 am »

I'm making an advanced unmodded world for game journalists.

I know you can hunt giant enemies for food but I'm planning to make an advanced unmodded world with highest possible amount of "good" squares and no "evil" ones. Is it worth having a world of all savageries or just lowest amount or only middle and low savageries? What can I do to make my custom world as easy as possible without modding or external tools?

It has titans but they will never attack as they're values for attack conditions are set to 0. I did this so they could be picked on if they were to give food from corpses.
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PatrikLundell

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Re: What Are The Benefits Of Savage Biomes?
« Reply #1 on: December 31, 2020, 05:16:43 am »

Firstly: can you please write in English rather than click-baitish (capitalizing each word)? The latter really rubs me the wrong way (I don't like SMSish either). Note that this is a personal comment: I don't know if there are any forum rules for it.

Savage biomes have:
- Giant animal versions
- Special animals (e.g. unicorns if it's Good as well)
- Highwood trees and a useful shrub (the name escapes me at the moment)
- Two groups of animals can be present on the embark, rather than the standard one.
- All civilized races have difficulties with extreme savagery, with humans unable to deal with it at all.

Like Savagery, Good biomes are a problem for civilized races if too extreme, and, again, humans can't stand it at all.

I don't see why you want to edit out Evil biomes, as those are an important part of the DF world. If your world is intended for Fortress Mode it doesn't matter much what the world outside of the embark locations you'd point out look like.

Titans do provide food when killed if they're organic, but if they don't attack they won't show up on an embark, and so could only be encountered in adventure mode.
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rico6822

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Re: What Are The Benefits Of Savage Biomes?
« Reply #2 on: December 31, 2020, 07:40:15 am »

Firstly: can you please write in English rather than click-baitish (capitalizing each word)? The latter really rubs me the wrong way (I don't like SMSish either). Note that this is a personal comment: I don't know if there are any forum rules for it.

Savage biomes have:
- Giant animal versions
- Special animals (e.g. unicorns if it's Good as well)
- Highwood trees and a useful shrub (the name escapes me at the moment)
- Two groups of animals can be present on the embark, rather than the standard one.
- All civilized races have difficulties with extreme savagery, with humans unable to deal with it at all.

Like Savagery, Good biomes are a problem for civilized races if too extreme, and, again, humans can't stand it at all.

I don't see why you want to edit out Evil biomes, as those are an important part of the DF world. If your world is intended for Fortress Mode it doesn't matter much what the world outside of the embark locations you'd point out look like.

Titans do provide food when killed if they're organic, but if they don't attack they won't show up on an embark, and so could only be encountered in adventure mode.

You are a grammar nazi. Also elfs are at peace with wilds and can normally inhabit savage biomes. Goblins actually do that too. Ok, it looks like I'm gonna let savage biomes be. Disabling titans. Are deserts actually good for anything?
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PatrikLundell

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Re: What Are The Benefits Of Savage Biomes?
« Reply #3 on: December 31, 2020, 10:17:06 am »

I readily agree I don't like when people are so lazy and self centered that they don't bother to write properly and thus save seconds for themselves while wasting minutes time of others trying to understand the half baked mess they drop behind them (there are usually more readers of posts than the single writer). I don't have a problem with people who genuinely have trouble with English, only the sloths (and marketeers).

Elves and goblins can stand some savagery, but not extreme levels. Try it out and check it for yourself with PSV worlds.

Deserts usually have sand which is good for unlimited amount of glass. They also don't have much in the way of surface water, which is good if you don't want wet warnings when digging under it. They junglify very slowly as well.
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rico6822

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Re: What Are The Benefits Of Savage Biomes?
« Reply #4 on: December 31, 2020, 10:28:03 am »

I readily agree I don't like when people are so lazy and self centered that they don't bother to write properly and thus save seconds for themselves while wasting minutes time of others trying to understand the half baked mess they drop behind them (there are usually more readers of posts than the single writer). I don't have a problem with people who genuinely have trouble with English, only the sloths (and marketeers).

Elves and goblins can stand some savagery, but not extreme levels. Try it out and check it for yourself with PSV worlds.

Deserts usually have sand which is good for unlimited amount of glass. They also don't have much in the way of surface water, which is good if you don't want wet warnings when digging under it. They junglify very slowly as well.

Thanks. How can I benefit from oceans and swamps?

How to disable forgotten beasts?

Should I allow 1000 vampirism types to be so somebody could make a fort of vampires or brick one of them for immortality of Fortress?

What does "Allow Divination" do? There are things wiki doesn't mention.

Most importantly: How to export those custom world settings?
« Last Edit: December 31, 2020, 11:10:03 am by rico6822 »
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McOrigin

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Re: What Are The Benefits Of Savage Biomes?
« Reply #5 on: December 31, 2020, 04:22:41 pm »

I don't get it. You wrote "I'm making an advanced unmodded world for game journalists." And then you want to disable so many interesting features and aspects of the game? If you do not want a overpowered hill titan or forgotten beast to end your fortress, just save scum and chances are good you will get a less deadly attack next time.

Back to topic: I usually lookspecifically for savage biomes to embark in, just because they offer more wildlife and giant forms. So instead of constantly having some useless birds around, you have an additional chance of a 'giant grizzly bear' or 'giant saltwater crocodile' to cage, tame, breed and utilize. Utilize it not just for food like meat, but eggs, leather, war animals, distraction ...

The wiki does a very good job on listing the different species that may appear in different biomes like deserts, badlands, forrests and jungles, etc. A 'tropical jungle' embark offers completely different challenges and possibilities compared to a 'scorching sand desert' with fat melting heat.

I would just generate a larger map and hope for as much different biomes, good and evil, as possible.
 
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anewaname

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Re: What Are The Benefits Of Savage Biomes?
« Reply #6 on: December 31, 2020, 04:35:58 pm »

Most importantly: How to export those custom world settings?
In the Advanced World Gen screen, when you modify settings and save them using F6, the settings are saved in the file /data/init/world_gen.txt.

Also, when you generate a new world, at the screen where you can choose to accept the world you can hit 'p' to export world info, then look in your df directory for a file named like region12-world_gen_param.txt.

With caution, copy and paste can be used to add more entries to the Advanced World Gen list.
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There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

rico6822

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Re: What Are The Benefits Of Savage Biomes?
« Reply #7 on: December 31, 2020, 08:59:44 pm »

I don't get it. You wrote "I'm making an advanced unmodded world for game journalists." And then you want to disable so many interesting features and aspects of the game? If you do not want a overpowered hill titan or forgotten beast to end your fortress, just save scum and chances are good you will get a less deadly attack next time.

Back to topic: I usually lookspecifically for savage biomes to embark in, just because they offer more wildlife and giant forms. So instead of constantly having some useless birds around, you have an additional chance of a 'giant grizzly bear' or 'giant saltwater crocodile' to cage, tame, breed and utilize. Utilize it not just for food like meat, but eggs, leather, war animals, distraction ...

The wiki does a very good job on listing the different species that may appear in different biomes like deserts, badlands, forrests and jungles, etc. A 'tropical jungle' embark offers completely different challenges and possibilities compared to a 'scorching sand desert' with fat melting heat.

I would just generate a larger map and hope for as much different biomes, good and evil, as possible.

I'm only jokingly refering to how bad they are at gaming.
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rico6822

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Re: What Are The Benefits Of Savage Biomes?
« Reply #8 on: December 31, 2020, 09:00:08 pm »

Most importantly: How to export those custom world settings?
In the Advanced World Gen screen, when you modify settings and save them using F6, the settings are saved in the file /data/init/world_gen.txt.

Also, when you generate a new world, at the screen where you can choose to accept the world you can hit 'p' to export world info, then look in your df directory for a file named like region12-world_gen_param.txt.

With caution, copy and paste can be used to add more entries to the Advanced World Gen list.

Greatly helped, thanks.
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gchristopher

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Re: What Are The Benefits Of Savage Biomes?
« Reply #9 on: December 31, 2020, 09:59:48 pm »

Evil biomes and titans and forgotten beasts are not what's going to challenge a journalist using the game. Just use a default gen and let them experience the ups and downs of how the game generates a story for you, and if they lose a fort to a megabeast attack, then they will both get a honest impression of the game and the Fun of Losing, as well as join the legions of DF players who've experienced the roguelike aspect of the game.

What WILL get them stuck is all the details of fighting through the UI, reading ASCII graphics, all the vagaries and pitfalls of getting a basic economy and military going. instead of tuning a world to some idea of ideal, if you want to introduce someone to the game, connect them to Lazy Newb Pack so they can have a tile set (before the Steam release when graphics will be default), and make sure they have Dwarf Therapist so they can skip an entire miasma of menu madness.

Then send them to the Quick Start Guide https://dwarffortresswiki.org/index.php/DF2014:Quickstart_guide to help them get started and step them through all the things they want to know, at their own pace.

Those are the things that'll help someone understand and experience the game. It's not until you are trying for more specific or esoteric goals that you really need to fiddle with world gen.

On topic, you _could_ gen a world with some nice friendly embark locations (which every world has, it's challenging/Fun embarks that are harder to find), and start them off with pop cap low enough to avoid titan attacks. Then show them those as suggested locations for embark so they can skip the time consuming process of searching for an embark.

A few minor quality of life world gen settings might not go amiss, especially setting the number of z-levels above the top cavern layer higher, so there's reliably a bit more room to dig a fortress. But you're not going to do much other than kill entertaining diversity if you go with extreme good/evil or savagery constants.

Um, I'm not thinking of anything else I'd do in world gen. Maybe increase embark points so they can decide for themselves if they'd like a bit of extra supplies?
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Urist mcbayblade

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Re: What Are The Benefits Of Savage Biomes?
« Reply #10 on: January 01, 2021, 12:15:48 am »

Isn't one of the most unique things about df the world/history gen? By using a premade world wouldn't the journalists be missing out on one of dwarf fortress most interesting features. Unless of course your just making a set of world parameters for them to use instead of an actual save
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Blue_Dwarf

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Re: What Are The Benefits Of Savage Biomes?
« Reply #11 on: January 01, 2021, 05:17:03 am »

I'm making an advanced unmodded world

Don't.

In my experience, it's best to leave everything on default settings. It's extremely hard to make something worthwhile, and you really need to know what you are doing. Best you can do is tweak a couple of settings, like wealth or population for megabeast attacks and sieges.
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vjek

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Re: What Are The Benefits Of Savage Biomes?
« Reply #12 on: January 01, 2021, 10:54:53 am »

... What can I do to make my custom world as easy as possible without modding or external tools? ...
Cull all unimportant historical figures.
Do not reveal all historical events.
Set your start and end year to something short like 200 years.
Set your pop cap to zero.
Set your site cap to something between zero and 5.
Change vampires, werebeasts, night trolls, bogeymen, nightmares, and anything secrets/undead related to zero/None.
Set all semi-megabeast, megabeasts, and titans to zero.
You can't remove FB's (that I'm aware of), but they will not attack unless you breach the caverns.
Remove demons, set them to zero.
Remove the "Bottom Layer"; set to No.
Set natural cave size min/max to 1
Change number of mountain/non-mountain caves to None.
Don't have any evil squares/types/clouds/rain/regional interactions.
Set cavern openness to 100/100.
Set cavern water min to at least 15, max 15+.

Then, you'll have to deal with Giant Keas, Giant Vultures, and similar Giant & Man-imal Creature (possibly lethal) annoyances if you embark in Untamed Wilds.
As well as elf, dwarf, and human caravans, provided you embark near them.  Then, all the risk you expose the fortress to will be in the form of breaching the caverns or ticking off your neighbors.

If you want a sample worldgen without seeds, happy to provide one.

FantasticDorf

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Re: What Are The Benefits Of Savage Biomes?
« Reply #13 on: January 01, 2021, 11:36:30 am »

I disagree with the sentiment that this is being used for the purposes of journalism when it may end up mis-representing the actual state of the game for something many players may not be able to recreate with any particular ease. Though i apologise that i couldn't help you any further  with specific input; vouching that vjek's 'walkthrough' is very on-point with what you may want.

Many DF players personalize their worlds once they get accustomed to something they like, as is the default DF is actually a randomized seed of Toady's own preset of island mainly dominated by swamps. This kind of world-file information can also be put onto a world file.txt and imported, so please tell your journalism friends to try and distribute the mapped seed, & details so that readers of your publication can remain involved with a direct download from the dwarf fortress file depot ("DFFD") for ease of use.

The specific instructions for porting a world file (which you can later access from 'advanced map generation' where it'll be accessible from the right hand side) is your C:user/'dwarf fortress folder/data/init/world_gen.txt

World gen is not a pre-set file, and instead operates from the [WORLD_GEN] token, that doesn't rely on anything particularly fancy other than being in /init to work. So for your journalistic purposes you can make game_demo.txt with [WORLD_GEN] in the top left and copy paste the relevant information of your map settings so its easily reproducible to whoever downloads or replicates the file.
« Last Edit: January 01, 2021, 11:39:08 am by FantasticDorf »
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