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Author Topic: Site with literrally every feature!!! Look inside to find dwarf heaven!  (Read 88746 times)

zchris13

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It does gen differently between .40d11 and .40d.
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Heliman

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I have decided what to do with this beauty, I will flood the entire bottom portion of the map with magma, but it won't overfill due to the bottomless Chasm getting in the way. it will be a summer hell for land.
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ElChad

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I've been playing this for about 11 game years, it's the longest I have managed to sustain a fort, especially after the hilarious mishaps that have occured.
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Albedo

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It does gen differently between .40d11 and .40d.

That's very odd - shouldn't, from the description.

I suppose you could gen it in d, and then port it to d11.
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zchris13

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It does gen differently between .40d11 and .40d.
That's very odd - shouldn't, from the description.
I suppose you could gen it in d, and then port it to d11.
Maybe I've been mislead, but I thought it ALWAYS genned differently from .40d11 to .40d.
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Albedo

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By the announced premise, "nothing" in the game-mechanics should have changed, only the speed that the game interacts w/ your machine.  Somewhere that has changed how the numbers that are generated during world-gen feed into the final product.
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userpay

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So far i have discovered a decent vein of hematite, and loads of obsidian. Another BIG plus is that i could trade for bauxite with the dwarf caravan! (however, bauxite is still not available on embark)

I wonder if different Dwarven civs have access to different things. Which Dwarf Civ did you embark from?
Or did you do a different history seed, somehow?
different civs have different things, this is very noticable when ending the gening early.
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assimilateur

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I've genned this using d11 and it looks roughly the same. I'm saying roughly, as I've deployed one square further to the East (the Westernmost tiles didn't look too alluring and there's more wood where I embarked).


Also, I'm still pretty much a novice player and I'm actually intimidated by the possibilities present in this world (not that the possibilities in this game in general weren't already plenty intimidating). I really don't know where to start.
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Albedo

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If you can keep your dwarfs from wandering too near the GCS and imps in the vent, I'd suggest diving into the dirt a level or 3 below (and above/left of) the vent, and digging toward the pit from there.  Move toward a permanent entry from the flat ground at river left on the far left. I had good luck with that. Close enough to magma, easy to bring water over from the far left, full access to the pit and GCS when that time comes.

Or, for maximum safety (and magma hassle), the other side of the map from the GCS.  You'll still lose the occasional caravan/immigrants, but not as many.
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assimilateur

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GCS? I hadn't even zeroed in on them yet. I didn't see them on the units list either, but I just skimmed over that, so I might have missed them.

But they spawn at pits and chasms and the like, right? In that case, they should be visible already, since both of those features present on my embark are visible from the surface.


Anyway, I haven't played the game today at all. All I did was select the site and embark. I might get to it tomorrow. When I finally strike earth I figure it'll be at a position where I can get water easily, since that's probably gonna be the cornerstone of my defense.

Speaking of defense, I had sieges and ambushes in an earlier game where the gobs weren't doing anything. They chilled for some time on the map after having killed some cats on the surface, and after I lost patience I'd rally my troops and fight them on the surface.

So I ask you, is it normal for invaders to sometimes chill before they attack you, or was this a matter of those fucking comedians not being able to path to (or through?) my entrance?
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Scarpa

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GCS? I hadn't even zeroed in on them yet. I didn't see them on the units list either, but I just skimmed over that, so I might have missed them.

But they spawn at pits and chasms and the like, right? In that case, they should be visible already, since both of those features present on my embark are visible from the surface.

Giant Cave Spiders have the [AMBUSHPREDATOR] tag so you don't see them until you're dead.*

*well until something is dead at least.
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Albedo

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You have to do a visual inspection of the map for GCS silk webs, which can look exactly like normal CS webs (small white gem-looking things). You'll spot them.

(The long "attack web" formations are made of rows of these - that's later.)
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Scarpa

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Ah interesting, I didn't know the webs were visible on embark!
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Albedo

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Not the classic long strings of webs you see when your dwarfs stumble into a GCS lair and it tries to web them - but the little dots of fluff that look identical to mundane cave spider silk.  You have to use <k> to ID them. But yeah, they're there.
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assimilateur

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I did see a couple of webs, but they said cave spider on them, nothing about the producer being giant. Regardless, as long as those babies stay inside their cozy little chasm, I'm not worried. And I'm not gonna dig into that chasm anytime soon either.

Until I do, I've better to figure out how to capture them or something, because they're probably too valuable to kill. Then again, I'm probably going to rely mostly on my food industry for trade, so I guess I wouldn't need GCS silk anyway, at least when it comes to sheer profitability.
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