quote:
Originally posted by Sowelu:
<STRONG>I don't like that, in the twenty fortresses I've tried reveal.exe on, I haven't found the endgame area a single time. Maybe I'm unlucky.In the old version, I was constantly afraid of digging a little deeper. What if I hit the chasm when I'm not ready for it? What if I get swarmed by magma men when I open up the magma? When am I going to be ready for the pits? But there was always better stuff, so I was always going forward.
I don't consider DF as it stands to be a sandbox type game. It would be more of a sandbox if someone handed the collective forum a map that had everything available to build with. "Whoops this map has no sand" ruins that effect for me. "Okay I've got a big military now where's that endgame, whoops I don't have one" is the same. I'm not afraid of losing now like I used to be, I'm afraid of NOT losing.
I very much liked Rollercoaster Tycoon, but I had to stop playing its sandbox mode because it made me crazy (and ate up weeks at a time). I enjoyed its scenarios much more, they seemed more fun, they had a distinct goal and a distinct end condition, and they were *balanced* at least a little. Setting your own goals is very hard to balance, and I myself don't feel as accomplished when I complete my own goals as when I complete someone else's.
Maybe we need some organized competitions.</STRONG>
(possibly-)Guaranteed way to find the endgame area: Create a fortress on a mountain tile (must have some other biome or you won't be able to start in the area) at the maximum size, scroll down to the bottom level, designate the bottom layer, go and have a sandwich whilst it allocates all the tens of thousands of tiles (hundreds of thousands? millions?), then run reveal.exe. Reload the region from a backup and center your real fort around the area you remember the pits being, because maximum size forts are hell on FPS, not just the engravings of elves burning.
Now, ideally, one ought to be able to find a region where the endgame area, a decent-sized amount of magma, and possibly some sand, are all in the same general vicinity, such that one could have them all in a reasonably-sized area rather than filling up the whole region and making your processor sweat +silicon bullets+. For a bonus, this region should also possess at least a few squares of sand suitable for glassmaking, a cave river or the regional brook for irrigation/wells/tower-caps, at least a few trees, especially if you can't get tower-caps, and perhaps a chasm if you like that sort of thing.
That is pretty much the ideal of the Pregenerated worlds page on the wiki; hopefully someday soon we'll have an ideal site with everything in a known location on a known seed for everybody's processor architecture. It's already known that regions will generate differently under WinXP and Linux; I can verify that, at least as far as I could see, any changes between WinXP and Win2K are beneath my notice. (Which is only to be expected, it's nearly the same system.) Though I'm not sure quite how very slight differences in river generation crop up if the seed generates the same geography!
[EDIT: And once we have a "standard starter kit fortress location," as it were, the game will consist of two stages. 1) Experiencing the standard content including endgame pits and adamantine with magma smelting, on a standard seed. 2) Branching out and establishing forts in odd locations, like under a human town, or attacking the challenge of an aquifer. I think that, if anything, a goal for the game as a whole should be to make 1) more easily accessible, as something of a tutorial mode, and 2) more fun. This "more fun" could be achieved in multiple ways, such as different endgames (water demons in an aquifer? find a map with good and evil biomes and watch the two sides wage war?) or more interaction with the host civ, eg. the more successful forts you have, the better starting equipment a new fortress can have. Tutorial mode could simply be a lot easier than the reality of needing a full civilization backing you in order to stand a chance against the glowing pits.]
[ November 06, 2007: Message edited by: Alfador ]