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Author Topic: Ocean tiles  (Read 1156 times)

Vulkanis

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Ocean tiles
« on: May 13, 2010, 12:56:23 pm »

Currently in the world generator I have NEVER encountered a single ocean tile that has been anything other then #1 Calm #2 Wilderness #3 Untamed Wilds

Even if it were to occur that such a ocean tile were to exist chances are that it would be far offshore to the point where you can't settle on it. Is there some parameter in the world generator that I can modify to change this in the slightest? Also is there a way we could have said tiles be on the coast so we can actually witness sea creatures that are part of that biome?
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Urist Imiknorris

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Re: Ocean tiles
« Reply #1 on: May 13, 2010, 01:03:08 pm »

Jack up the good/evil square counts?
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zecro

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Re: Ocean tiles
« Reply #2 on: May 13, 2010, 01:13:18 pm »

The dwarfy thing to do is to start an ocean fortress and make a pump stack that will pump magma into the ocean. The entire thing is activated by a single lever, and a drawbridge or something of the sort opens the flow.

Then, you must abandon, and, in adventurer mode, make your way to the fortress and pull the lever. The dark mechanism will begin to grind and magma will flood the ocean. After quite some time, you will have created an artificial island. If everything happened correctly, you should then wait for someone to make an Embark Anywhere utility, and embark on your new artificial island.
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Shoku

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Re: Ocean tiles
« Reply #3 on: May 13, 2010, 01:44:19 pm »

Two flavors you can do that in.
A: pump outputs off of some construction and the magma just forms a 1 z level sheet over the ocean.
B: pump outputs over a bridge or somesuch so the obsidian falls to the ocean floor ultimately creating a block of obsidian at about the range where magma evaporates instead of filling any more space.
B2: a much more massive pump stack drawing magma from several points in the magma layer in order to really multiply the throughput in the system.
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Sizik

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Re: Ocean tiles
« Reply #4 on: May 13, 2010, 01:47:57 pm »

Do you know that evil oceans are brown with red spots?

Edit:
« Last Edit: May 13, 2010, 01:55:42 pm by Sizik »
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Vulkanis

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Re: Ocean tiles
« Reply #5 on: May 13, 2010, 02:27:32 pm »

Do you know that evil oceans are brown with red spots?

Edit:


Yes I do, well I've never seen such a tile in the current set I use. I've seen MANY deserts but I use the phoebeos tile set so I might not actually be seeing it. But will adding exposed lava actually increase the evilness of those ocean tiles, I had no idea that you could do that, I understand artifical island making though, except there wont be anything to mine and no way to trade unless I construct a large bridge from the bones of elves and from Elven highwood.
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Pheonix_RE

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Re: Ocean tiles
« Reply #6 on: May 13, 2010, 02:31:20 pm »

Lava has nothing to do with evilness.
Just crank up the 'number of evil squares on X-size map' and let that make you have your evil oceans filled with zombie and skeletal sealife - or at the very least make them more probable.
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Urist Imiknorris

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Re: Ocean tiles
« Reply #7 on: May 13, 2010, 04:30:37 pm »

Or you'll have your good oceans filled with merpeople and MONEY.
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Quote from: LordSlowpoke
I don't know how it works. It does.
Quote from: Jim Groovester
YOU CANT NOT HAVE SUSPECTS IN A GAME OF MAFIA

ITS THE WHOLE POINT OF THE GAME
Quote from: Cheeetar
If Tiruin redirected the lynch, then this means that, and... the Illuminati! Of course!

Eagle_eye

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Re: Ocean tiles
« Reply #8 on: May 13, 2010, 06:47:19 pm »

merpeople+dwarves=dead merpeople+craftdwarves=$$$
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Vulkanis

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Re: Ocean tiles
« Reply #9 on: May 13, 2010, 09:55:32 pm »

merpeople+dwarves=dead merpeople+craftdwarves=$$$

Lets not get into Merpeople breeding methods again please god no, I died a little inside as I began to read that thread.
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Lord Dakoth

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Re: Ocean tiles
« Reply #10 on: May 14, 2010, 01:34:10 am »

From what I hear, merpeople bones aren't valuable anymore.

There is no longer an excuse to keep my merperson slaughterhouse running, but I do anyways for nostalgia's sake.
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