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Author Topic: non-volcano embarks  (Read 3954 times)

Urist is dead tome

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Re: non-volcano embarks
« Reply #15 on: December 30, 2010, 12:15:38 am »

I don't even wait for an army. I just dig a farm and magma forge at the same time. I just wall up the cavern entrance for the time being.
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twilightdusk

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Re: non-volcano embarks
« Reply #16 on: December 30, 2010, 01:28:41 am »

Well, considering, unless you embark with a flux layer, flux stone is harder to come by than wood for charcoal...

If you chop down all the trees on your embark and always order max trees with your diplomat, you can get a lot of wood and make a lot of charcoal, and there's always the possibility of making an underground tree farm by breaching the caverns and sealing them up to get the spores going.

sure, the fuel requirements are tripled without magma, but it's really easy to get 3:1 or 4:1 wood:flux from merchants since they'll have maybe ten to twenty types of trees but there are only five possible flux stones, and they aren't guaranteed to have access to all of them.

and, if you embarked on a flux layer... I dunno... use a mix? steel for the most important armor, bronze for less important armor and for weapons

You seem to be forgetting that you can also order finished coke/charcoal as well as the stones Lignite and Bituminous coal which can be made into coke

Also, any sedimentary layer can contain Lignite and Bituminous Coal, and you kind of have to try in order to get a site that lacks both a volcano and sediment stone.

In the current version of the game at least, it's incredibly easy to find veins of the two, which are much more efficient at making fuel than wood is (lignite because it's more common than wood once you've clear-cut your area unless you're in a heavy forest, and Coal because it generates a net of 2 units of fuel if you're not using magma)
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Reese

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Re: non-volcano embarks
« Reply #17 on: December 30, 2010, 02:45:21 am »

right, and that... which makes for...

max of 20 flux stone
20 fuel just from coal, lignite, charcoal, and coke
and 4*number of tree types (40 to 80) fuel

per dwarf caravan.
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twilightdusk

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Re: non-volcano embarks
« Reply #18 on: December 30, 2010, 02:51:03 am »

Not to mention wood from the human and elven caravans, and again, the resources from your embark site.
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A man would see that as a difficult challenge.
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MiniMacker

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Re: non-volcano embarks
« Reply #19 on: December 30, 2010, 02:55:23 am »

I never bothered with Volcanoes with the fact that I never seem to have Flux stone in it's layers. Unless you find a biome that crosses and you do some mumbo-jumbo multi-biome different layers.
BAH! Too much science.
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twilightdusk

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Re: non-volcano embarks
« Reply #20 on: December 30, 2010, 02:58:39 am »

I never bothered with Volcanoes with the fact that I never seem to have Flux stone in it's layers. Unless you find a biome that crosses and you do some mumbo-jumbo multi-biome different layers.
BAH! Too much science.

This is due to the volcanism property affecting what types of stone are around. Volcanoes happen at 100 volcanism on mountains. High volcanism areas tend to have igneous layers instead of sediment layers. Increasing the variance of volcanism in advanced parameters makes it easier to find a volcano near low-volcanism terrain, allowing a sediment (though not necessarily flux) layer right by a volcano.

Though even without the sediment layers, it's possible to find marble in high volcanism sites.
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doomdome

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Re: non-volcano embarks
« Reply #21 on: December 30, 2010, 03:21:16 am »

I say volcanoes as a fuel source are mostly unnecessary. You can set up magma forges and such in under a year, if you devote most of the miners' time to digging, at which point there's little enough infrastructure up above that you can relocate the whole fortress to the magma sea. For preparing surface-level traps they're likely much easier than a pump stack, but if your fortress is down at the magma sea you can have your magma traps down there too. I have to admit, though, that doing something like flooding the map in magma will take much more effort with none on the surface.
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Lytha

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Re: non-volcano embarks
« Reply #22 on: December 30, 2010, 05:56:28 am »

I never bothered with Volcanoes with the fact that I never seem to have Flux stone in it's layers. Unless you find a biome that crosses and you do some mumbo-jumbo multi-biome different layers.
BAH! Too much science.
I almost always find some patches of marble near the volcano shaft.
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Bordellimies

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Re: non-volcano embarks
« Reply #23 on: December 30, 2010, 07:32:37 am »

Rainforests tend to have lots of good wood to burn into coal. Also underground treefarms, when you have breached a cavern.
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penco

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Re: non-volcano embarks
« Reply #24 on: December 30, 2010, 09:07:35 am »

So how much space is between cavern layer 3 and the magma sea? How do I change it in worldgen?
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blue sam3

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Re: non-volcano embarks
« Reply #25 on: December 30, 2010, 09:35:24 am »

At the moment I'm going for:
1) Build fortress on surface to use for building above ground fort
2) Dig down, all the way down, sealing any caverns I breach, until I get down to the magma
3) Dig out second fortress down between cavern 3 & magma, with farming in cavern 3/irrigated chambers below it
4) Relocate everyone besides masons and a few farmers down to the lower fortress
5) Build an above ground fort with the masons
6) Get an army sorted down by the magma, with plenty of steel weapons/armour
7) Split the fortress fairly evenly between the upper and lower forts, with all military at the top and all magma requiring things at the bottom, with a legion of haulers to move stuff from one to the other as needed.

Around number 3 atm.
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Dude_Jebawe

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Re: non-volcano embarks
« Reply #26 on: December 30, 2010, 10:02:00 am »

Mod in Anthracite coal?
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martinuzz

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Re: non-volcano embarks
« Reply #27 on: December 30, 2010, 10:07:27 am »

A well-sized, muddied treefarm can go a long way in providing wood to burn
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CapnUrist

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Re: non-volcano embarks
« Reply #28 on: December 30, 2010, 12:53:26 pm »

So how much space is between cavern layer 3 and the magma sea? How do I change it in worldgen?

In world gen, the number of layers between cavern 3 and the magma sea is governed by Levels Above Layer 4.

Default is 1.
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MiniMacker

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Re: non-volcano embarks
« Reply #29 on: December 30, 2010, 02:42:39 pm »

I never bothered with Volcanoes with the fact that I never seem to have Flux stone in it's layers. Unless you find a biome that crosses and you do some mumbo-jumbo multi-biome different layers.
BAH! Too much science.
I almost always find some patches of marble near the volcano shaft.
Only problem then is to find Iron Ore to make Steel.
Since iron doesn't form at the Metamorphic layer (Marble, etc)
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It isn't a new Dwarf Fortress version until we're made to fear some kind of regular creature.  Carp, Elephants, Unicorns, Badgers, and now Mosquitos.  I've got 5 dorfBucks on the next one being plagues of groundhogs.
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