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Author Topic: Adding neighbours to existing fortress  (Read 1253 times)

Greenbane

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Adding neighbours to existing fortress
« on: September 16, 2011, 07:53:22 pm »

Is it possible through modding or something? I got this great location: the denizens of Glorypost are swimming in chalk (flux), magnetite and limonite (iron), but after accidentally entering the civilizations screen, I noticed the only civilization out there is dwarven. And I really wanted revenge on the goblins that overran Groovemine. :'(

Or maybe there's foes other than greenskins that I'm unaware of that'd make my fortress more fun. I haven't played in a while, and don't really want to have to dig all the way down to the circus to get a military challenge...
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moki

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Re: Adding neighbours to existing fortress
« Reply #1 on: September 16, 2011, 08:00:42 pm »

You could try regenerating the whole world but with a different history seed. As I understand it, the geography and geology would stay the same but there'd be different civilizations and different wars, making a whole new history.
There are a few places, where other civilizations can't reach you, however. If your fort is in a secluded mountain valley, it's very improbable that anything but dwarves will ever be close by.
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Ubiq

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Re: Adding neighbours to existing fortress
« Reply #2 on: September 16, 2011, 08:34:16 pm »

How long has the fort been running?

If it's less than a year, then the other civilizations haven't had time to show up yet. You start with the local dwarf civ and add the elf/human civs when their caravans arrive. The nearest kobold/goblin entities show up as civs when you make contact with the others or whenever you run into one of them onscreen.

If it has been long enough for the other caravans to show up, then you are either cut off from other civs or in a world where the only surviving civ is dwarven. In that case, the only option is to regen the world and create an embark that starts in the area inaccessible to the other kingdoms and ends in an area that is. The game will consider the two regions linked from then on.
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Greenbane

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Re: Adding neighbours to existing fortress
« Reply #3 on: September 16, 2011, 08:46:48 pm »

Hmmmm. Yes, perhaps it's just too early. Barely the second season since the arrival. Just got my first wave of migrants.

And it's not a secluded location as far as I can remember. Just my preferred mountainside woodland site.
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DrKillPatient

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Re: Adding neighbours to existing fortress
« Reply #4 on: September 16, 2011, 08:49:20 pm »

Yeah, you'll have to encounter the civs' members first... the caravans from humans/elves and the thieves from goblins/kobolds should do it.
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astianax

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Re: Adding neighbours to existing fortress
« Reply #5 on: September 16, 2011, 08:56:39 pm »

yeah, that's too early, then. most other races start showing up in the second year. goblins and/or kobolds *can* show up earlier if you somehow manage to have modded your game to allow huge embark point numbers and come in with tons of materials (usually done when i want to work on a huge project, bringing in thousands of native gold blocks and tens of thousands of obsidian blocks gives about a billion wagons and a thief visit as early as the fall. really, it's only about 8 wagons)

also, though this most likely doesn't concern your current embark, but like the 'hidden valley' mentioned, island embarks will isolate you from all but your home civ and any civ who happens to be placed on that island. which can be either fun (if said island has goblins, humans ruled by a demon, and a cave with a pair of dragons in it) or dead dull (...any other island i've checked in various worldgens)
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Valdrax

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Re: Adding neighbours to existing fortress
« Reply #6 on: September 16, 2011, 10:32:07 pm »

Other people have asked the island question.  (I've never seen a secluded mountain valley, though.)  If you didn't do that and you're still stumped, you can check the civilizations that can reach a site from the embark screen.  Do the following:

1)  Save your game and then make a copy of the save's region# folder in the data/save directory.
2)  Continue your game from that save and then abandon the fortress.
3)  Start a new game in the same area, but before embarking, hit tab to change mode and see your neighbors.  If you don't have any, keep it on that view and scroll around the map to see if you see neighbors at other sites.
4)  If you don't, exit and check out legends mode to see what happened to the other civs.
« Last Edit: September 16, 2011, 10:34:07 pm by Valdrax »
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The history of a good fortress is not written in blood, it's painted on the walls by the hand of a melancholy orphan.

Ubiq

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Re: Adding neighbours to existing fortress
« Reply #7 on: September 17, 2011, 02:52:22 am »

(I've never seen a secluded mountain valley, though.)

They tend to pop up in really wide mountain ranges and also have a bad tendency to turn into lakes. Some of them can be massive though; I've had a couple world gens where a third or half the available land for a continent was entirely cut off from the rest by mountains and lakes.



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