Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Trying to create a nice new embark?! Adamantine help.  (Read 7481 times)

PoisonYu

  • Bay Watcher
    • View Profile
Trying to create a nice new embark?! Adamantine help.
« on: January 30, 2012, 10:27:04 am »

Hey guys,

Having some trouble creating a nice new embark for my dwarfs. Basically i've been messing around with the advanced world gen for about 4 days.
I'm looking for a site with Iron, Volcano, Flux, Adamantine and preferably a forest and river.

I seem to have found a few decent looking choices, with as far as I can tell (using prospector) all that I need, except for Adamantine...

Is Adamantine located on pretty much ALL embarks? (im using a 4x4) Prospector shows all I need EXCEPT Adamantine, does that mean there is NO Adamantine at all? Or does prospector just locate Raw Adamantine??? Will there be Adamantine to be had dispite prospector not showing it?

I'm confused, some threads seem to suggest Adamantine and HFS is on all embarks? Why doesnt it show in prospector?

Help would be great as i'm about to develop a fell mood :-(

Thanks!
Logged

ancistrus

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #1 on: January 30, 2012, 10:54:01 am »

Not in all embarks, but adamantine is quite common. Not having a single vein on a 4x4 can be considered bad luck. I am not familiar with prospector, so I would advise using reveal.
Logged

PoisonYu

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #2 on: January 30, 2012, 11:07:00 am »

Yeah, i've used reveal in DFhack and then used the prospect command and it doesn't show any raw adamantine, does this mean there is none on my embark, because almost all the embarks I come across that seem to have everything I need, are sadly short of adamantine is this is indeed the case :-(
Logged

Sphalerite

  • Bay Watcher
    • View Profile
    • Drew's Robots and stuff
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #3 on: January 30, 2012, 11:09:04 am »

It is possible (though unlikely) for a 2x2 embark to have no adamantine.  A 3x3 or larger embark will always have adamantine, but a 2x2 has a chance of having none.  A 4x4 should always have at least one spire, and usually more than one.
Logged
Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

PoisonYu

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #4 on: January 30, 2012, 11:11:46 am »

Then why doesn't it show using the prospect command? I must have genned 5-10 perfect sites that are for some reason lacking in adamantine when I reveal and prospect using DFhack. Whats going on?
Logged

PoisonYu

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #5 on: January 30, 2012, 11:16:17 am »

For the sake of being complete and as informative on this matter as I can be, these are the world gen properties i'm using. I pretty much copied the default properties from the "Medium Region" option and bumped up the volcano amount etc.

[WORLD_GEN]
   [TITLE:JOES WORLD]
   [CUSTOM_NAME:The Land of Grey and Pink]
   [SEED:2012]
   [HISTORY_SEED:2012]
   [NAME_SEED:2012]
   [CREATURE_SEED:2012]
   [DIM:129:129]
   [EMBARK_POINTS:3000]
   [END_YEAR:125]
   [BEAST_END_YEAR:200:80]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:1:400:401:401]
   [RAINFALL:0:100:200:200]
   [TEMPERATURE:25:75:200:200]
   [DRAINAGE:0:100:200:200]
   [VOLCANISM:0:100:3200:3200]
   [SAVAGERY:0:100:200:200]
   [ELEVATION_FREQUENCY:5:1:1:1:1:1]
   [RAIN_FREQUENCY:1:1:1:1:1:1]
   [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
   [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
   [MINERAL_SCARCITY:800]
   [MEGABEAST_CAP:20]
   [SEMIMEGABEAST_CAP:40]
   [TITAN_NUMBER:20]
   [TITAN_ATTACK_TRIGGER:80:0:100000]
   [DEMON_NUMBER:30]
   [NIGHT_CREATURE_NUMBER:30]
   [GOOD_SQ_COUNTS:25:251:503]
   [EVIL_SQ_COUNTS:25:251:503]
   [PEAK_NUMBER_MIN:12]
   [PARTIAL_OCEAN_EDGE_MIN:1]
   [COMPLETE_OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:200]
   [REGION_COUNTS:SWAMP:260:1:1]
   [REGION_COUNTS:DESERT:260:1:1]
   [REGION_COUNTS:FOREST:1040:3:3]
   [REGION_COUNTS:MOUNTAINS:2080:2:2]
   [REGION_COUNTS:OCEAN:2080:1:1]
   [REGION_COUNTS:GLACIER:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:2080:3:3]
   [REGION_COUNTS:HILLS:2080:3:3]
   [EROSION_CYCLE_COUNT:250]
   [RIVER_MINS:100:100]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:2750]
   [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:0]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
   [CAVERN_LAYER_WATER_MIN:0]
   [CAVERN_LAYER_WATER_MAX:100]
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:15]
   [LEVELS_ABOVE_LAYER_1:5]
   [LEVELS_ABOVE_LAYER_2:1]
   [LEVELS_ABOVE_LAYER_3:1]
   [LEVELS_ABOVE_LAYER_4:1]
   [LEVELS_ABOVE_LAYER_5:2]
   [LEVELS_AT_BOTTOM:1]
   [CAVE_MIN_SIZE:5]
   [CAVE_MAX_SIZE:25]
   [MOUNTAIN_CAVE_MIN:25]
   [NON_MOUNTAIN_CAVE_MIN:50]
   [ALL_CAVES_VISIBLE:0]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:40]
   [TOTAL_CIV_POPULATION:15000]
   [SITE_CAP:1040]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:2080:4160:2080]
   [RAIN_RANGES:2080:4160:2080]
   [DRAINAGE_RANGES:2080:4160:2080]
   [SAVAGERY_RANGES:2080:4160:2080]
   [VOLCANISM_RANGES:2080:4160:2080]


Have I altered something thats stopping adamantine generation? Very puzzled here. I guess the big question is, when using the prospect command in DFhack if no raw adamantine is displayed, does that mean my embark is without it completely or is it hidden from the prospect commands view for some reason?
Logged

K7avenger

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #6 on: January 30, 2012, 11:25:04 am »

are you using the "prospect" command or the "prospect all" command with dfhack?
Logged

PoisonYu

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #7 on: January 30, 2012, 11:27:33 am »

Just the prospect command... is this my error?
Logged

K7avenger

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #8 on: January 30, 2012, 11:29:02 am »

Might want to type in "prospect all". That will tell you what you need to know.
Logged

PoisonYu

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #9 on: January 30, 2012, 11:31:40 am »

Thanks dude, I think you just solved the problem. Fell mood averted. Thank you very much.

Now, one last question, how does my world generation properties look? I'm worried that in messing with them i'll create some kind of incredibly boring or somehow otherwise non-desirable world in which to play.

Too many titans? Not enough civs? I dunno, its all rather confusing.
Logged

Ghills

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #10 on: January 30, 2012, 11:42:30 am »

They look OK to me, but I usually don't fuss much about civs or titans. 

You might be able to get a better answer in the Modding subforum. A lot of modders do world-gen editing.
Logged
I AM POINTY DEATH INCARNATE
Ye know, being an usurper overseer gone mad with power isn't too bad. It's honestly not that different from being a normal overseer.
To summarize:
They do an epic face. If that fails, they beat said object to death with their beard.

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #11 on: January 30, 2012, 12:02:20 pm »

Thanks dude, I think you just solved the problem. Fell mood averted. Thank you very much.

Now, one last question, how does my world generation properties look? I'm worried that in messing with them i'll create some kind of incredibly boring or somehow otherwise non-desirable world in which to play.

Too many titans? Not enough civs? I dunno, its all rather confusing.
Oh, and one tip, next time use perfectworlddf (just search it) its a nifty tool that allows you to make nice world, for example, max volcanism next to no-volcanism, so you can have volcanoes whit flux and so very commonly, you can also adjust moisture and such.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

PoisonYu

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #12 on: January 30, 2012, 05:47:44 pm »

Thanks for all you're help guys, i'm off to build my spiral staircase entrance which will soon turn into a four sided magma deathway for all who dare to enter!

Found myself a great embark with which to do this! Let the !FUN! begin!
Logged

tahujdt

  • Bay Watcher
  • The token conservative
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #13 on: January 30, 2012, 06:51:19 pm »

Use prospect all.
Logged
DFBT the Dwarf: The only community podcast for Dwarf Fortress!
Tahu-R-TOA-1, Troubleshooter
Quote
I suggest that we add a clause permitting the keelhauling of anyone who suggests a plan involving "zombify the crew".
Quote from: MNII
Friend Computer, can you repair the known universe, please?

PoisonYu

  • Bay Watcher
    • View Profile
Re: Trying to create a nice new embark?! Adamantine help.
« Reply #14 on: January 30, 2012, 07:04:42 pm »

Cheers, never saw that command in all the reading I've done, sorry to bug you Urist McAnswertoeverything types. I assure you I tried my best to find out an answer before coming here. Much happiness is about to ensue and then I'll probably die in my second year or so as the dwarf civilisation I've chose to represent are currently at war with the local goblins :-(

When can I expect an attack seeing as though I'm at war already and not just hostile as with my first two fortresses?

Also, does my embark (untamed wilds) that is one tile away from a Terrifying tile mean its likely to see an increased amount of !FUN! ? Or not?
Logged
Pages: [1] 2