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Dwarf fortress successiongame(Discussion and overview)


DeMatt

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Re: Dwarf fortress successiongame

I can help gen. Just to check, these are the things we're looking for in the sitefinder?
  • 6x6 embark zone.
  • Flux.
  • Underground water = underground river or pool, thereby generating towercaps.
  • Magma pipe.
  • "Other Features".
 
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XSI

XSI

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Re: Dwarf fortress successiongame

From my understanding, yes, that's what we want, it was also mentioned we could use sand and a sedimentairy layer for bauxite somewhere on the map.

Sand can actually be made by dwarves...But that's an exploit from what I know.
And aboveground water, like a brook/river, would be nice to have as well, though that seems to be everywhere anyway.
 

DeMatt

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Re: Dwarf fortress successiongame

Well, if you don't mind the fact that I've been goofing around with this site and therefore know where a lot of the resources are, the one I posted over here fits those requirements.

I'm genning more worlds as we type, though. See if I can come up with something new.

Edit: Found a site. Note that I'm not bothering with screenies; use the sitefinder to find it.

World Size: Medium
World Seed: 2329363634

Comments: One side is quite mountainous, leading down to a streambed cutting between the mountains and the small forested sandy area to the north. The magma pipe and underground river are not visible; however, thanks to the mountains, patches of copper, hematite, bauxite, and cheap gems are.
 
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XSI

XSI

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Re: Dwarf fortress successiongame

I'm actually genning worlds too, then we can choose the best site out of more options. I'll edit this post with findings.

Edit 1: (Note to self: Region 4 )
Found a site, red sand, flux, magma pipe, underground river, other features, and lots of trees. Bad parts: It's a hot place, no river, and the flux, trees, and sand are only in one square at the bottom left. It also has goblins at WAR and a cliff of 10/20+(Not sure which it was) in that same bottom left space.

Edit 2: (Note to self: Region 7)
No sand, but it has flux, a magma pipe, underground river, other features, plenty of wood, and soil. The bad parts, every single tile of the embark is noted to have an elavation of 10+, so we may be looking at 60 z levels or more. It is also cold and just outside the embark is a goblin tower. No river.

Edit3: (Also region 7)
Sand, flux, magma, underground river, heavily forested to the side, soil, other features, 4 biomes, Tropical(!), mayor river(!)(Actually mentioned as brook, but shows up as double lines like a mayor river), only a few problems:
River is possibly carp-infested.
Flux is south, sand is north.
Hot, so other water sources may evaporate during summer.
"Calm", so there won't be anything extremely evil there, though tropical means the infamous elephants as we know from boatmurdered may make an appearance(Although in a weakened, more peaceful form)

Screenshot(Big):

edit4: (Region 10)

Marble(Flux), magma pipe, underground pool, and just rock in general everywhere, except a few squares at the north, which has sparse trees and white sand. No sedimentairy layers when not counting the sand. hot, river only at the bottom right. elevation ranges from 0-8.

And now I'm off to sleep.
 
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DeMatt

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Re: Dwarf fortress successiongame

Oh yeah, I would suggest (and will be using) one mod: the .

Basically all it does is stop an error message from appearing whenever a cat kills a vermin.
 
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XSI

XSI

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Re: Dwarf fortress successiongame

I actually never had that problem in my (Latest) games, cats always grasped vermin, and they always carried it to their owners, I think it was a mini-mini-update that got stealth-applied to the regular download location, fixing the cat spam.

As proof of this, I've written in the fort logs on how Beardy kept getting dead fluffy wamblers delivered to him when the cat population did not genocide everything cute and fluffy.

Besides that, I'm willing to go first as I mentioned, but we should probably get a full schedule worked out before starting, and everybody should have a say in the starting location.
 

garfield751

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Re: Dwarf fortress successiongame

well as long as there is running water and a good amount of trees is ok for me
 

DeMatt

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Re: Dwarf fortress successiongame

Besides that, I'm willing to go first as I mentioned, but we should probably get a full schedule worked out before starting
Maybe just go in signup order, like the list in your first post.
and everybody should have a say in the starting location.
This would be nice... maybe post up the worldgen seeds so we can gen the world and take a look at the site?
 

Host

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Re: Dwarf fortress successiongame

My say in the starting location is that I don't care what the starting location is. Much stuff, no stuff, doesn't bother me. I'll take any turn other that first, though I've got no experience with a significantly post-economy fortress... still, I won't mind taking it in signup order.
 
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XSI

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Re: Dwarf fortress successiongame

I'll do better then a seed, here's the entire region(Also because I have no idea how to get the seed).



For the location with potential, check the screenshot for directions.
For the other one, finder to: flux, magma, underground river, other features

All I ask is that nobody uses reveal to look up everything on the map(Or starts digging for the features), only look at the surface, knowing exactly what is where makes for mining and other dwarfness becoming boring, exploratory mining will be useless because there is nothing to explore and it's just cheating in general.

Also, name, I suggest the following few:

Merirlïd Imush
Anurlïd Aral
Biban Mámgoz
Rîthol Lides
Edir Genlath
Shezrôd Nóm
Uvelagak
Idaraval

For those who can't translate dwarven, in this order:

PregnantTightness of Dikes
WoundrousTightness of Women
The Balls of Dragons
Noble the Nude
The Dungeons of Seduction
The Crotch of God
Bear anus
Doglove

*Please do not hate me for this edit/post
 
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thetwo

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Re: Dwarf fortress successiongame

Hrm... if you want something more specific/ideal, I can find it for you. I'll take a brief (non-cheating :p) look at the region first, though.

Edit: Took a look at the region. Overall... not bad. It's got sand, it's got plenty of trees, it's got a good deal of exposed iron, promising plenty more underground. Also some dolomite, so possibility of ridiculous amounts of iron, bauxite, and coal.

What I didn't like: 6x6? That's pushing it as far as size goes. I'm much more comfortable with 5x5 (25 squares vs 36 squares). No HFS, despite being in the mountains. I'm used to playing legendary lands - which gives you options past steel besides HFS, but also more foes. I mean, it's not like we *need* that shiny blue metal to survive, but it does provide something sure to be interesting for later players.

As for the name... could you at least *try* for a double entendre?
 
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garfield751

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Re: Dwarf fortress successiongame

im haveing troubles downloading can someone please upload XSI's map on megaupload or something
 
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XSI

XSI

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Re: Dwarf fortress successiongame

im haveing troubles downloading can someone please upload XSI's map on megaupload or something


Thetwo, for the 6x6 embark, I consider it to be tiny, but I think it was mentioned earlier in the thread that just default size would be ok, so I didn't even touch the sizes. It also shows on the screenshot I posted it was 6x6.

As for the names, they were mostly as joke.
 
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thetwo

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Re: Dwarf fortress successiongame

6x6 is tiny? Really? What are you doing that you need more then 1,244,000 squares? And that's on levels where no tiles are considered "surface". Not including any hills over the lowest point, or the surface, or the air above the surface.

It's completely trivial to put an entire 200 dwarf fortress complete with personal 3x3 tombs and bedrooms for every dwarf, and royal bedrooms/offices/dining rooms for all nobles and the starting 7 all inside a 2x2 embark assuming no chasm/pit/magma pipe. The only reason I ever do bigger then 3x3 is to fit in more features, and I've never had a fort bigger then 5x5.

If you really need a 6x6 fort for some unfathomable reason... well you better put me in the first couple years. I mean, I'm playing on a 4-year-old laptop here.
 

DeMatt

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Re: Dwarf fortress successiongame

More room for traps, more room for crossbow-firing areas, more room for the single-layer-only stuff like surface farms and waterwheels.

Put it this way, which would you rather have: your military responding to an ambush detected 96 squares away from your fort entrance, or your military responding to an ambush detected 24 squares away from your fort entrance?

If you're really worried about performance, there apparently are builds with greater processing efficiency - the 40d# series - but also with less stability.

Hah, forgot something. If we do break into HFS, any tentacle demons must be captured. The rest can eat ballista bolts for all I care, but we need SOMETHING to link this succession game to the forum!
 
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thetwo

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Re: Dwarf fortress successiongame

More room for traps, more room for crossbow-firing areas, more room for the single-layer-only stuff like surface farms and waterwheels.
Lets see... how many traps do you need? If you feel a lack of room for traps, dedicate your entire first rock layer to a subterranean spiral and you'll have way more distance then you'll ever need. In fact, dedicating your entire first rock layer to a spiral would be incredibly stupid, because it'd take an entire year for caravans and sieges to make it all the way to you, and you'd get bored and forget about your siege until things started dying. The point being, you can make your entrance as far as you like from the edge of the map without a huge embark.

If you really feel you need more then 3 or 4 rows, make a winding path and you'll have limitless fun. And a single embark tile with soil gives you 2304 tiles of surface farms. How many do you need? 82,000? As for water wheels... well I've never been a big fan of massive power, but you can fit 48 waterwheels on a surface brook crossing a single embark square, without channeling it wider. Can you do both on the same square? Well no, but you can also have surface farms one level down if you channel in the ceilings. Any soil that has ever seen the sun gets to grow surface plants. Or any rock that has ever seen water and the sun but not been smoothed.

Put it this way, which would you rather have: your military responding to an ambush detected 96 squares away from your fort entrance, or your military responding to an ambush detected 24 squares away from your fort entrance?
Oh, the latter for sure. I mean, what do they have to do? They have to stay at their freaking posts, that's what! How far do you make your barracks from the fighting posts? I make mine exactly 0 feet, but I guess if you've got a 6x6 region you might feel the need to put your barracks in one corner and your ideal fighting spot in the other? Seriously, I give my soldiers bedrooms, a dining room, a well, training areas, and food/weapon stockpiles in their own little area in my entrance, and if I get a siege... I put them on duty and station them within a few squares of the barracks, which is set from an armor stand in the middle of the hall such that anyone trying to sneak in literally has to pass through my entire army.

And if you're worried about having room for traps, your military doesn't matter in any case. Especially if they're "lava drowning chamber" traps instead of stone-falls.

If you're really worried about performance, there apparently are builds with greater processing efficiency - the 40d# series - but also with less stability.
I don't have graphics lag - the 40d# series does nothing for me. I mean, it'll be amazing for you if you have lag even when paused, but I get 1000+ fps when paused. It's just that it starts bogging down with pathfinding and temperature and all the other stuff it has to do in big areas with lots of dwarves. A graphics engine overhaul doesn't improve pathfinding.

Hah, forgot something. If we do break into HFS, any tentacle demons must be captured. The rest can eat ballista bolts for all I care, but we need SOMETHING to link this succession game to the forum!
Of course, there's only one way to figure out which you have...
 
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XSI

XSI

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Re: Dwarf fortress successiongame

I know that I can build very compacted, out of my current 10x10 embark zone, the fort is neatly in 3x3, using 5 z levels.

What I mostly use the extra area for, is simply put, random cage traps near the edges to catch animals, and extra animals around for the hunters. That is all, the rest is entirely optional.

If it helps, I don't see why we shouldn't just change the embark size to 5x5, remember that besides having 15 z levels(Or more) underground, you also have 15z levels (Or more) above ground to build with, and 30x 48 x 25 is a lot of space to build things. If you're using the place well, even a 1x1 embark can be enough for the entire fort.

Traps, the best traps are the most compact traps, sieges and ambushes, I'd prefer if they were spotted close to the fort, that way there's less waiting time for the soldiers to start killing them, and less chance they get halfway to the enemy before deciding it's time for a drink.

As example, the fort I use for the fort logs uses at most 4x4 space(I think it's actually 3x3 when you're not counting the huge moat), and almost every dwarf has a 3x3 tomb, the legendary dwarves are all getting grand rooms, and the average dwarf has a 3x3 room with bed, cabinet, and a coffer.
This all without using more then 5 z levels(Not counting the moat), 5x5 is large enough to work with, as long as you can look ahead at least a little.

Another example, I believe boatmurdered would be at most 6x6, with them not even using most the space, I'd estimate for that fortress, they used 3x5 of the area, and this is before z levels, there is a LOT of space.

I think I may be rambling a bit, so I'll just stop typing.

edit: a good reason to prefer 6x6 over 5x5, is that 6x6 is easier to get all the features you want in it, it's harder to find when it's set to 5x5.
 
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garfield751

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Re: Dwarf fortress successiongame

i prefer building compact structures utlizing as much space as possable. i just hope ill be able to test my prototype 5X5 200power generator
 

DeMatt

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Re: Dwarf fortress successiongame

Hokay, I did a little more digging into the worldgen and legends and stuff.

World Size: Medium
World Seed: 2329363634
History Seed: 2012167617
Stop Year: 140
Megabeast Stop: Ignored
Site Size: 4x6



As before, this gives a site with, well, everything. It's smaller, so thetwo should be happier, while not losing anything other than resources. The earlier stop also ensures that there's more megabeasts around - specifically, two male and two female dragons.
 
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XSI

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Re: Dwarf fortress successiongame

I'm seeing, at the top of that embark, a hills biome, does it have sand? It would be useful for the people that want to make something out of glass.
 
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