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Map: Sandbathed - 247 | apparentbliss |
View / ReplySubmitted by: apparentbliss - 2010-03-18Another quick thing to mention -- Export Local Images using Mayday's current release (DFG 22, which is a branch of 40d18) is broken on Windows 7 64. It is also broken in seemingly the same fashion on 40d19. I've tried every combination of switches and resolutions and settings that I can think of in the init files, but I either get oddly tiled shots of just my current screen for just the current level, or large totally black files. I've resorted to loading up the map in good old 40d, and exporting these snapshots from there. |
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Map: Sandbathed - 245 | apparentbliss |
View / ReplySubmitted by: apparentbliss - 2010-03-17I don't see any better place to store it, so here are the worldgen parameters: Created in DF v0.28.181.40d18. [WORLD_GEN] [TITLE:LordBucket] [SEED:1825035014] [HISTORY_SEED:2276617488] [NAME_SEED:797618638] [DIM:129:129] [END_YEAR:1050] [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:0:100:200:200] [SAVAGERY:0:100:200:200] [ELEVATION_FREQUENCY:1:1:1:1:1:1] [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] [GOOD_SQ_COUNTS:25:251:503] [EVIL_SQ_COUNTS:25:251:503] [PEAK_NUMBER_MIN:12] [OCEAN_EDGE_MIN:1] [VOLCANO_MIN:3] [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] [CAVE_MIN_SIZE:5] [CAVE_MAX_SIZE:25] [MOUNTAIN_CAVE_MIN:25] [NON_MOUNTAIN_CAVE_MIN:50] [ALL_CAVES_VISIBLE:0] [SHOW_EMBARK_RIVER:2] [SHOW_EMBARK_POOL:2] [SHOW_EMBARK_M_POOL:2] [SHOW_EMBARK_M_PIPE:2] [SHOW_EMBARK_CHASM:2] [SHOW_EMBARK_PIT:2] [SHOW_EMBARK_OTHER:2] [SHOW_EMBARK_TUNNEL:2] [TOTAL_CIV_NUMBER:20] [TOTAL_CIV_POPULATION:20000] [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] |
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Map: Syrupdeaths - 253 | apparentbliss |
View / ReplySubmitted by: apparentbliss - 2009-08-01As far as stockpiles go, mostly it's only furniture, food, and finished goods that needs expansion, and there is plenty of room to add large stockpiles in the "central pillar." Those, combined with some small workshop-side stockpiles, and a glut of haulers, means that I don't have to handle the stockpiles with any particular slyness. The other thing is that, with the stacked z-levels structure like this, a stockpile at -10 depth is only 9 tiles away, or what have you. |
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View / ReplySubmitted by: apparentbliss - 2009-07-31This time around I'm trying to keep an eye on migrants so I have some idea what to expect in the future. |
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Map: Defini Iwethi "Frost Walls" - 210 | azemute |
View / ReplySubmitted by: apparentbliss - 2009-07-30Beautiful fortress design. I love the symmetry, and the gadgetry involved in the defense system. |
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Map: Moistnesscloistered - 205 | apparentbliss |
View / ReplySubmitted by: apparentbliss - 2009-07-29I can try that out. IIRC I constructed that door at the end of the hallway immediately *after* the raid, when I saw what the civilians were doing. I didn't realize that putting a forbidden door would make the goblins path differently -- it's the only entrance to the fortress, so I just assumed they would come down that way regardless. |
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Map: Pulleycharm - 307 | Huin |
View / ReplySubmitted by: apparentbliss - 2009-07-27Love the bedroom design. One question though: why are there restraints in many of the private bedrooms? |
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