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User info for Deathworks

Deathworks

2007-07-16

2013-04-24

Maps and Movies

Comments: 15

Submitted: 2010-06-12 (View map)

Hi!

I am a bit confused, Ralinth. I am using the default 800x600 tile set, commonly referred to as the ASCII graphics... I thought people would immediately recognize it... ???

Deathworks

Submitted: 2010-06-09 (View map)

Hi!

Well, volcanoes are cheap for me as I maximize variance for volcanism - and the volcanoes raise the surrounding terrain, adding a few mountain tiles and variety.

The rivers are probably because of two things:
* Lots of rivers - compare my settings with the default. Lots of rivers also mean lots of major rivers.
* Low height variance - while this map has a high variance for my standards, it is still lower than the default: Rivers like to spawn in mountains and run to the edge or an ocean. A low height variance means that the distance between mountains and oceans is bigger, giving more space for rivers. In addition, the small height variance also encourages detours as the river is not losing height so quickly.

I hope that helps answering your questions

EDIT: Actually, looking over the map, there is only one major river. So, yes, the lower the height variance, the better your rivers. Usually, I have about 130 for the variance and I get several really nice rivers. But I wanted to have a few mountain peaks this time, and they will not spawn below 200 variance, it seems.

[Message edited on 2010/06/09 at 04:23 by Deathworks]

Submitted: 2010-05-23 (View map)

Hi!

Sorry about the late reply. I hadn't check in on the maps in a while.

Yes, there are humans on the map - look in the south eastern corner.

I am glad you like that map.

Deathworks

Submitted: 2009-02-22 (View map)

Hi!

Thank you for your kind words, Markavian. Currently my roads are getting improved by marking my high traffic zones with granite block floors in order to get rid of all the stone in the maze.

Sinergistic: Well, at first this fortress only consisted of the tombs, the well and the food stockpile area. The latter was dug into soil, so no stones from there, and the tombs and the well produced mostly granite, gneiss, and mica. Ah, and I got flint from flattening the hill in the SW corner. There was a bit of orthoclase, but not even half of what I needed, and initially no microcline.

Now that I added the tower and the maze, I too have struck microcline big time as you can see, so there is currently no need to import it.

But this has taught me two things:

1. Ordering stone with each caravan is good so that the caravan will be able to take with them even heavy trade goods (for instance if I want to get rid of old, inferior furniture).

2. Buying metal and then selling half of it turned into crafts/decorations yields so massive a profit that this alone allows you to buy a lot of goods. This allows for importing stone instead of digging new tunnels just to get stone - in other words, I need only dig if I want to create a new room and not when I need some material.

Well, at least for me, that is quite neat.

Deathworks

Submitted: 2009-02-21 (View map)

Hi!

I also import Hematite blocks to get some red building material - and they are really expensive (look at the top level of the trade depot tower - that level is completely built of them). Stones and blocks are actually so cheap and heavy, they are really good things to import (before I dug out a little bit for the tower and the maze, I also imported microcline, my absolute favorite)

But my real insane luxury are actually the fortifications: They are all made of brass blocks made out of imported metals (^_^;;

But then again, this is supposed to be a trade-heavy fortress. Or is there something wrong with orthoclase only?

Deathworks

Submitted: 2009-02-20 (View map)

Hello!

Well, first of all, it were only 3 males and 6 females, with only one pair of lovers. The two never married in the 11 years until he was killed by a bear (becoming the first and only dwarf to die in the fortress). So, I only have 2 males and 5 females (no new love possible for No. 6) left to create new couples. With 8 dwarves and too big ambitions, my dwarves rarely have time off, so they don't fall in love with each other (although, I have given them some time off for a while - maybe they simply don't have lovable personalities?).

So, the problem is basically that I have 0 married couples -> no breeding. And 0 love couples means no hope for any marriages soon.

I have now decided to engrave the maze slowly while finishing some buildings that should speed up metal craft/decoration production. - Basically, I hope I can give my dwarves more free time after improving the efficiency of the fortress.

Submitted: 2009-02-07 (View map)

Hi!

I have not done anything to the settings. As far as I can tell, the original tiles are already square, but usually they are stretched to fill the screen. While I play the game, they are the stretched tiles we all know and love :) :) :) I guess that when the local images were extracted, the tiles were returned to normal.

That is all I know. I haven't messed around with the graphics at all.

Deathworks

Submitted: 2009-01-23 (View map)

Hi!

Volcanism doesn't really pose a problem, unless I do small worlds or feel really careful, I have Volcanism variance at 1600 and minimum number of volcanoes at 200. So, the world probably has average volcanism in all, but it is scattered all over the place.

I have been using this ever since I noticed that volcanism does not influence subregion division - it seems that any subregion can contain tiles of at least somewhat differing volcanism without problems.

However, one thing to keep in mind when experimenting is to turn off all the rejects at the very end of the detailed settings, you know, the ones after the number of civs. Unless you are on a very slow machine, these rejects are not really worth it as the important settings are already done elsewhere.

As for site quality, I haven't checked. I picked the site for the fortress simply because I found a 3x3 site there including a biome with marble (white) and gabbro (black), as well as sand and I wanted to play with colored rocks and glass :) :) :) :)

Deathworks

[Message edited on 2009/01/23 at 05:14 by Deathworks]

Submitted: 2008-12-24 (View map)

Thank you.

Well, this was found as a response to a request and I hope that I got it right this time. So, maybe we already have someone planning to do something innovative there.

For details, look at this thread. (Also includes link to download)

Submitted: 2008-08-26 (View map)

Hi!
Thank you.
As for the oceans, I think it has something to do with their tendency to form big subregions, so its easiest to get enough large subregion squares for good or evil in the wide oceans.
Volcanism is actually very cheap in current world generation. You can set any number of volcanoes without getting rejects, provided you have enough variance for volcanism - and volcanism does not affect biome diversity, so volcanism variance 1600 still creates nice-looking worlds.
Deathworks

Submitted: 2008-08-19 (View map)

Volcanoes are cheap in the current version. I always max out volcanism variance and then set a high number of volcanoes as they are one easy way to diversify your map (I think they raise the surrounding terrain a bit).

IIRC, this map has a minimum of 180 volcanoes.

Fun thing is, I have never reached magma in DF (neither in 2D nor 3D (^_^:; ).

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