but is there an article or link someone can point me to that describes these maps in some detail and how to properly use them to find specific terrain features one is intereated in colonizing? What if I wanted to colonize the highest peak in the world? How do I find it? or colonizing a grand canyon style valley? I know DF creates highly detailed elevation maps and the graphics only provide the roughest of representation of the true granularity within the terrain, but visualizing it all in my head from the blurry blocks and numbers of the pre-embark screen is not working for me.Īlso. I have a rough idea of how to use the two together to find sharp cliff faces and peaks, large canyons, etc. Does the elevation map represent and actual image of the terrain map I will find within my embark square? because I don't think it works that way. ![]() I like building my fortresses tactically and like to carve the entrances into a heavily fortified peak far above the tree tops and then carving away the natural ramps over time then smooth and engrave the face of the peak down a few z-levels thereby forcing gobbos to make a long and laborious climb up to a death trap fortification packed full of marksdwarves sitting on the very top of the peak guarding the drawbridge below.īut finding peaks like this is difficult for me as I'm having a hard time truly understanding and using the elevation and cliff map modes in the pre-embark map screen. Ideally I'd like to look for tall, sharp, isolated peaks dominating a lower wooded plain. Don't modify the defaults, copy them, rename them, and work on the copies.I've been trying to make sense of the elevation and cliff maps and how they relate to each other in order to find decent terrains to embark onto. This creates a text file explaining the reasons for a world failing to pass muster each time, and typically points to a good place to start looking fro the failure cause. If you want to know why your worlds are being rejected, turn on "log map rejects" in the INI files. If you tell the world you want a minimum number of swamp tiles, for example, but then set the maximum rainfall to 10, you will never get a viable world, because deserts are not swamps and you'll never meet the minimum. Yes, assuming what you change doesn't create an unplayable world or result in an impossible world by conflicting with its own parameters. ![]() I can't say that the defaults are equivalent to a "default" new world of the same size, but effectively AWG gives you access to "subparameters" which may not have been visible in basic worldgen, and allows you to emphasize (or suppress) some world features you choose.Īs in, if I decide to use the advanced generator, will it then be automatically set to some default, that roughly corresponds to a basic map, meaning I can tweak a few options to my liking and not touch everything else? I'm wondering if the advanced world generator "parameter sets" roughly correspond to particular sets of settings in the basic generator? ![]() Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) ![]() A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Dwarf Fortress Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Use the ☼Dwarf Fortress Questions Thread☼ Want to start playing? Read this sidebar!
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |