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Difference between revisions of "40d Talk:Location"

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::The flipside of humans conquering forest retreats and building towns on them is that you can end up with elves living with them who wear metal armour. I had an 'elven diplomat' show up to discuss human diplomacy, and many 'human' merchants and guards were also elves. That could get scary in the event of a siege! --[[User:Navian|Navian]] 09:41, 20 November 2008 (EST)
 
::The flipside of humans conquering forest retreats and building towns on them is that you can end up with elves living with them who wear metal armour. I had an 'elven diplomat' show up to discuss human diplomacy, and many 'human' merchants and guards were also elves. That could get scary in the event of a siege! --[[User:Navian|Navian]] 09:41, 20 November 2008 (EST)
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:::Not five minutes ago I had a goblin ambush that was mostly made up of Elves. They all had goblin-esque second names, so presumably they were kidnap-ees, although it seems that you can have large families of elves/humans/whatever who are all descended from kidnapped children and now happily evil.--[[User:Quil|Quil]] 14:32, 20 November 2008 (EST)

Revision as of 19:32, 20 November 2008

Trees do not only grow on the lowest Z-Level. I have trees growing on multiple Z-Levels. --Tracker 02:46, 1 November 2007 (EDT)

Hmm. Maybe only up to a certain height? My first map--while initially pretty decent (sand, water, trees, rock, variety of minerals) had trees only in the most lower left hand corner (one screen's worth), which also happened to be the lowest surface level I had. But you are right, my current fort (nice entrance, there was a pocket by a river tributary that I turned into my entrance gateway, but no sand) has trees on two levels, the lowest surface, and the second lowest. Still, it's something to be aware of. --Draco18s 03:26, 1 November 2007 (EDT)

Absolutely - that's why I changed it to say "lower" instead of lowest. --Tracker 03:35, 1 November 2007 (EDT)

So I noticed. :) --Draco18s 03:26, 1 November 2007 (EDT)

Towns

Any benefit of building in towns? Other than mining under the elves and dropping them into pits? --Ikkonoishi 19:35, 3 November 2007 (EDT)

Yes there is. Humans are more than happy to share their stuff with you, and won't be at all upset if you rob them blind it seems. --Ikkonoishi 22:11, 3 November 2007 (EDT)
Think this'll ever get changed? Seems kind of unrealistic to me...--Tarsier 19:56, 5 November 2007 (EST)

Mountain tiles guarantee certain features.

As per my addition, for each mountain square in the 2nd zoom view, you're guaranteed pits, a chasm, and an underground river. I have confirmed this myself using the reveal tool, and Today has confirmed at least part of it: http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001176 - Kjoery 16:49, 6 November 2007 (EST)

Confirmed this too.--Richards 03:20, 21 April 2008 (EDT)

Towns Revert

Any reason why that edit was unacceptable to you Savok? I'm not going to revert, but I would like an explanation. --Ikkonoishi 12:06, 12 November 2007 (EST)

Errors in PNG?

Contrary to the text in the attached PNG, I've had fortresses with pockets of sand sufficient for glassworking even when sand doesn't show up in the embark screen. Kidinnu 09:25, 28 November 2007 (EST)

Yes, all maps I've ever had have had at least a few squares of sand. Is it guaranteed? --Penguinofhonor 22:18, 30 November 2007 (EST)

I have never seen any pockets of sand. --Strangething 16:27, 11 July 2008 (EDT)

Another error is that magma and volcanoes now appear on the map MikeWulf 23:41, 6 March 2008 (EST)

Note that underground magma is hidden. Only lava on the surface is shown on the map --Strangething 16:27, 11 July 2008 (EDT)

Layers

The paragraph about layers is not explicit enough for newbies. For instance, 'igneous intrusive' never shows up on the embark screen. What I would like to see is something like

  • red sand - useful for glass making
  • gabbro - in this layer you may find chalk, a flux
  • felsite - in this layer you may find copper ore

etc. (Caveat: the data I gave as example is most likely false and/or incomplete).

This way, by comparing the embark screen to this page, the reader would immediately find out what (s)he may find in the site. --Aykavil 09:51, 10 July 2008 (EDT)

I added a link to stone layers. There's a lot more in-depth info there. --Strangething 16:32, 11 July 2008 (EDT)

Fun starting locations

A starting location that looks pretty good from the readouts can turn out to be as boring as hell once you arrive at it. Are there any tips for finding interesting locations? --Theory 16:46, 10 August 2008 (EDT)

Define "interesting"? Anything with a chasm or in a terrifying biome could be 'interesting', I'm sure! Personally I often like completely flat land, so I can make the area interesting with my own constructions! That said, I'm considering next building a settlement on the side/s of a steep canyon or river valley! --Raumkraut 17:51, 10 August 2008 (EDT)

Magma

Regarding finding Magma, this page reads: "look for darker igneous rocks like basalt, obsidian, gabbro" -- is this accurate? Basalt and obsidian are igneous extrusive, while gabbro is igneous intrusive. Only the igneous extrusive page calls out that magma is commonly found there. --Sev 20:41, 13 September 2008 (EDT)

Mode:Civilisation

I just noticed, when starting a new fort and choosing which dwarf civ I was from, a symbol I hadn't seen before. Normally dwarve homelands are just blue omegas, this time I saw an omega and also 2 blue îs. Anyone else seen this/know if this has any significance? --Juckto 05:25, 20 November 2008 (EST)

I've had this happen to human civs and one dwarf civ- it means they somehow acquired forest sites during worldgen. Random832 08:42, 20 November 2008 (EST)
The flipside of humans conquering forest retreats and building towns on them is that you can end up with elves living with them who wear metal armour. I had an 'elven diplomat' show up to discuss human diplomacy, and many 'human' merchants and guards were also elves. That could get scary in the event of a siege! --Navian 09:41, 20 November 2008 (EST)
Not five minutes ago I had a goblin ambush that was mostly made up of Elves. They all had goblin-esque second names, so presumably they were kidnap-ees, although it seems that you can have large families of elves/humans/whatever who are all descended from kidnapped children and now happily evil.--Quil 14:32, 20 November 2008 (EST)