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40d Talk:Region

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Revision as of 14:16, 3 June 2009 by Smjjames (talk | contribs)
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--Smjjames 17:42, 11 May 2009 (UTC)Yes, I know it's not very helpful yet, but I noticed the change to Mirthful / Joyous Wilds and thought there might be other changes, and reeeeally want to get back to finding a spot for my new fortress. Have fun! Alfador 20:58, 29 October 2007 (EDT)

So... what's the real difference between good and evil alignments? I mean, they alter the wildlife, sure. But it makes it sound like there's a whole "good versus evil" thing going on. --Penguinofhonor 20:07, 14 November 2007 (EST)

At the moment, there isn't a real difference except to alter the wildlife. Admittedly, the wildlife in evil areas DOES tend to be meaner, like undead versions of normal animals, and goblin towers, and the like. But good areas can be plenty hostile too--those unicorns are BASTARDS. --Alfador 12:01, 18 December 2007 (EST)
Evil alignment == phantom spider silk, but also hard monsters immune to internal damage. Good alignment == best alcohol EVER, but also unicorns, which appear in pretty big groups. --Someone-else 17:28, 23 April 2008 (EDT)
But the elves will bring sun berries, though...! --GreyMario 17:33, 23 April 2008 (EDT)
They might not grow outside of good areas because its out of biome, but I haven't tried. --Squirrelloid 12:47, 24 April 2008 (EDT)
I've grown elf-provided sunberries in an Untamed Wilds (neutral savage) Anydwarf 14:06, 24 April 2008 (EDT)

Redundant page

Some of this material should be merged into location; the rest is redundant with biome.--Maximus 22:38, 7 January 2008 (EST)

  • The alignment/surroundings chart doesn't appear anywhere else. I think the wiki needs more information on the distinctions.

What do they mean

"Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- dragons will get you." You don't say, things freeze when its cold and theres less water in the heat. A suggestion, how about the specifics associated with these things, how often will the water freeze in a Cold or Freezing region, when don't rivers or brooks freeze (I was quite surprised to find the brook in my Temperate region which has a Cold neighbor not freezing ever). How specifically do these affect the player. Can you not leave the cave in winter in some climates (as I remember in the version I used to play) at all or is there an amount of time that dwarves can spend outside and then they freeze? Why was this site more informative over a year ago than it is now? Oh and the suggestions extend to other things than the temperature, what the hell does evil mean, or wilderness or Joyous, do I have to go looking through ever specific animal file to find what is where? Tree abundance in rough numbers to match the generic terms, same for plants. Forgot me tag --Lowlandlord 01:36, 31 July 2008 (EDT)

Region Effects

We definitely need more verboseness on the effects of various region types. Perhaps it'd be best to merge this with the location article, but it took me about 2 weeks of playing and randomly clicking around the wiki before I finally got a good handle on what was so awful about Evil regions. Some extra verbosity about alignment effects would be good. To recap for people who don't know, it chiefly affects the fauna: many creatures only show up in specific alignments. It also has an effect on the flora, too, (sunberries grow wild only in Good zones), but this is not as pronounced.

--ThunderClaw 12:30, 22 September 2008 (EDT)

Not to nitpick, but verbosity per se is definately not what is needed. More information is definately welcome!--Jpwrunyan 18:45, 28 January 2009 (EST)

Desert Ocean Haunted

I have been consistently getting a huge portion of the world map that I assume were intended to be oceans but contain no water, just sand. They are also consistently "Haunted." This may actually be common, but for me these regions have only been a recent occurrence. The only variables I do modify in my gen involve the number of volcanoes and the minimum volcanism value. --FJH 22:11, 1 March 2009 (EST)

The sand icon is similar to the ocean icon. The difference i believe is that water is ~ and not a double squiggly, whereas deserts are double squigglies (like magma pools vs. pipes). --Squirrelloid 00:56, 2 March 2009 (EST)

Okay, this was mostly the Guybrush tileset messing with me (same tile pattern for both deserts and oceans). However, the reason I said these were "sand oceans" is because the first one I embarked upon was desert. I just wrote the subsequent map regions I encountered off as deserts, and didn't check. The first may have been the only bugged region. I gen'd a couple of maps and the respective region was ocean, as proper. If the problem ever reproduces I'll submit a bug report. --FJH 18:35, 12 March 2009


No tropical biome/oceans?

I haven't really seen any biomes labelled tropical (land or ocean) in my world generations. I don't know whether there is a bug or I'm just not looking hard enough. I just would like to be able to run into some of those tropical biome only creatures. I know they exist since I've seen traders have bins made from tropical wood (Kapok for example) and the occasional tropical animal, usually its meat.--Smjjames 17:42, 11 May 2009 (UTC)

They exist, but i have had large maps where i couldn't find a single tropical region/biome too. Try to use the finder for a hot region with lots of rain and trees --Höhlenschreck 20:47, 2 June 2009 (UTC)
This is a bit of an old post, heh. I asked on the forums and they said to use large maps as for some reason they don't show up very well or maybe as a thin line along the top or bottom with medium maps. Also, the worldgen settings could have done that if you set the rain/temperature lower and preventing tropical biomes from forming at all.