Good and Evil Biomes | Dwarf Fortress (Quick Tutorial)

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  • čas přidán 1. 03. 2024
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Komentáře • 33

  • @beep3589
    @beep3589 Před 3 měsíci +46

    I played around with the generation for a bit, and I figured something out when generating more good and evil biomes.
    Dwarf civs prefer neutral aligned mountain ranges and humans prefer neutral aligned plains along rivers. If you have a lot of good and evil tiles, human and dwarf civs become scarce. To get around this, I made large regions have no good or evil influence while medium and small regions are exclusively good or evil. Mountain ranges and plains usually fall under large regions, so this generates plenty of dwarf and human civs despite most of the map being either good or evil.

    • @MagusNex
      @MagusNex Před 3 měsíci +2

      yes indeed i found this as well, thanks for the tip on how to ammend. :)

    • @cyleleghorn246
      @cyleleghorn246 Před 2 měsíci +2

      This is really powerful, good eye for being able to notice this pattern and put it into words! A lot of the mechanics in this game are "calculated" mechanics, so to speak, where they come from the interactions between other mechanics. So they're not well defined, and you may actually be the first person to put this down in words

  • @pz7510
    @pz7510 Před 3 měsíci +22

    Number of Secrets has a direct impact on number of Necromancer Towers, each of which has a small buffer of evil biome surrounding them (something like 3 tile radius); pretty sure these tiles inherit the base ferocity of their original biome, so you can end up with a huge number and variety of evil biome tiles without actually changing the evil region tiles settings at all.

    • @samy57913
      @samy57913 Před 3 měsíci +3

      Another thing to note is non natural evil biome caused by necromancer or demons can eventually revert back to neutral if the causing entity die

  • @bitblit
    @bitblit Před 3 měsíci +7

    Those dwarves picked a good spot to park their wagon, watching the world rain vile slime from the cover of a feather tree. Hopefully nobody gets the idea to fish for undead carp in the river.

    • @shorgoth
      @shorgoth Před 3 měsíci +2

      zombie whale getting out on the ground used to be an absolute terror

    • @bitblit
      @bitblit Před 3 měsíci +1

      @@shorgoth Used to? I'm still terrified of embarking on evil beaches for that reason. That and undead sea monsters.

  • @chriswillis713
    @chriswillis713 Před 2 měsíci +3

    Unicorns prancing across the plane - *starts game in good biome...Joyous Wilds sounds really neat. This place is nice. - 15 unicorns walk in and start murdering my dwarves.

  • @PorcNoStar
    @PorcNoStar Před 3 měsíci +1

    Thank you for going deep in the settings and showing us the differences. Dwarf Fortress is great and complex game, and you make it easier understand, grasp and tailor it's world to our likings. Thanks Blind and please keep it going :)

  • @SolaAesir
    @SolaAesir Před 3 měsíci +2

    I'm liking this series but it would be useful to know why you'd want to play in a good/evil biome outside of rare monsters/animals showing up. It's easy enough to read about that on the wiki. What that doesn't tell me is what makes them different to play in, what other considerations do I need to take into account(e.g. the dead automatically rising) when building a fort?

  • @sidorrashadowseeker6503
    @sidorrashadowseeker6503 Před 3 měsíci

    Been really enjoying these generation tutorials! Thank you for them!!

  • @Wonko-bj4jx
    @Wonko-bj4jx Před 3 měsíci +5

    Love these tutorials, best content you create. Thanks.

  • @cyleleghorn246
    @cyleleghorn246 Před 3 měsíci +4

    Question for anyone please, how would world age affect this? For shorter worlds, I'm thinking more deities walking the map, but less time for necromancers and plots to develop. Less time for civilizations to develop and spread out, but it might be more "exciting"? Because at the same time, this kind of world is hostile to civilizations, so I'm assuming there might not be many left in older worlds?
    Or would an older world be more interesting because of the greater history? And what would a "really good" world look like if it were really old or really young, how would that change the experience?

    • @BlindiRL
      @BlindiRL  Před 3 měsíci +5

      Younger worlds generally have bigger populations of mega and semi mega beasts and the forgotten beasts. While older worlds are full of zombies and necromancy stuff. The reason young worlds can be really cool is you can watch it evolve and grow. While time does not progress at high speeds and new sites don't form that often during the times your fort is running. Once you retire world gen can chunk forward and cause things to change. Adventure mode can make time shift as well.
      There is also books. If you like paper and book making in df scholars have a lot more things to discover in young worlds because Knowledge spreads really quickly and they only discover stuff once per world.

    • @cyleleghorn246
      @cyleleghorn246 Před 3 měsíci +1

      @@BlindiRL thank you for the great reply, I made a new world tonight. 250 years old, mostly good world because every fort so far has been in untamed wilds. I thought I turned off necromancers but already have 10+ of them as citizens, which in the past never happened until I stole one of the secret books, so that's interesting. I'm looking forward to seeing if there are any conspiracies

  • @XErox7X
    @XErox7X Před 3 měsíci

    I love your tutorials, they are so handy. Thank you for making them!

  • @Afroman723
    @Afroman723 Před 3 měsíci

    Love your content! Can't wait for your Adventure Mode tutorials!

    • @BlindiRL
      @BlindiRL  Před 3 měsíci +1

      Lookin forward to making them.

  • @thomasbela
    @thomasbela Před 3 měsíci

    Yes! More!

  • @gascoinshairychest6380
    @gascoinshairychest6380 Před 3 měsíci +1

    Thank you blind for your efforts!

  • @clinodev
    @clinodev Před 3 měsíci +1

    It is terrifying.

  • @kamelontti3926
    @kamelontti3926 Před 3 měsíci

    Great video, I was recently experimenting with something like this myself. More specifically I wanted to create a world that only had Savage biomes because I mentally do not want to play the game if I know that there is a 0% chance of animal people showing up, so therefore I can only play in savage biomes. Turns out it was kind of hard to get a suitable world going, if you have any tips I'd appreciate it!

  • @Stickweasel91
    @Stickweasel91 Před měsícem

    Your tutorials have been indispensable to me in learning the game. You do a great job of explaining things thoroughly and in a way a beginner can understand.
    But, you also should really slow down and check your screen. Sometimes you'll be saying that you're doing something, but that's not what is happening on screen. Not super often, but frequently enough that I've picked up on when it is happening, and leading to some confusion. Other than that small gripe, I love your videos!

  • @anoobplays386
    @anoobplays386 Před 3 měsíci

    How do we make it more possible that titans last the 250 year world gen? And to easily see if there are any still alive on embark without scrolling through a million pages of world gen text.

    • @BlindiRL
      @BlindiRL  Před 3 měsíci

      Watch my video on caves.

  • @Hearthfyre
    @Hearthfyre Před 3 měsíci

    joke about earth and evil world generating was funny

  • @benevans3058
    @benevans3058 Před měsícem

    I think this title is wrong, saying traffic zones? @Blind

    • @BlindiRL
      @BlindiRL  Před měsícem

      Thanks for the heads up. I wouldn't have noticed otherwise

  • @maybehesbornwithitmaybeits9318
    @maybehesbornwithitmaybeits9318 Před 3 měsíci +1

    I noticed you pronounced lieutenant like a British you arnt a British are you?