![]() The Region Map is a little different- the entire area of a Local Map is contained within a single Region Map tile, and we're only settling a 5x5 block of Local Map tiles, which itself represents a roughly 200x200 (I don't recall the exact conversion) area of individual game area tiles. Why did I phrase the "zoom level" malarkey like that? Well, you see- each tile on the World Map represents the most common terrain feature for a pretty large block of Region Map tiles. Generally, you can quickly pick up the symbolic/color system even with just a few minutes of scanning around.Īlso, the worldgen function has a really cool feature that lets you export the entirety of the world map at the zoom level of the Region Map screen. Dwarves like mountains, and I'll go ahead and stop there. Green quotemarks signify flat grasslands, the various sizes of upside-down U's indicate rolling hills, and the grey triangles are mountains. Close-packed green arrows represent forests and woodlands, which are quite far from our site. Wavy lines represent deserts, the color of which usually indicates the color of the sand, but in this case, the purple indicates an Evil biome. Let's work off of the Region Map screen seen in the screenie above. But I suppose an orientation is in order. To my eyes, the ASCII characters are actually quite a relief, compared to more rudimentary games like ADOM and DoomRL (yes, that's a thing. I guess this is as good a time as any for a quick word about the world map, and the symbols it uses. Suffice to say, we are pretty far from home, though we aren't too far from Dwarven civilization. ![]() The home region of our parent civilization, The Heroic Ring, is indicated on the World Map by the cluster of blue omega symbols. The cursors decided to flake out on me when I took this screengrab, but on the Region Map, we are near the middle of that screen, east-northeast of the central omega symbol (which represents another Dwarven stronghold). Best I can do is a fairly wild and evil desert that borders some mountains. A quick look at the world map and some deeper scanning indicates that there aren't any truly dangerous evil biomes to try and settle. "Very Long" history means 1,050 years' worth of history, and even with my very powerful rig, that much time with that many historical figures took well over half an hour to simulate.įinally, with the world creation and the initial history done, we can finally select a location to settle. Good grief, I now remember why I do an "advanced parameter" worldgen, so I can cap the number of simulated people running around and doing stuff. oh, wait.Īnd here I thought the mineral seeding took a while. Guess there were a lot of minerals to seed. then suddenly there were changes in elevation, temperature was set, the rivers ran for the first time, lakes were formed, and the minerals were seeded for the inheriting life. In the beginning, the world was unformed. And, while this doesn't directly impact the final choice of site, I'm bumping the natural savagery and resource presence just a bit, in accordance with the group's general consensus. Develop a nice long history and all that. To give our world some serious gravitas, I'm choosing to run a large world for a very long time. I'm not going to bother with an "advanced-parameter" world generation procedure, but the addition of quick presets to the default creation option were a nice touch. The first step of any playthrough is to create a world that your fortress will exist in, and often be impacted by. Indeed! For those who aren't aware, Dwarf Fortress isn't simply a highly-detailed ASCII simulation of little bearded men living under a mountain and digging for gold, it is first a fairly-detailed world simulator. "If you want to make an apple pie truly from scratch, you must first invent the universe." -Arthur C. Also, to keep things clean, please submit join requests here. The FreeSpace Universe Reference ProjectĪs promised, I finally have gotten around to starting the HLP Dwarf Fortress! Not going to waste a whole lot of time with introductions, I'll just get right to the first-session recap.
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