![]() ![]() It should be noted that this refers to different kingdoms of the same races. Civilizations are dwarves, humans, goblins, kobolds and elves. This controls the number of distinct civilizations that exist in a world. This can be done through custom world-gen parameters.įor more information on the history aspect of the game, see Legends and Ages. The youngest world possible to generate is 2 years old. Therefore, it is recommended to set the history length so that the number of sites, megabeasts, and historical events is roughly what one wants it to be during gameplay. History will still progress after world generation, concurrently with normal gameplay, but this will, of course, be much slower (around two weeks per session start, in either fortress or adventurer mode). The recommended values for worlds you plan to use for adventure mode are Short or Medium. Longer histories will also increase the number of abandoned (sacked) towns and fortresses, which can matter for adventure mode, but conversely, doesn't matter that much for fortress mode. Conversely, shorter histories will take much less time to generate, but may limit some features (civilization size, sites, knowledge, historical artifacts, and necromancer towers). Longer histories will cause world generation to take longer, both because there are more years of events and because there tend to be more events in subsequent years. The actual length of history generation determines the details of the world the history configuration setting only establishes a maximum year at which generation will stop automatically. (Players might choose to do so if they are trying to reach a certain age, if they want to embark near a tower, or if worldgen has slowed to a crawl, for instance). Note that history generation can be interrupted and the world saved far short of the selected history value. The longer the history, the more historical events will be generated by the time gameplay begins. It also determines the amount of time that megabeasts will have to roam and kill things, get killed, etc. A longer history allows more time for civilizations to grow, attack each other, and starve to death before the player can start playing. "This is the (maximum) length of pre-generated history." The number of years for the currently selected length will be shown in the lower right. Selecting bigger worlds will reduce the framerate (update speed) of the game in fortress mode, so selecting small or smaller worlds is recommended.Īnimation of the world and history being developed. Setting this to a larger value will cause world generation to take longer, as more events will need to be calculated per step. Using basic world generation, the size options are:Įach region tile corresponds to 16×16 local area blocks of 48×48 tiles each. "This controls the size of the world map" as it says at the bottom of the screen when this option is highlighted, including the dimensions of the world that will be generated given the currently selected size. The basic world generation menu looks like this:Įach of the parameters is described below: Fortress and Adventurer modes allow you to influence a tiny part of that tale and write your own chapter one chapter in an enormous bookshelf. Dwarf Fortress is not only a game, it is a gigantic fantasy world simulator. The world's complexity could rival the works of Tolkien himself. Countless characters, each with a unique appearance and personality, live their lives, some of them calmly, while others go out and influence history. Entire civilizations rise, wage war, fall, rise again, and fall. While you wait for the counter to finish, an entire fantasy world with unique geography, history, and even language is created. This is where Toady invests most of his time, this is the piece of art that makes Dwarf Fortress unique enough for the Museum of Modern Art in New York City. World generation can take a long time and may seem like a nuisance, but it is the actual heart of the game. ( For advanced parameters, see advanced world generation.) This article will cover basic world generation using the first option. ![]()
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