
- #Masterwork dwarf fortress embark civilizations install
- #Masterwork dwarf fortress embark civilizations mod
- #Masterwork dwarf fortress embark civilizations full
#Masterwork dwarf fortress embark civilizations install
A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. You have somehow managed to make one of the most complex games in the world feel simple without MW.Want to start playing? Read this sidebar!
#Masterwork dwarf fortress embark civilizations mod
Regardless, the whole mod team has done a phenominal job with Masterwork. Some civs seem much better than others, specifically the kobold's inability to survive the first 50 years in any world I created (but that could also be luck). It may also just be because of the early nature of Reborn. While I like that any race can become extinct because it adds flavor, from a gameplay perspective, I wish there was some preset that created the world with all civs on even ground from a numbers stand point. I haven't played vanilla DF in a while, so I'm not sure if this is fairly normal, but there seems to be a fairly large luck factor involved in civ survival. All 7 Kobold civs managed to become extinct. Dwarves and Gnomes got 1 civ each, Succubi got 0. The goblins were able to kill a third of the civilizations in the world (11 I believe) because of the 30 civs created, 7 were goblins. While I love the random aspects of Dwarf Fortress world gen, I feel like it needs some sort of cap on the civilization generation. I genned 3 new world using geomagic preset and have been getting some interesting results. Anything to make the game harder is fine by me.Īlso, I've been creating a few worlds using the preset parameters and it seems like the issue is just horrible luck.

I also look forward to your new invader races.

That seems like it will make modded dwarf fortress a much better experience overall. I was unaware they were focusing more on making it compatible with other mods. Is it possible that I am putting too many civilizations in the game (like if there are too many civs, one race might have more civs than the others and be able to wipe everyone else out)? Any general tips would be helpful because I seem to be extremely good at wiping out half the world no matter what I do.Įdit: I should add that I know that Reborn will be fairly different from 6.2 because of new technical limitations as well as new design choices I usually do under 100 years of history, but still end up with at most half the races still alive.

I prefer to make my own world gen parameters because I like the world to be a little more random than the presets, so this question is more about the mechanics of world gen rather than any troubleshooting.

In every world I gen, most fortress defense races die out fairly early, which is very unfortunate because I love all the added challenges they bring. My other question is about world gen in Reborn.
#Masterwork dwarf fortress embark civilizations full
First of all, I understand that Masterwork Reborn will be inferior to Masterwork v.6.2 for at least a while, simply because Reborn is a WiP, but do you have plans to make it as full of content as 6.2? I only ask this because I saw some where on here (don't remember what thread) that you said that this mod is smaller/simpler but I wasn't sure if you were talking about the mod in its current state or how the mod will be when it has most of its content added. I have a couple questions about this mod.
