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Author Topic: Explanation of Advanced World Generator  (Read 717 times)

DwarfMan98

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Explanation of Advanced World Generator
« on: June 17, 2013, 01:00:44 am »

Hello fellow Dwarves! Have you been having Fun lately? Did you pour magma everywhere?

I would like a bit of help on the aspects of Advanced World Generation (AWG) as I want a VERY specific kind of world (Good for Fortress/Adventure/Both). eg What on [Insert planet/world/universe/dimension (etc) name here] is mesh size? And is a HIGH number of bogeymen good for adventure mode, or LOW number of bogeymen?

Please inform me if i posted this in the wrong section...  :D

Edit:PS: Please do not send me http://dwarffortresswiki.org/index.php/v0.31:Advanced_world_generation because I don't completely understand it.
Edit II: I mean I understand parts of it but most parts I dont.  :'(
« Last Edit: June 17, 2013, 01:03:42 am by DwarfMan98 »
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I am Leo

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Re: Explanation of Advanced World Generator
« Reply #1 on: June 17, 2013, 03:44:10 am »

As I understand it, you can read the word "mesh" as "average". It lets you set the average elevation, temperature and similar across the world.

As for night creatures, having too many makes night means certain death in adventure mode. I'd keep the number low to medium.
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Matoro

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Re: Explanation of Advanced World Generator
« Reply #2 on: June 17, 2013, 05:58:52 am »

Night creature types and things like that control how many different bogeymen/vampira/anything types there is. It doesen't have anything to do with the quantity of the bogeymen/vampires/werebeasts. I haven't seen any big difference no matter where I set it unless it's zero, which makes the selected type completely disappear from the world. So if you want all night creatures exist, I'd recommend to keep those parameters as a default.

I haven't ever tried to mess with mesh size. Nor I haven't seen it to be necessary - I don't have a specific requiments for a landscape in my worlds. I just make lots of volcanoes, civs, beasts, evil areas and few mountain peaks.
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Fluoman

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Re: Explanation of Advanced World Generator
« Reply #3 on: June 17, 2013, 07:33:17 am »

Let's use elevation mesh size.
Let's say your parameters of elevation are 1 to 400.
Using the standard parameters with a mesh size of 8x8 means that you'll have equal parts of the five ranges of elevation (0 to 20% of 400-1, 21 to 40% of 400-1 etc) in a zone of 8x8 (region squares).
You can change parameters to have the mesh size be smaller (down to 2x2).

Let's say now that you put the ranges to 9 0 0 0 1. This means you'll have nine times more elevation between 0 and 20% of 400-1 than elevation between 81 and 100% of 400-1. And no elevation between 21 and 80% of 400-1.

A higher mesh size means a smoother-looking map.
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knutor

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Re: Explanation of Advanced World Generator
« Reply #4 on: June 17, 2013, 02:50:57 pm »

With a mesh toggle on, I see abnormal sized patterns in sewn quilts, less checkerboarding, as mesh squares are increase and overlap.  Without a mesh, I see the game spline having normally sized patterns and less rich diversity, which in most cases, leads to extreme conditions.  So to conclude, in my AWGs, I  tend to use mesh for nothing but Savagery.  Since my gamestyle can compensate and adapt to Savagery, but not say, a huge lake or cliff, right there where the embark cart would go.  Not much the player can do about climate and temperature either.  While for a bit I was also including mesh trends with vulcanism, I recently disabled that.  I've found having dependable dramatical ore tubes, better over all for the variety, than having trendy, undramatically meshed tubes.  I saw no gain in topside volcanoes, by changing mesh, alone.  Take care, Knutor
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pisskop

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Re: Explanation of Advanced World Generator
« Reply #5 on: June 17, 2013, 02:57:16 pm »

For meshes, I like to use savagery mesh and elevation meshes.

The savagery mesh helps even out the savagery, which I set to high.

The elevation mesh helps me reduce mountain ranges.  I prefer small mountains and struggling dwarves.  I set this highest (4x4 usually).  I also turn off periodic cliff erosion and amp up the natural erosion number.

If my temperature is wonky (because I messed with temperatures too much) I use a small mesh for that.

The meshes help a lot if you have a high variable.  For instance with temperatures ranging from -200 to 200.  They help eliminate that glacier in the doldrums or that scorching desert by the tundra.  But I try to keep them as small as possible.
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