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Author Topic: DF terrain boring and irrelevant?  (Read 4586 times)

TheOnlySolitaire

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Re: DF terrain boring and irrelevant?
« Reply #15 on: September 01, 2013, 08:41:56 pm »

Quote
You sound like someone who really knows how to gen worlds! Do you think you could make me a lonely mountain type embark? I'm looking for a fairly large (5x5, 5x6, 6x6, 5x7) embark with a flat plain all around (360 degrees) with a mountain in the middle, Ideally the mountain would be 100 tiles or less and rise up to a small peak over at least 10 z levels. I've tried the worldgen cookbook thread but not had any luck there, not much luck getting one myself!

I suppose I know a fair bit about genning worlds from experimenting with different things, as far as we players can actually have input on the fort mode terrain itself (which seems to still be at least partially randomised, perhaps fully), but I don't know how to give you a pre-genned/saved world. Sorry.

I CAN however, help/teach you how to gen it yourself. It's not actually that complicated at all once you understand what does what, but you are right, the world-gen cookbook was rather unhelpful for me too
.
I'm assuming you are using vanilla DF? Or do you have LazyNewbPack or a mod?
Because you NEED PerfectWorld, which is a DF utility that lets you have control over the actual terrain in your world. It also allows you to change the parameters, most notably increasing the embark points above the normal limit. which removes the challenge, but can be great if you want to experiment with an idea, or try your hand at an epic project.

Its nearly 3am here, and I've been up since 630am, so let me sleep and I'll write you a brief/general guide for using PerfectWorld for tomorrow,  and for anyone else who is interested in genning their ideal world too I suppose. I don't have anything better to do, hehe.
« Last Edit: September 01, 2013, 08:48:08 pm by TheOnlySolitaire »
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Grimmash

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Re: DF terrain boring and irrelevant?
« Reply #16 on: September 01, 2013, 11:10:22 pm »

Looking forward to your infos.  I've messed about with world gen a bit and find myself rather lost on the finer points.

WanderingKid

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Re: DF terrain boring and irrelevant?
« Reply #17 on: September 02, 2013, 02:09:15 am »

howdy!
maybe we need a Camelback challenge... load up with copper helm, breastplate, sword and GCS silk socks, shoes and thong and run up to the top of Camelback.  When you get there, see if you're ready to fight even a Dwarf child...

I will die of asphyxiation running up Camelback, particularly if we are running to the second hump.  Either that, or my cigarette poking out of my mouth when I get there will scare all the mothers to hide their children.

On topic (sorry, not trying to derail): I'm curious about the embark requested.  Not necessarily because I want a monk's retreat, but I want to see if I can kill all invaders via cave in from 10+z from the entry.  >:(

Tirion

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Re: DF terrain boring and irrelevant?
« Reply #18 on: September 02, 2013, 03:51:56 am »

A high erosion cycle count will do that to all but the most extreme cliffs. Try 0  ;D
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"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

Di

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Re: DF terrain boring and irrelevant?
« Reply #19 on: September 02, 2013, 05:07:38 am »

When I think about dwarven fortresses, I think about steep cliffs and gorges; helms deep like valleys with a single access side to defend; towering mountains with small paths and passes; huge cliff faces in which the entrance is dug; soaring rivers in spring that carry everyhing in their course, etc etc

Well, when I think about dwarven fortress, I think about small cabin in desolate woods or glacier, which anyone can enter, but few can exit.  :D
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TheOnlySolitaire

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Re: DF terrain boring and irrelevant?
« Reply #20 on: September 02, 2013, 11:03:20 am »

OKAY, so a rough guide to genning worlds. As I said in my previous post, to actually gen the specific terrain you are after, to as close to how you want it as possible, you WILL need PerfectWorld. However, the parameters will still work without PW, you just will have to generate a lot of worlds before you find what you are looking for. As a quick point, PW is the easiest and most user friendly way to gen a world to your specific liking, but you can use standard DF - if you enter Advanced Parameters, press 'e' on your desired parameter set (e.g Medium Island), then press 'p' you will open up a difficult to use, but functional Vanilla world painting tool.

Here is the link for PerfectWorld: http://www.bay12forums.com/smf/index.php?topic=57428.0

disclaimer: Even with PW, genning terrain is still somewhat randomised, even genning the same parameters+map twice can change the exact terrain a region will have.
So you WILL need to play about with these settings yourself, or otherwise persistently gen worlds until you find what you are looking for. As mentioned earlier by another poster, ISOworld is a VERY useful tool for checking out potential sites, but specifically terrain. Here's the link for ISOworld: http://www.bay12forums.com/smf/index.php?topic=70700.0



Anyway on to the guide:



how to use PerfectWorld
Spoiler (click to show/hide)

basic requirements for specific biomes - IE, biome cookbook
Spoiler (click to show/hide)


parameter changes to create more varied Z-levels
Spoiler (click to show/hide)


I think that covers everything you'd need to get started with custom-creating your own worlds...
Hope this helps! :-)
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