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Author Topic: Wold generator questions  (Read 505 times)

Evrett33

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Wold generator questions
« on: August 04, 2014, 10:14:58 pm »

I'm talking about the basic world generator.

1) Does Civilization include goblin/monster civs
2) Does sites include lairs?
3) Does savagery or beasts increase the likelihood for necro towers and goblin/monster civs ?
4)Any chance that the world generator will be revisited in the future to bridge the gulf between the user friendliness of the current one and the number of options in the advanced version ?
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pisskop

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Re: Wold generator questions
« Reply #1 on: August 04, 2014, 10:20:58 pm »

1) Goblins are a civ, yes.

Monsters can be a civ, depending on your raws and how you define civ.  Everything in entities.txt is a civ.  Well, it is if it is also intelligent.

Most monsters, as I consider them, are not civs, although they can be organized to varying degrees, keeping homes and families and killing adventures.

2) Sites are artificial constructions in the otherwise random wilderness.  So yes.

3)  No.  It actually decreases the maximum population/land of most civs.  Savagery is related to nature, and no civ can currently permanently settle a high-savagery biome.  Except your own forts, of course.

4)  Yes.  But be happy with what you  have now.  It may be there for awhile.  Jeebus, we just got the ability to retire forts and an active worldgen that doesn't stop when you start playing.
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LarsGerhard

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Re: Wold generator questions
« Reply #2 on: August 04, 2014, 10:23:22 pm »

1. Yes
2. Yes
3. No. Savagery is a property of biomes while beasts increase the number of megabeasts. Technically these will actually make it slightly harder for goblins to exist
4. A chance exists.

If you want more necromancers you want to increase the amount of civilizations and time since the first will increase the amount of suitable gods and the second will increase the chance of a god of death making a slab (increasing the number of secrets in advanced worldgen will increase their numbers as well). To increase the amount of goblins increase the amount of mountain areas and evil areas or (and this is the option for basic worldgen) increase the size of the world. I believe time also favours them currently. Megabeasts can be increased by limiting the age of the world as well as increasing the number of beasts.
« Last Edit: August 04, 2014, 10:26:02 pm by LarsGerhard »
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Zeranamu

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Re: Wold generator questions
« Reply #3 on: August 05, 2014, 01:25:02 am »

Speaking of the Necro Towers, if you want less (or none), find the 'Number of Secret Types' parameter in the advanced world gen and turn it down, or to 0 if you don't want them. Or turn it up, if you want even more towers. I think that's how it works, anyway - setting it to 0 got rid of Necromancers for me, so I assume you'd get more/less with higher/lower numbers.
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LarsGerhard

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Re: Wold generator questions
« Reply #4 on: August 05, 2014, 01:36:09 am »

Speaking of the Necro Towers, if you want less (or none), find the 'Number of Secret Types' parameter in the advanced world gen and turn it down, or to 0 if you don't want them. Or turn it up, if you want even more towers. I think that's how it works, anyway - setting it to 0 got rid of Necromancers for me, so I assume you'd get more/less with higher/lower numbers.

That is how it works though having necromancers also has the prerequisites of there being a death sphere deity and someone having become obsessed with their own mortality. Another thing that should increase the number of necromancers is stacking the terrain in favour of dwarves and humans since they can become obsessed with their own mortality.
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