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Author Topic: PerfectWorld question.  (Read 2187 times)

ddenney1211

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PerfectWorld question.
« on: September 05, 2014, 11:01:02 pm »

Hello, sorry I've looked around and can't find a place that seems appropriate to ask, but I'm wondering if anyone knows exactly how I might go about getting a map with a lot of joyous wilds locations. I want to try my hand at that or even a biome mixing that and terrifying for some good fun. How might I adjust this in PerfectWorld. Everything I change doesn't seem to let me gen more or less of the degree of the savagery only the good or evil, and even then it doesn't seem to be affected much.
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GavJ

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Re: PerfectWorld question.
« Reply #1 on: September 06, 2014, 02:19:18 am »

Perfectworld lets you determine savagery (the cyan blue and red map, just one of the tabs like everything else).

It doesn't have any options for evil I don't think. You have to do that afterward using the advanced map generator in-game.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

vjek

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Re: PerfectWorld question.
« Reply #2 on: September 06, 2014, 10:01:26 am »

You don't need perfectworld for joyous wilds.  Just increase Savagery and Good percentages, while providing a place for the initial mountainhome.  Savagery can be mapped with the world painter/pw if you want, but the Good biomes are still limited by biome size (small/medium/large). 
Typically, if you make the world in such a way that at least one mountain biome is of the target size, then you can make all the rest unavailable for the mountainhome, and joyous wild, if that's what you want.

Tacomagic

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Re: PerfectWorld question.
« Reply #3 on: September 06, 2014, 12:23:34 pm »

You can accomplish what you're looking to do with vanilla dwarf fortress.

First, you need to create a savagery mesh that makes things more savage.  Personally, my favorite setting is this:

Code: [Select]
Savagery Mesh Size: 4x4
Savagery Weighted Range (0-20)     0
Savagery Weighted Range (20-40)    0
Savagery Weighted Range (40-60)    1
Savagery Weighted Range (60-80)    3
Savagery Weighted Range (80-100)   5

Weighting the higher ranges like that causes them to be rolled more often, increasing overall world savagery, while still allowing limited medium savagery for civilizations.

Next find the section with all the "Desired Good Count in Small/Medium/Large subregions" and beef those up.  Doubling or tripling (or more) these numbers will do pretty much what you're looking for.  Essentially all this does is increase the amount of good alignment in the world.

At the very end of the list of parameters you'll find a long section with "Minimum number of <type> squares"  You'll want to change the following:

Code: [Select]
Minimum Number of Mid-Savagery Squares     None
Minimum Number of Low-Savagery Squares     None
Minimum Number of High-Savagery Squares    <double this number>

By disabling the minimums for low and medium savagery, it'll avoid world rejections due to it being too savage.  Doubling the minimum number of high-savagery squares will make the generator reject worlds that aren't savage enough.  You can go even higher with the last check, but if you make it too high, it will make dwarven civilizations a lot smaller.

All those settings taken together will generate a rather savage world with a lot of good-aligned areas.  In fact, my very first try I managed to generate a world with joyous wilds that was sitting right next to a terrifying biome.

There was also a massive joyous wilds mountain range in the south.

I plopped the save down on DFFD here:  http://dffd.wimbli.com/file.php?id=9632

Of note, the area i mentioned with the joyous wilds next to the terrifying biome is right here: 


It's actually an all-around nice embark location.  Has everything but shallow metals and no aquifer (if you consider lacking an aquifer that a good thing, anyway).  There is also access to all civilizations, but sadly no tower.  A quick embark there also showed that it has sand a few levels down.  It's also very flat there, which can be either a good or bad thing depending on what you're looking for.  And, if you want your embark to have both biomes, just move a space north.

Actually, in that exact spot, there's a little finger of evil that sticks down from the north.  It rains elf blood up there, which is always a positive.

EDIT:  Added additional explanation of exactly what each parameter set is doing.
« Last Edit: September 06, 2014, 03:51:34 pm by Tacomagic »
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ddenney1211

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Re: PerfectWorld question.
« Reply #4 on: September 06, 2014, 03:40:21 pm »

Ah, thank you so much for that, it makes a lot more sense since you explained what each thing is for and how it will help.
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GavJ

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Re: PerfectWorld question.
« Reply #5 on: September 07, 2014, 11:57:19 pm »

Quote
You can accomplish what you're looking to do with vanilla dwarf fortress.
Well technically, you can accomplish anything you can in perfectworld in vanilla dwarf fortress, since it's merely a user interface wrapper for vanilla dwarf fortress' existing world painter tool.

Whether you use it or not depends:
If somebody is already using perfectworld for other reasons, then the single slider is a lot simpler than that page of instructions.
If they aren't familiar with perfectworld already, then that page of instruction here is going to be easier than learning perfectworld just to do this, if this is all you want to do.
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.