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Author Topic: Worldgen and goblinite  (Read 740 times)

HrumpfOfDoom

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Worldgen and goblinite
« on: April 22, 2020, 05:52:52 pm »

Is there any advice about how long of a past to worldgen in order to get goblins, but not lose out on humans and/or elves? I know it would be a rough guess, since things have to happen to get goblins, but so far I either have gotten no goblins, or only goblins. I am making pocket worlds, using advanced parameters, and I used a shared worldgen example from the wiki called pocket, no aquifers. I can't find it now, or I'd link. I know that with my set up, 50 years leads to only goblins, and an almost dead dwarven civ.
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Shonai_Dweller

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Re: Worldgen and goblinite
« Reply #1 on: April 22, 2020, 06:23:19 pm »

Is there any advice about how long of a past to worldgen in order to get goblins, but not lose out on humans and/or elves? I know it would be a rough guess, since things have to happen to get goblins, but so far I either have gotten no goblins, or only goblins. I am making pocket worlds, using advanced parameters, and I used a shared worldgen example from the wiki called pocket, no aquifers. I can't find it now, or I'd link. I know that with my set up, 50 years leads to only goblins, and an almost dead dwarven civ.
Stop using pocket worlds. There's so few civs, one war can alter the makeup of your world significantly.
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HrumpfOfDoom

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Re: Worldgen and goblinite
« Reply #2 on: April 22, 2020, 06:31:19 pm »

I like the smaller worlds, even with my ok specked pc, so how big do you recommend, barring a giant map. Oor in other words, what's the smallest you would suggest.
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Fleeting Frames

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Re: Worldgen and goblinite
« Reply #3 on: April 22, 2020, 06:43:10 pm »

Pockets can "normally" work, at least if you use PSV, here's an old example:



That's with still non-dwarven civs in contact range, but otherwise is possible as well by using oceans/mountain ranges to make barriers to raise contact distance over 30.

But the current state of necroes are far from previous "normal" - You might want to either pause the worldgen when first one appears, or have civs set so far apart the necro can't possibly conquer all sites you want (then use 1-time tribute demands and raids to make contact).

Also, on the note of wiki parameters, verify it has the new .47 necromancer parameters if you want them - otherwise cant add them in after world generation.

PS: Map size is less meaningful than total population for slowdown. There's also other advantages of larger maps though: Dry Broadleaf forests require worlds at least 127 tiles tall, the number of animalmen joining sites depends on the region size range of their parent biome, and megabeasts are less able to wreck civs when separated by distance or especially oceans.
« Last Edit: April 22, 2020, 06:48:06 pm by Fleeting Frames »
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Shonai_Dweller

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Re: Worldgen and goblinite
« Reply #4 on: April 22, 2020, 07:13:52 pm »

I like the smaller worlds, even with my ok specked pc, so how big do you recommend, barring a giant map. Oor in other words, what's the smallest you would suggest.
Small should be OK. I use Adv. Worldgen medium region. You probably don't need to go that big. But for working out an accurate "X years should get me good results every time", I think pockets are just a bit too volatile.

Also, map size (and as mentioned, population) in itself doesn't seem to have a significant effect on Fortress Mode gameplay FPS. Just takes ages to save and load anything.
« Last Edit: April 22, 2020, 07:15:24 pm by Shonai_Dweller »
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HrumpfOfDoom

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Re: Worldgen and goblinite
« Reply #5 on: April 22, 2020, 08:28:20 pm »

Nice. Necros don't really matter, so would a older worldgen parameter set still work? I haven't tried to gen with the latest.
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gchristopher

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Re: Worldgen and goblinite
« Reply #6 on: April 22, 2020, 11:06:36 pm »

Also, map size (and as mentioned, population) in itself doesn't seem to have a significant effect on Fortress Mode gameplay FPS. Just takes ages to save and load anything.
Really? My large world fortresses have ground to FPS death quickly, even with extreme FPS-saving measures (small embark, population limit, item destruction, etc). Mostly 43.05 and 44.12. World activation seems to murder FPS for large worlds for me. I figured that's why you see so many small world sizes in FPS saving attempts.
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Bumber

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Re: Worldgen and goblinite
« Reply #7 on: April 22, 2020, 11:35:02 pm »

-
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Fleeting Frames

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Re: Worldgen and goblinite
« Reply #8 on: April 23, 2020, 12:30:13 am »

Nice. Necros don't really matter, so would a older worldgen parameter set still work? I haven't tried to gen with the latest.
The seeds are useless (unlike .44, .47 randomized things down to geography), but the parameters themselves can be still copy-pasted an their meshes/world tile pre-set values (if any) will still be set. So "just the seeds" of a region is pointless, but perfectworld map of australia isn't.

Also note that even .47.04 worldgen has significant gameplay difference from 47.03 in how religious people are. In general, the villains release, being the "villain&guildhall" release, will generate much different historical figures than .44 even with disabled necros (though that bit will make them far more similar).


Oh yeah, btw note about your setup: 50 years and dead dwarf civ is the typical result of
- 1 dwarf civ (standard setting in pockets unless changed)
- with no quickly made hillocks
- which results in any old FB being able to knock them over soon, even without goblins.

@gchristopher: Well, you can measure the fps impact of longer worlds in two ways:
1) FPS on embark. (Mind that to calculate its impact on, say, 50 FPS fort you need to use the inverse.)
2) How long it takes the calendar to advance a day, in seconds: each one lowers 50 FPS by ~2.

1) might be more accurate to fort with some things offloaded to end of season. However, 2) might be more useful being that you can recheck it late in your fort history with retire-unretire, as many post-wg worlds grind to relative halt once the civs exhaust their easily reachable options.

There might be more reasons why they're slower, such as visitors, but tbh even if it doesn't save you much just not generating the parts you wont use is still worth something.

Sarmatian123

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Re: Worldgen and goblinite
« Reply #9 on: April 23, 2020, 02:44:41 am »

I must admit, though I played vanilla DF for years, my only generated worlds are limited to "pocket" and "smaller" sizes and I always start them at year 05. They end typically in their 20th-30th year due how lagged with large quantity of items DF becomes or how incomplete automation of tasks is done. Micromanaging after a while is too bothersome. Animals and dyes are a particular pain of mine. I am contemplating not to deal with any animals, besides cats and dogs in all my future plays. I slowly grew only my embark locations. This gives more time, when invasion arrives in embark and makes them more realistic. It was suggested to me by other players btw. It has its limits. Largest size of embark becomes bugged with annoying map's inaccessible zone bug after 5 years or so, which is making digging and construction impossible. I never got issue getting all civs I desired at year 5, though it seems Dark Towers and Dwarven Fortresses are easily wiped out for some reason. I get dropped with kings way too frequently, while 100+ Goblins disappear in mass pit every year. Elves and Humans are toughest survivalists on every map, but then I never get a single siege from them and they rarely are in conflict with almost non-existent Goblins.

I could imagine large maps with implicit goal of adventuring, after initial fortress embark to get adamantine stuff. However because of my experiences with largest size embarks, I have little doubt they are bugged similarly to hell as well. Toady never set up from devoted players any team of DF-testers, who would go through all modes and variations to check everything is ok and functional, short, medium and long term. He is not even programming all features. Loose ends everywhere.

Toady and some other players seem to prefer stiffened old maps with 500+ years of history on them. For the story line I guess. I find 05 year embarks the most dynamic. I can go to near-by fortress just month later in Adventure Mode and find there new stuff, new items, new weapons, new configurations of rooms, new shops and so on, which wasn't there earlier. Not to mention the refreshed and renewed stockpiles. The only thing that beats down on me during visits is the shifting architecture of Dwarven Fortresses. Some parts are becoming temporarily unavailable/inaccessible. A bug I hope. Like the endless animal spawns and lagged to hell caves and Dark Towers. Unfortunately playing DF, even on good CPU, takes literally months and months at a time. At least for me. So, you can not explore all possible options and situations, as you would like. I guess 100+ years old embarks is good for players looking for a particular scenario to play, which is impossible to get at year 05. Plus lag for large population of historic animals. Majorly historic animals. Not historic persons. If you start map with adventurer instead of embark, then you have in a year of travels around 10000+ pages (screen size 1600x1200 more or less) of encounter reports to go through. Majorly reporting about escaping animals, who avoided combat with you. Game promotes those animals to recruits and they still flee in panic at slightest detection of your sneaking in shadows. Is there a second guess why so much lag on old maps and why experienced players advise so strongly against playing those "matured" maps?
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