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Author Topic: I think I may have found a way to make zero-reject worlds in the new version.  (Read 888 times)

Untelligent

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I'm still testing this to see how often it works, but it seems like a good idea.

In advanced parameters, set every parameter starting with "minimum" to 0. The ones that aren't already at the lowest possible value are in blocks starting on pages 5, 6, and 7 of the advanced parameters menu.

This will probably only effect geographic rejects, though. If there aren't enough civ locations it still might have a reject here and there, but you can turn off the playable civilization requirement. This might lead to some boring maps generated normally, but it would probably make the custom maps less of a headache to finish.
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regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Sean Mirrsen

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Use "n" to negate all that is negatable, and you will get zero-reject worlds, whatever setting you make for other stuff.
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Untelligent

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Yeah, that's sorta what I meant. Still having trouble with mountain caves, though, since you have to set a specific number instead of a minimum and they don't seem to want to spawn regardless of how many mountain tiles I paint.

Alright, now it's being irritating about the civ placement. So I turned down the number of civs to 5. Now it's crashing after it finishes the geography and gets to initializing. Dammit.
« Last Edit: July 16, 2008, 11:49:00 am by Untelligent »
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Untelligent

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Alright, I eventually figured out how to scroll the damn window. Working much better now.
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The World Without Knifebear — A much safer world indeed.
regardless, the slime shooter will be completed, come hell or high water, which are both entirely plausible setbacks at this point.

Erk

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Most of my worlds lately have been zero reject. For example, using these world init settings:
Code: [Select]
[WORLD_GEN]
[TITLE:Erky]
[DIM:257:129]
[END_YEAR:10000]
[BEAST_END_YEAR:1000:25]
[END_YEAR:10000]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:250:325:1600:1600]
[RAINFALL:0:100:200:400]
[TEMPERATURE:50:80:100:200]
[DRAINAGE:0:100:100:300]
[VOLCANISM:60:100:1600:1600]
[SAVAGERY:40:100:400:800]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:800:5000:30000]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:25]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:300]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:55]
[TOTAL_CIV_POPULATION:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
you get a really neat, very evil world with tons of volcanoes and rivers, choppy strange mountain ranges, and so far I've never had a reject.
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Kogan Loloklam

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(Oops, Multiple Tabs and an unhappy infant posted me in the wrong Spot)
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