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Author Topic: World Generation and GCS likelihood  (Read 587 times)

Elvang

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World Generation and GCS likelihood
« on: April 20, 2009, 09:49:55 pm »

I've been messing around with advanced world generation and my latest batch of worlds turned out a good number of embarks that met my criteria (see sig, last 4 regions). The only thing I've noticed is still missing are giant cave spiders. Do they only spawn in areas with bottomless pits? Anyone know what parameters I should change to increase their chance of spawning?

On a side note, when using finder to search for chasms it will often return positive but the embarks have bottomless pits instead.
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Guy Montag

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Re: World Generation and GCS likelihood
« Reply #1 on: April 20, 2009, 09:53:59 pm »

No idea. I've only encountered one GCS and it was on a bottomless pit on an experimental fortress site.

From my experience, about 1/10 pits will have a GCS, and there isn't anything you can do to create more bottomless pits besides increasing the number of mountain tiles that are accessible via normal embark mode.

increase the elevation x variance by 1200, and y varience by 800, you will get nice, long thin mountain ranges.

Otherwise rape the raws and increase it's occurance rates.
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Elvang

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Re: World Generation and GCS likelihood
« Reply #2 on: April 20, 2009, 10:02:11 pm »

I have no problem finding the pits/chasms (the variance is already 800:1200), they are GCS-less most of the time though. Are there certain biomes/temperatures that the GCS prefer? I could increase the chances of those appearing if there are.
« Last Edit: April 20, 2009, 10:03:53 pm by Elvang »
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Michaelsoftman

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Re: World Generation and GCS likelihood
« Reply #3 on: April 21, 2009, 12:23:59 am »

In the raws, the GCS has [BIOME:SUBTERRANEAN_CHASM].  You could try changing that to [BIOME:ALL_MAIN].

You could also try increasing [POPULATION_NUMBER:3:5].

I'm not sure though, I don't mod creatures much.  Maybe someone else can back me up on this?
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Neruz

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Re: World Generation and GCS likelihood
« Reply #4 on: April 21, 2009, 03:31:36 am »

Increasing the pop number definitely seems to increase the number of GCS's, but i'm surprised you're having trouble finding them; invariably whenever i embark on a Chasm there's one hanging out the front eating my dudes.

Elvang

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Re: World Generation and GCS likelihood
« Reply #5 on: April 21, 2009, 09:21:18 am »

Out of 16 regions/worlds that I've found each one had a bottomless pit or chasm but only 2 have actually had a GCS. Preferably I'd like to only change the world generation parameters, so if I find a cool embark I can always share it with someone later.
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The Practicalities of Fire Imp Defense
Tileset fonts for dfterm/telnet
Win 0.34.11 SDL with 7 binary patched bugfixes
Quote from: They Dig
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Rysith

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Re: World Generation and GCS likelihood
« Reply #6 on: April 21, 2009, 11:10:59 am »

Increase population number, then add the tags that will allow them to breed. Problem solved. Fun had.
Code: [Select]
[CHILD:2][CHILDNAME:giant cave spiderling:giant cave spiderlings]
[LITTERSIZE:4:8]
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