Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Maps need smaller scale geography features  (Read 2060 times)

catten

  • Bay Watcher
    • View Profile
Maps need smaller scale geography features
« on: November 21, 2014, 06:58:39 pm »

DF maps have really cool large-scale geological features (things on the scale of an embark tile or larger), but there's actually very little going on at smaller scales. Ground tends to be either perfectly flat, or else sloped uniformly---if perhaps steeply---toward the nearest mountain.

Things that would be really nice to have:
There are probably any number of other interesting geological features that would be really fun to have, but you get the idea. Point is to have significant variation in elevation at scales in the 1-50 tile range, with a level of "cragginess" appropriate to the biome/geology of the area.
Logged

Orestes

  • Escaped Lunatic
    • View Profile
Re: Maps need smaller scale geography features
« Reply #1 on: November 21, 2014, 07:12:08 pm »


Really liked that idea.
Logged

smjjames

  • Bay Watcher
    • View Profile
Re: Maps need smaller scale geography features
« Reply #2 on: November 21, 2014, 09:42:17 pm »

Meandering rivers already kind of exist.

Pretty sure all of those are planned.

Having true canyons with sheer cliff faces would also be cool. plus seaside cliffs.
Logged

GavJ

  • Bay Watcher
    • View Profile
Re: Maps need smaller scale geography features
« Reply #3 on: November 21, 2014, 11:18:09 pm »

"World Gen should be vastly more customizable and convenient:"
http://www.bay12forums.com/smf/index.php?topic=138005.0

Most notably, partway down the OP, regarding "Make the resolution of the worldpainter tool be able to go down to a single EMBARK square" for what should be a pretty easy way to practically go about allowing control over this the way we want with probably not much coding.

Basically, world gen right now seems to use a grid at the granularity of roughly region tiles. It's probably only a couple lines of code to allow it to be at embark tile resolution in terms of the random generator. As an option (it will slow down world gen in exchange by a factor of a lot, so not by default. But if we want to wait 45 minutes for an epic world, let us!).

And then somewhat more complicated than that to build in UI options to control it with something like the worldpainter (which would then also extend to PerfectWorld and 3rd party utilities), but still can't be that bad. Sort of just another zoom lens on the custom world painter, and changing a few labels and I/O things like the mesh size stuff.
« Last Edit: November 21, 2014, 11:23:12 pm by GavJ »
Logged
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.

dwarf_reform

  • Bay Watcher
  • [NOT_BUTCHERABLE]
    • View Profile
Re: Maps need smaller scale geography features
« Reply #4 on: November 21, 2014, 11:23:48 pm »

Being able to visually preview a map pre-embark would be pretty friendly, as well..
Logged

GavJ

  • Bay Watcher
    • View Profile
Re: Maps need smaller scale geography features
« Reply #5 on: November 21, 2014, 11:25:59 pm »

Being able to visually preview a map pre-embark would be pretty friendly, as well..
It doesn't exist until you embark. So you'd have to sit there and wait about as long as you do when you embark for it to generate it in order to preview it, for every preview.

So I don't think it would be as nice as you suspect, but yes, it would be somewhat more convenient, since at least you wouldn't have to force quit DF and go through the menus again after previewing like now.
Logged
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.

smeeprocket

  • Bay Watcher
  • Collectivist Socialist Feminist Freeloader
    • View Profile
Re: Maps need smaller scale geography features
« Reply #6 on: November 22, 2014, 09:49:43 am »

Being able to visually preview a map pre-embark would be pretty friendly, as well..

this. I would wait.
Logged
Steam Name: Ratpocalypse
Transpersons and intersex persons mod for Fortress mode of DF: http://dffd.wimbli.com/file.php?id=10204

Twitch: http://www.twitch.tv/princessslaughter/

"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

smjjames

  • Bay Watcher
    • View Profile
Re: Maps need smaller scale geography features
« Reply #7 on: November 22, 2014, 10:04:44 am »

Being able to visually preview a map pre-embark would be pretty friendly, as well..
It doesn't exist until you embark. So you'd have to sit there and wait about as long as you do when you embark for it to generate it in order to preview it, for every preview.

So I don't think it would be as nice as you suspect, but yes, it would be somewhat more convenient, since at least you wouldn't have to force quit DF and go through the menus again after previewing like now.

Well, it doesn't have to do that every time you move the cursor on the map. When you find a spot that looks good, you can just press a key and it'll do the preview.

What I like to do, in order to preview it, is to make a copy save (or two) and look at the area of the site or sites on the copy.
Logged

Sergarr

  • Bay Watcher
  • (9) airheaded baka (9)
    • View Profile
Re: Maps need smaller scale geography features
« Reply #8 on: November 22, 2014, 10:45:40 am »

I support this suggestion wholeheartedly.
Logged
._.