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Author Topic: Stopping world gen early?  (Read 1719 times)

ChrisSketch

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Stopping world gen early?
« on: January 26, 2009, 01:38:04 am »

Just a quick question concerning world generation. What is it like playing a world, jumping in at say, Age of Myth year 3?
Only 29 historical figures have died, but I'm not sure what that would mean in terms of gameplay. Would there be more megabeasts roaming around? Has anyone done something similar?

Sorry if if this has been answered already. Didn't really know what to search for.

edit: eh, I just realized that this should be in the Dwarf Mode board. :-\

« Last Edit: January 26, 2009, 01:41:37 am by ChrisSketch »
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Faces of Mu

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Re: Stopping world gen early?
« Reply #1 on: January 26, 2009, 03:15:54 am »

I'm not sure about this, but I have to say that all the worlds I've generated using the advanced parameters are far less developed than the quick generated ones from the main menu. Even if the advanced world is allowed to generate for 1000 years, the quick generated worlds which live for 200 years have plenty more roads, civilisations, and towns. I struggle to get a good road map from a custom world. I've resorted to only making the quick gen worlds as they are not only more advanced but they also have plenty of interesting features and landscapes (the advanced ones always seem pretty vanilla comparatively).
I've done some basic experimenting to get the worlds I want from adv gen but I obviously still lack the skills or understanding to perfect it.

Btw: Has anyone found the tunnel roads we saw in Toady's dev pics pre-3d, and how do you see them from the embark screens?
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A_Fey_Dwarf

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Re: Stopping world gen early?
« Reply #2 on: January 26, 2009, 04:32:30 am »

Yes, I have found numerous tunnels. I even embarked on a tunnel bridge that spanned a chasm. It wasn't all that interesting really, I just wanted to see what it was like.
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DennyTom

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Re: Stopping world gen early?
« Reply #3 on: January 26, 2009, 06:38:03 am »

Really young world propably will have all megabeasts alive. But on the other side, civilisations will be very young too - they will be very small and it might be really challenging to find a site with all 4 races.

I would suggest waiting about 30, 50 years. I doubt that some megabeast will be dead and civilisations will have more time to grow and start some wars.
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Hawklaser

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Re: Stopping world gen early?
« Reply #4 on: January 26, 2009, 10:44:19 pm »

Well, I have toyed around with the world gen for a bit, and what I can add is there are 3 things that you can adjust to stop the history part where you want. Can do it by megabeast or exact year. If looking to stop on an exact year, it helps to gen the world once and have a long history so you can look into the legends info to find an interesting time to stop it, then re-generate that world, using exact same seed.

One is the exact year it ends, belive default is year 1000.
Two is year to begin checking megabeast percentage, this is the one that usualy causes a world's history to stop. I have only had 1 world run the full 1000 years of history, and that was using the Legendary lands mod, with megabeast paramaters tweaked to help them survive world gen.
Three is what percentage of megabeasts dead to stop at, this is another one that has a big effect on stopping a world early. I have seen 80% of the worlds megabeasts killed off in ~15 years a few times.

Though if you are worried about not having other races, make the number of civilization's higher.

Looking for interesting terrain? Can adjust a few things, like elevation variance, higher means changes can be more drastic over short distances, using the mesh sizes, which tries to clump terrain based on how you weight it, higher values seem to increase likely hood of that range to clump. Also can adjust minimum/desired number of tiles to adjust things to your liking, if you change these, I recomend increasing the maximum number of sub-regions, to make the proccess smoother, even then might need to allow the too many subregions rejection(usualy happens within the first 10 or so rejects)
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Mikko

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Re: Stopping world gen early?
« Reply #5 on: January 27, 2009, 01:09:07 pm »

You can also press 'a'bort and if I remember correct, 'c', use the world as it is. This way you can get all ocean worlds and other shit you don't need.
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Emily Murkpaddled

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Re: Stopping world gen early?
« Reply #6 on: January 27, 2009, 01:41:18 pm »

I like setting megabeast percentages that stop the world, routinely, between 40 and 80. The difference that I care about, though, doesn't actually have a basis in game mechanics: I just like the Legends menu being actually navigable. Once you break the 100 year mark, it becomes a bit too much information to easily browse through looking for the interesting stuff. ;)

40-80 years seems to be enough for civilizations to grow, to go to a war or two, to have some leaders die (but not all), and for a few alliances to form. Then, I can find the few figures of import from the Legends screen, look at the map, and actually have an understanding of the history of my world. I think you need to be a computer to understand the timelines of the worlds that go beyond 100. ;P

Also, it lets me clone the world and use it as my Adventurer one, also. Very young maps have a slew of advantages for Adventuring (wars tend to die down, caves are without their large beasts/megabeasts), and so it very effectively kills two cardinals with one limestone block!
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