Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Parameters for Funorama  (Read 926 times)

Jazzeraint

  • Bay Watcher
    • View Profile
Parameters for Funorama
« on: March 06, 2009, 12:28:33 pm »

I'm relatively new to the game, I've played it some and had good times, but I want to generate a world using such and such parameters and keep getting fail messages. So, looking for advice.

Ideally, I want:
Lots of Magma
Lots of Goblin Civilizations
Lots of Caves
Lots of Savagery
Magma & Goblin Civ in same 3x4

Any help on setting up these parameters without getting 10k worth of rejected worlds would be appreciated!
Logged
The silver is responsible for this How?

Jazzeraint

  • Bay Watcher
    • View Profile
Re: Parameters for Funorama
« Reply #1 on: March 06, 2009, 03:28:44 pm »

Further Info:

Setting Volcanism to 20+ ends up in a lot of 'can't place' errors.
Setting Savagery to 10+ ends up in a lot of 'can't place' errors.
Increasing minimum squares for Volcanism ends up in similar errors.
Increasing minimum squares and mountain peaks ends up in similar errors.

I set minimum volcanoes to about double the preset number. I increased minimum mountain peaks by about 1.5x the preset number.

I've maxed out civilizations to 100, but the last few successful maps I generated had, a) only 1-5 goblin civilizations, and b) 1-2 significant mountain ranges. I tried both 129x129 and 129x257 ranges with these parameters.
Logged
The silver is responsible for this How?

Akhier the Dragon hearted

  • Bay Watcher
  • I'm a Dragon, Roar
    • View Profile
    • My YouTube Channel
Re: Parameters for Funorama
« Reply #2 on: March 06, 2009, 04:03:06 pm »

if you dont mind a little modding make copys of the goblins and their civ so you will have more starting gobo civs.
Logged
Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Pruvan

  • Bay Watcher
    • View Profile
Re: Parameters for Funorama
« Reply #3 on: March 06, 2009, 05:24:08 pm »

Increasing the minimum savagery and volcanism for areas will always generate "can't place controllable civs" errors, because of the way (nearly?) all civs require 0 savagery for their starting locations, among others. The best you can do is increase the maximum for these kinds of variables.

What you can try is increasing the amount of volcanos, and enabling being able to 'ALWAYS' see magma pools and lakes in your init file. This way you can easily look for magma on the embark screen (they'll be visible and show as red ~ and double ~'s, for lake and pool respectively).

If you're tired of the same ol' dull and easy to kill Goblins, have a go at downloading the Ork mod. They'll keep you on edge but good.

Again, increasing the amount of caves at custom world gen will give you more caves, similar to volcanos. You can also try and increase the min and max size for caves, if you feel like goin' deep.

As for finding a 3x4 area that includes all your wishes, people sometimes spend days looking for the "G-spot". Sometimes it doesn't hurt settling for less.
Logged
I don't see dicks...  I'd hate to ask people to point them out.

Livonya

  • Bay Watcher
    • View Profile
Re: Parameters for Funorama
« Reply #4 on: March 06, 2009, 05:35:59 pm »

I posted this in a different thread, but you might want it as it gives you everything that you want...

This is a Medium world for 40d9 that has 2 fantastic spots. 

At least one of them can be done as a 3x4, maybe both of them.  I was focused on a 4x4, but I did check for a 3x4 and a 3x5 at one point, and I believe they worked.

Spot one (4x4)
cold
Sand
Magma Pipe (not visible on surface)
Flux Stone
Underground river
Other Features (I assume HSF)
Trees
Chasm (dried river bed style with critters)
Extremely savage Neutral area with lots of critters (can be redesigned to turn this from neutral to Evil with a little effort)
Elves/Dwarves/Goblins/Humans/Orcs (if you mod Orcs)
around 25 z-levels that can be mined


This area is right next to a brook, so if you make it a 5x4 you can add a brook


Spot two (4x4)
Magma Pipe (not visible on surface)
Flux Stone
Underground river
Other Features (I assume HSF)
Trees
2 Chasm (giant round pits with critters)
Extremely savage Neutral area with lots of critters including a Gremlin (can be redesigned to turn this from neutral to Evil with a little effort)
Elves/Dwarves/Goblins/Humans/Orcs (if you mod Orcs)
32 z-levels that can be mined

This area is right next to a brook, so if you make it a 5x4 you can add a brook and sand

One of these sites also has an underground pool, but I am not sure which one.

I am using the 2nd spot as a 6x6 so I have literally everything I could use.  I wanted to test the FPS with 40d9 on my extremely top end system, so I went with a large size.  I started with 3 or 4 pages of creatures.

Here is the seed info:
Spoiler (click to show/hide)

Maybe that helps...

- Livonya
Logged

Blakmane

  • Bay Watcher
    • View Profile
Re: Parameters for Funorama
« Reply #5 on: March 06, 2009, 06:03:53 pm »

Increasing the minimum savagery and volcanism for areas will always generate "can't place controllable civs" errors, because of the way (nearly?) all civs require 0 savagery for their starting locations, among others. The best you can do is increase the maximum for these kinds of variables.

What you can try is increasing the amount of volcanos, and enabling being able to 'ALWAYS' see magma pools and lakes in your init file. This way you can easily look for magma on the embark screen (they'll be visible and show as red ~ and double ~'s, for lake and pool respectively).

savagery requires minimum for settlement as this guy states, don't mess with it too much. You could try increasing the mesh weightings a little in order to make the map more savagery heavy, but you must always have 0 savagery somewhere.

However, everything he says about volcanism is bullshit. Increasing minimum volcanoes will result in infinite rejections. How you get a super-magma world with magma on nearly every screen is is:

1. Set minimum volcanism to 80. set max to 100. Variance isn't important, but I usually lower it.

2. For the mesh weighting values, set everything but 80-100 to none

3. Go down to 'minimum number of xxxx squares'. Find the 'minimum number of squares with low volcanism' etc. Set ALL these values to none (even high volcanism).

4. Create world

5. ????

6. Profit!

Tell me if you can't get this to work, i'll post a worldgen file.
Logged

Pruvan

  • Bay Watcher
    • View Profile
Re: Parameters for Funorama
« Reply #6 on: March 06, 2009, 06:16:52 pm »

Increasing minimum volcanoes will result in infinite rejections.

No it won't, I've done it a handful of times. Just don't set them to more than half the size of your map of course, otherwise there won't be any place to live for the civs.

As for volcanism, I'm not sure about civs needing 0 volcanism or not. So your suggestions might work.
Logged
I don't see dicks...  I'd hate to ask people to point them out.

reubend

  • Bay Watcher
    • View Profile
Re: Parameters for Funorama
« Reply #7 on: March 06, 2009, 09:12:03 pm »

If you have only high volcanism, then you'll never have sedimentary or metamorphic rock (or at least no flux; technically you could still have metamorphic). That means no steel or bauxite. Ever.
Logged