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Author Topic: more worldgen parameters  (Read 832 times)

commondragon

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more worldgen parameters
« on: June 11, 2008, 12:47:00 pm »

the only "design new world with parameters" has is size, seed, and name editing.  One thing that will help modding and reduce the frustrating aspect of constant re-genning of worlds just to get one that works, is to allow us to have a few "settings" we could control.

1. Civ modders could use an option to try and create worlds were their civs have a guarantee to show up.  Even with an un-modded game I've had maps were elves or goblins did not show up, not to mention my custom races, even on medium maps...

2. The possiblity to require certain land features, in certain amounts. This could also be used (if rather dumbly used) to make maps genned half good, half evil terrain, so you can try to settle with both types in one fortress area, and see what happens.

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Derakon

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Re: more worldgen parameters
« Reply #1 on: June 11, 2008, 01:09:00 pm »

Uh, have you seen the latest dev-now notes? Toady just implemented detailed terrain parameters. Additionally, you can "paint" details onto the map which are used to determine what kind of terrain shows up (e.g. changing drainage will affect the likelyhood of lakes and aquifers).

I don't think that good/evil is one of the paintable parameters, but I could be wrong.

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Areyar

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Re: more worldgen parameters
« Reply #2 on: June 11, 2008, 01:16:00 pm »

You seem confused about the difference between worldgen and local mapgen.

On most standard regions there will be all concievable maptypes, you only have to look for quite a while in the embark screen.

The worldgen script mostly dumps worlds because of being too flat, too mountainous or having unbalanced rainfall patterns...things I would find interesting features rather than unacceptable, however as long as races are in fact limited to a single terraintype (in worldgen) it is unfortunately neccesary to force the world into a form that will allow all civs to settle.
(At least at year 0, survival to gamestart is another issue)

Toady has recently been adding some user definable parameters to the worldgen though. (good news!)

The half evil maps are standard feature at evil territory boundary lands.
Half good/evil lands would require having those two types of lands next to each other...which may be exceedingly rare (if at al possible, I can't recall ever seing those two next to eachother)

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Draco18s

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Re: more worldgen parameters
« Reply #3 on: June 11, 2008, 01:26:00 pm »

quote:
Originally posted by Areyar:
<STRONG>The half evil maps are standard feature at evil territory boundary lands.
Half good/evil lands would require having those two types of lands next to each other...which may be exceedingly rare (if at al possible, I can't recall ever seing those two next to eachother)</STRONG>

Exceedingly rare if at all, I haven't looked, but I wouldn't be surprised if there was a "gradient" of alignment.  Evil neighbors Neutral neighbors Good.

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Dadamh

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Re: more worldgen parameters
« Reply #4 on: June 11, 2008, 01:31:00 pm »

I could swear that I've seen a 'mirthful' mountain in the middle of a 'sinister' glacier.

I know that I've started a few forts on plots that had good, neutral, and evil blocks.  Alignment bleeds a bit outside of regional maps.  A regional block that fits the idea of a neutral barrier is more accurately half and half.  If there is evil to the north and good to the south, the center tile will read neutral usually and the local map will have a mash of the alignments.

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Lord Dullard

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Re: more worldgen parameters
« Reply #5 on: June 11, 2008, 04:46:00 pm »

Like the above poster, I've seen yellow (good) mountains in the middle of sinister glacial areas that were also bordering (I believe) sinister or haunted mountains.

Not sure if I've ever really seen it elsewhere.. but then again, I don't really think I've ever properly looked.

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commondragon

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Re: more worldgen parameters
« Reply #6 on: June 11, 2008, 04:52:00 pm »

Ok, I dont read the devnotes.  Mainly because when I do those kinds of things, I tend to mis-interpret them.  I'd rather take a label ignorance instead of stupidity (and dont turn that into an issue, its the internet, you need to take caution on impressions).

Also, I know if forces creatures at world start, but I guess I worded it wrong.  There needs to be some sort of option for modders to test their civilizations, and that would mean guarantied survival to gamestart.  And please don't ask me to make a standard sized map, my computer cannot handle it (literally, when it is trying to finalize all the units it runs out of virtual memory).

As for the good/evil/neutral gradiant question, I have nothing to say. Its rare for me to keep my attention span to one season, mainly because Im constantly modding my different civs (which I make way too many of, if the game ends up forgetting goblins half the time, I dont think it can handle all of the things Im adding, but Im adding it anyways).

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Toady One

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Re: more worldgen parameters
« Reply #7 on: June 11, 2008, 08:01:00 pm »

Evil/good regions don't use the same fractal procedures that the other fields use.  Rather it has a certain number of squares it wants to make evil or good, in small, medium and large regions.  It'll just pick out regions until it hits the quota.  In this way, a forest is either wholly evil, wholly good, or wholly neutral.  That's not ideal, perhaps, in that you might want some splits and so on, but it makes the names consistent, and it's the way it currently works.
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commondragon

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Re: more worldgen parameters
« Reply #8 on: June 12, 2008, 01:51:00 am »

Also, proof that there doesn't need to be neutral in between good/evil zones.

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