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Author Topic: Blackspire: Worldgen/Embark site so good I've got to share  (Read 3217 times)

ChickenLips

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Blackspire: Worldgen/Embark site so good I've got to share
« on: July 13, 2010, 04:35:56 pm »

Alright, this may be my inexperience speaking, so if it's not nearly as good as I'm making it out to be, oh well.

But if it is...  Oh the joy.

DOWNLOADABLE PREGENERATED VERSION HERE (requires Ironhand graphics set)


I stumbled across what seems to me an incredibly awesome layout, and a rather unique one.

It's a savage neutral shrubland/mountain region, split in half between the biomes, with a somewhat-sheer cliff between two relatively flat areas.  There are two rivers streams running through but not joining: one on the higher cliff side, and one 6 z-levels down on the other side.  So waterfall potential galore.  But what's really nice and unique is that the lower stream cuts through the area occupied by the higher cliff (about 6 z-levels), making for three beautiful and spacious somewhat-roomy canyon spires, on which my embark site is precisely centered.

As genned, the site has major limestone layers, it lacks native aluminum (so beware native-aluminum-loving nobles).  It also has sand for glassworks -- pretty much everything except for alignment-differentiated plants (though I've been trying to regen it with different settings to try and get alignment diversity in that area without changing the lay of the land).  No aquifer.  No horribly difficult wildlife (sigh).

Anyway, again, it may be my inexperience in the game talking, but it's really incredible and unique -- great for a castle tower and easily-made waterfall (the higher stream).  I'll put a few screenshots below.

Original Site (5x5, northernmost)

Level 149
Spoiler (click to show/hide)

Level 148
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Level 146
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Level 144
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Embark Location
Spoiler (click to show/hide)



Alternate Site 1 (5x5, slightly moved 2 tiles south)

Level 149
Spoiler (click to show/hide)

Level 148
Spoiler (click to show/hide)

Level 146
Spoiler (click to show/hide)

Level 145
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Level 144
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Embark Site
Spoiler (click to show/hide)


NOTES FOR USE: Note that I use a 5x5 embark location.  If you use an alternate size, obviously you may need to do some adjusting to get it relatively centered.  Unfortunately, though, it's on the edge of its map tile, so there's only so much site-size-modification flexibility you've got without de-centering it on the spire.

It may also be nice to note that this location is naturally highly defensible, as the map is split by the streams.  When I played through it the first time, the demonic lawgiver of the goblins joined in their siege, plopped himself in the river waiting, and met a suitable doom when the freeze encased him in ice.  But be prepared for immediate buzzard swarm attack when you start.

I might also note that there is a...  spike...  of something very special...  that sticks up fairly high through the z-levels, and is sure to bring much joy.

I'm still tinkering with other settings to try to regen the world to get savage good/evil biome somehow in there without altering the layout.  If anyone finds the map as likable as I do, and happens to succeed at this, please do share the settings you found got some good/evil biome in there.

EDIT: FURTHER NOTES FOR USE

If it's genning properly for you, you should see two map rejects immediately, and then shortly after river/mineral generation, it should go up to 13 rejects, then gen to completion.  The name should be Ramul Kisnost.

If you move the embark site one tile to the south of the location shown above, you get a really nice waterfall where the two streams adjoin -- I actually find I like it better, so that's my stock recommendation now.



WorldGen Parameters
Spoiler (click to show/hide)
« Last Edit: July 14, 2010, 10:04:03 pm by ChickenLips »
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Ricky

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #1 on: July 13, 2010, 04:41:37 pm »

im not gonna use it but a good idea


if the top river flows from the south to the east, divert the stream to the other stream and make a waterfall
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ChickenLips

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #2 on: July 13, 2010, 04:58:21 pm »

if the top river flows from the south to the east, divert the stream to the other stream and make a waterfall

Yes, that is what I was implying.  Though I'm not sure which way the higher stream runs.
« Last Edit: July 13, 2010, 05:00:15 pm by ChickenLips »
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denito

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #3 on: July 13, 2010, 05:41:44 pm »

Alright, this may be my inexperience speaking, so if it's not nearly as good as I'm making it out to be, oh well.

The neat thing about sharing Dwarf Fortress terrains is even if what you've found isn't record breaking on any objective measures, it's still going to be just right for somebody.
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ChickenLips

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #4 on: July 14, 2010, 01:03:55 am »

Indeed!  This one was sure a lot of fun for me.

By the way, can anyone tell me or point me to information about which worldgen settings can and cannot be altered without affecting the actual lay of the land?  I know I changed a couple of seemingly unrelated things (savagery weights and something else), and that seed yielded a totally different landscape.
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Lord Snow

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #5 on: July 14, 2010, 05:00:25 am »

how does this not have an aquifer?

Literally every stream i find in my worlds is defended by alarge aquifer area.
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Daetrin

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #6 on: July 14, 2010, 06:39:09 am »

Indeed!  This one was sure a lot of fun for me.

By the way, can anyone tell me or point me to information about which worldgen settings can and cannot be altered without affecting the actual lay of the land?  I know I changed a couple of seemingly unrelated things (savagery weights and something else), and that seed yielded a totally different landscape.

History and creature seed, and cavern settings.  Everything else affects the landscape gen process so far as I know.
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Salabasama

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #7 on: July 14, 2010, 07:49:58 am »

Thanks yo.  I'm gonna make a lake.

Edit:  Oh wait, the world genned different in 31.1...  Same name is all.
« Last Edit: July 14, 2010, 08:07:34 am by Salabasama »
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GaxkangtheUnbound

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #8 on: July 14, 2010, 09:52:48 am »

how does this not have an aquifer?

Literally every stream i find in my worlds is defended by alarge aquifer area.
I found a stream with clay. No aquifers for 4 levels.
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slink

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #9 on: July 14, 2010, 01:08:12 pm »

It genned for me as promised in 31.10.  I personally don't consider the three spires to be all that spacious, but the two levels of stream are interesting.  There are carp in the water.  I might try a second embark location slightly to the south and see what it is like with four branches of the water.
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ChickenLips

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #10 on: July 14, 2010, 01:36:01 pm »

@Slink: Oh, wow, Slink.  Do try that.  I didn't try moving the whole embark site one tile south before -- I just did now, and found that it yields a nice, big waterfall with small lake where the rivers adjoin.  I personally like it better.  Plus, instead of buzzard attack, you get wonderful alligator friends.

@Lord Snow: Dunno.  Not sure about how unique it is in that regard, but as it gens, no aquifer despite two streams.

@Daetrin: That makes sense.  I've also gotten away with upping the desired good/evil square count, population and civs.  (Thus, I got it to gen properly in .10 with the Dwarf Chocolate mod and 80 civs.)

@You guys for whom it genned differently -- you sure you didn't change anything?  Since there appears to be some interest, I'll put up a genned copy of it on DFFD.  If anyone interested in a Dwarf Chocolate version as well, I can put them both up.

EDIT: I put some more notes for use in the OP -- specifically, if it's on-track, you should see 2 map rejects, immediately, followed by the map rejects total going up to 13 shortly. 
« Last Edit: July 14, 2010, 01:49:08 pm by ChickenLips »
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ChickenLips

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #11 on: July 14, 2010, 03:41:48 pm »

Alright.  I've thrown up a pregenerated version here for those who'd like to skip the hassle of fighting with worldgen (and, for the record, it is a 257x257 map).  It's for use with the Ironhand graphical set, so you'll either need to get Ironhand, or, if you're skilled enough, change the raws and inits.  (Full installed version of Ironhand here.)

I've been tinkering with the Dwarf Chocolate mod, and, again, I'd be happy to up a Chocolate-flavored version if anyone would like.


EDIT:

Sorry, guys, borked the first upload.  Thought I could just rip a couple of modified raw files out of it and put the stock ones back in so that no one had to be subjected to my idiosyncrasies regarding food.  :p  I put up a working version with them restored.  (You'll now see some additional food types, but nothing obnoxious.  Basically a slightly modified version of the food file from Deon's Genesis.)

Anyway, if you've already downloaded it, and don't want to have to download the whole thing again, here's the fix -- just copy the files into your save directory (it's set up with the name of the save game folder in the download file already).

http://www.filefront.com/17067877/Fix-for-Ramul-Kisnost-gen-3.rar/
« Last Edit: July 14, 2010, 09:32:58 pm by ChickenLips »
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slink

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #12 on: July 14, 2010, 05:12:25 pm »

I moved south and settled a 4x4.  I did get the buzzard attack at the beginning, unfortunately.  Actually, the first time I genned it I got the bug that results in no plants, trees, or animals anywhere.  I was going to play with that one, not realizing that I had that bug, when I discovered that I had forgotten to copy my custom workshop over from 31.08 (I'd been playing with an 08 world transferred to 10).  When I regenned it with the custom workshop, trees and plants were there, as was the flock of buzzards and various other animals and fish.  I only lost two stacks of 5 meat to the buzzards, luckily.  :)

I love the location.  It takes three draw-bridges to connect to the entire map and I am building a wall across the neck of land that connect my fortress to the edges of the section I started on.  That is the section just east of the waterfall.
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ChickenLips

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #13 on: July 14, 2010, 05:34:41 pm »

Awesome!  Glad you like it.

Actually, moving yet another tile further south, I find that that's fine advice you gave above -- a third stream comes into play on the map, so not only do you still get spires (and the fourth one that comes in is even larger), but you get a small lake and a waterfall.  Although you lose the unusually high spike of...  stuff...  that I spoke about earlier.  But there are others.



EDIT:

Heh.  I just re-embarked for another, better run with this embark site, but this time I was prepared for the buzzards, and came with dogs and butchers ready.  But the buzzards still managed to surprise me a bit -- I wasn't quite prepared for the odd report that a buzzard had stolen buzzard meat.
« Last Edit: July 15, 2010, 12:55:46 am by ChickenLips »
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ChickenLips

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Re: Blackspire: Worldgen/Embark site so good I've got to share
« Reply #14 on: July 16, 2010, 07:15:00 am »

Alright.  I think I've figured out at least one thing that could be causing some to not get a matching worldgen result.

In my install, I modded in Greg Hayes's Building Materials Mini-Mod v1.0 (allows clay to be fired into ceramics and fiber to be woven into thatch).  Well, this mod changes the clay soil type from a soil layer to a rock cluster that occurs in other forms of clay (essentially deleting one kind of soil layer).  I found that, with such a change change, the gen ends up changing fundamentally.  Even if I remove all other changes and just changed the clay layer from [SOIL] to [IS_STONE], it changes everything.

So if you want to gen this site, you need to gen it with a pretty-much stock stone and soil layout (or at least without soil layer changes -- can't speak for anything else for sure).  If you've made changes of this sort, that may be why you got different results from this seed. One thing I've verified *can* be done safely, though, is change vein frequencies safely and still get a matching gen (though I imagine rock layers and content differ accordingly).
« Last Edit: July 16, 2010, 04:55:27 pm by ChickenLips »
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