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Author Topic: World gen issues.  (Read 935 times)

Vehudur

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World gen issues.
« on: October 16, 2011, 01:51:39 am »

So I'm attempting to gen an all-desert world (actually, only the lower 80%) using preset data, but...

The game keeps placing lakes.  Lots of lakes.  I can't tell the game that these should be salt flats due to the fact it's a burning f***ing desert.  But because there are lakes, it decides the areas around them should be Lush And Green, just like an elf would like it.   I could make it flat, but that would be boring.

So basically, the game is spoiling my plans for a great desert to get adventurers killed in.  Any ideas?  The typical advanced world gen stuff has not been any help at all.
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acetech09

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Re: World gen issues.
« Reply #1 on: October 16, 2011, 10:33:57 am »

I can't tell what your exact problem is since I can't see your worldgen file, but I do have this pretty nice desert map:

Code: [Select]
[WORLD_GEN]
[TITLE:DESERT]
[SEED:31337]
[DIM:65:65]
[EMBARK_POINTS:1274]
[END_YEAR:100]
[BEAST_END_YEAR:2:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:100:400:202:202]
[RAINFALL:0:10:101:101]
[TEMPERATURE:60:75:101:101]
[DRAINAGE:0:20:101:101]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:0:100:1000:1000]
[ELEVATION_FREQUENCY:2:5:1:0:0:2]
[RAIN_FREQUENCY:4:20:0:0:0:1]
[DRAINAGE_FREQUENCY:4:5:0:0:0:1]
[TEMPERATURE_FREQUENCY:1:1:0:0:0:8]
[SAVAGERY_FREQUENCY:4:1:0:1:0:4]
[VOLCANISM_FREQUENCY:2:1:0:0:0:10]
[MINERAL_SCARCITY:1500]
[MEGABEAST_CAP:10]
[SEMIMEGABEAST_CAP:20]
[TITAN_NUMBER:50]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:22]
[NIGHT_CREATURE_NUMBER:22]
[GOOD_SQ_COUNTS:10:0:0]
[EVIL_SQ_COUNTS:100:0:0]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:100]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:3800:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:1000]
[RIVER_MINS:50:50]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:50]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:5]
[CAVERN_LAYER_WATER_MIN:60]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:10]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:-1]
[SITE_CAP:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
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Vehudur

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Re: World gen issues.
« Reply #2 on: October 16, 2011, 11:04:03 am »

I'll give it a shot.  Thanks.
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UristMcHuman

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Re: World gen issues.
« Reply #3 on: October 16, 2011, 11:07:37 am »

The game keeps placing lakes.  Lots of lakes.  because there are lakes, it decides the areas around them should be Lush And Green, just like an elf would like it.
Depending on how far out the fertility is, perhaps for someone who'd like to make their dwarfs live like the Ancient Egyptians. (or would that require a Major River...?)
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peskyninja

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Re: World gen issues.
« Reply #4 on: October 16, 2011, 11:11:08 am »

share your file bro.
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AWellTrainedFerret

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Re: World gen issues.
« Reply #5 on: October 16, 2011, 11:22:04 am »

I highly recommend you invest some time into learning a utility called "Perfect World". It allows an insane amount of world gen customization. The trick is to use custom bmp files that you can easily make in a paint program to create custom drainage (I think you need max drainage for deserts, not 100% sure), custom rainfall, and medium elevation. For best results, set the river starts to 0 and place a large low elevation area at poth poles for oceans. Also, you have to manually set the temperature ranges to very high with little or no X Y variance.
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Vehudur

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Re: World gen issues.
« Reply #6 on: October 16, 2011, 11:27:27 am »

I did use PW for some of it.

The problem is I didn't want PURE desert.  That's easy.

No, I wanted the northern 1/8 of the map ocean, then 1/8 livable, then 1/8 a huge mountain range, and THEN burning desert for the remaining 5/8.  Actually, some of the desert is cold desert, but whatever.


Will have setting the max temp to 150 make my dwarves turn into !!Dwarves!! on embark, though?
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...and a third died in his bunk of natural causes - for a dagger in the heart quite naturally ends one's life.

I used to have an avatar, but I was told to remove it after it kept making people go insane.

Vehudur

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Re: World gen issues.
« Reply #7 on: October 16, 2011, 12:18:03 pm »

I got my main world to work fine.

*grins wickedly*

But lets see who can spot the remaining anomaly in the desert.

Spoiler (click to show/hide)
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...and a third died in his bunk of natural causes - for a dagger in the heart quite naturally ends one's life.

I used to have an avatar, but I was told to remove it after it kept making people go insane.