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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 296354 times)

vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #195 on: June 14, 2012, 10:01:06 am »

Hi, I'd like to request a world in which a dwarf civilization is not present (is this even possible?). Basically, I don't want any migrants or traders, and that my starting 7 (and the two waves after) are the last dwarves left alive.

I have tested this extensively in 34.10.  Even if there are zero dwarves in worldgen, if there was EVER a dwarf civilization, you will get migrants, traders, and diplomats.  A dwarven civilization must be placed in the world during worldgen, normally, to mark the map as "playable" in dwarf fortress mode.

However.

If you don't want traders & diplomats, remove [ACTIVE_SEASON:AUTUMN] from dwarves in \raw\objects\entity_defaults.txt
Unfortunately, this will still mean you'll still get two waves of migrants (this appears to be hardcoded), but after that, you're on your own.  Typically those first two migrant waves will appear in summer and autumn of the first year, post embark.

Dranikos

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #196 on: June 14, 2012, 04:13:20 pm »

I'd like to request a world with a 5x5 site that's "newbie friendly" (Iron, Flux, Water, Magma that I don't have to dig down past caverns to get, NOT or Untamed (Wilderness OK), Wood, Sand (stupid nobles).  Maybe something with a few bears for fun and military use.  I've been toying with the advanced parameters, but I can't get get what I'm looking for (every Magma rich site has Marble for Flux, half the sites with Iron don't have Sand, or some other failing)
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Panando

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #197 on: June 15, 2012, 02:54:13 am »

This worldgen is notable because the dwarven civ has access to many kinds of fluxstone (limestone, dolomite, chalk, marble, calcite) and two kinds of iron and bituminous coal and lignite, despite the worldgen length being only 65 years.
This is 34.11 and I'm playing Fortress Defence mod. FD mod wont have an effect on the world gen minerals but it will of course effect the civilizations, so my dwarvern civilization wont be yours. Still, there's only one big mountain (range), so thar be coal and flux and iron in that mountain if you're willing to hunt around for it, and you could also do good business importing flux and iron and coal.

The world is a small, 1 cavern layer, mineral density = 1500.

Spoiler (click to show/hide)
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SAFry

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #198 on: June 15, 2012, 04:54:09 pm »

I'd like to share my medium sized world entitled Lost Valley! The idea is it's a kind of wild, dangerous, volcanic world teeming with life and danger. There isn't going to be much ocean, not a lot of desert or glacier but there should be some. Lots of mountains, woods, volcanoes and I've put loads of caves and titans in there.

Mineral scarcity is 300 so you're likely to get deep and shallow metals almost everywhere. I play with Masterwork mod so with all the new ores you still don't get everything at 300. Also it's balanced for 9 races to have 4 civs each, the savagery and elevation meshes are designed so that areas inhabitable by dwarves should be common but patchy. This way the dwarf civs aren't all painted into a corner and they can spread around from mountain range to mountain range. The end result is that about 90% of the map is covered by one civilisation or another.

Set the end date to 360, mostly because the mod crashes if you go much further but if a dwarf lives 120 years then 360 years should mean every dwarf's parents and grandparents lived and died in the Lost Valley. Plus 360 years is enough for the civs to spread around enough and give the megabeasts some history.

There are a whopping 1000 caves on each map but they aren't marked, it made the map look messy. Even with 1000 caves your chances of finding one by accident in fortress mode are still pretty low but you might still get lucky.

Any comments or tips appreciated, enjoy!

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« Last Edit: June 15, 2012, 05:21:23 pm by SAFry »
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Harald387

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #199 on: June 15, 2012, 05:22:35 pm »

Has anyone got a seed that generates one (or more) embark sites with at least one soil level, a flat volcano, and a river within a 5x5 square? Ideally the entire embark site should be as flat as possible.
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SAFry

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #200 on: June 15, 2012, 06:26:59 pm »

You should find one somewhere on the one I just posted, my current embark has a flat volcano with a river running past it. There is a minimum of 200 volcanoes so it should just be a matter of taking the time to look.

ZeroSumHappiness

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #201 on: June 15, 2012, 09:28:21 pm »

I'm looking for a world that has this setup:
Code: [Select]
...
+^.
++.

. Any non-river, non-mountain
^ Volcano
+ River (bigger is better) coming in from the West and exiting South (or any mirror or rotation of such)

Bonus points for sand.  I think long ago I had a volcanic world generator that gave me that but I've since deleted all my DF stuff and re-downloaded and can't find it.

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« Last Edit: June 16, 2012, 11:08:34 am by ZeroSumHappiness »
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Nameless Archon

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #202 on: June 16, 2012, 01:44:40 am »

"Volcano Valley" (V1)

Mostly flat, wooded embark with sand and flat volcano. A stream bisects the embark, and there's a good amount of contiguous soil in the single soil layer. DFHAck isn't yet updated, so I can't report amounts, but there is certainly iron (hematite) as well - I hit some with a central staircase. The embark is near the south side of the world. There are two small mountains on the very southern edge of the map (west of center) where each has a volcano. North of that pair of volcanoes is a volcano on a stream.

The embark is fairly flat (Small 1-Z hills in NE/SW) and has an added FUN bonus prize - you can expect your first necromancer as early as the beginning of winter. My AAR would include getting my hunter, then my dogs, then my fort mauled by reanimated corpses (leading off with a dead water buffalo my hunter was bringing back). Bating him into cage traps when he comes (butchered animals, etc) should be a viable option, for necromancer !!SCIENCE!!.

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Lich180

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #203 on: June 16, 2012, 09:15:14 am »

Well, I've been trying and failing to get a world I've been wanting for a while now, and looked through this thread to see if anyone else had something similar. I didn't see it, so I'll have to put in a request to the Cartographers here (you guys know way more about the advanced world gen than I do, and are probably way more patient :P)

I'm looking for a world with good/evil regions bordering each other, so I can have split maps. High enough savagery to make things interesting, with quite a few titans present. Maybe around 12 or so if possible. I would also like plenty of metals, I can do without iron but would prefer to have it present. I don't care much about a volcano - if its in the cavern layer that will work, otherwise I would like sand present somewhere on the map so I can get a pump stack running relatively easily. Hopefully I can get a necromancer tower nearby, just to make things more Fun. More open caverns than just little tunnels, but that's just nitpicky :) Aquifer doesn't matter, I kind of like them for the challenge and infinite water source.

So long story short: good/evil aligned areas, savage enough for fun beasties with a few titans wandering about, plenty of metals, volcano could be present, but not required. Sand. Necromancer tower(s) within range of the area.
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #204 on: June 16, 2012, 11:37:23 am »

... So long story short: good/evil aligned areas, savage enough for fun beasties with a few titans wandering about, plenty of metals, volcano could be present, but not required. Sand. Necromancer tower(s) within range of the area.

This has everything but the iron. Half terrifying, half joyous wilds in a 4x4.  However, >15k iron is found on other similar embarks in the same worldgen.  If you find something is missing, just remove the seeds, and you'll get a wide variety of similar worlds.  The reason this advanced worldgen works is because of the elevation mesh, the maxed out variances and the good/evil square counts.  As long as you don't adjust those too much, you'll get a lot of possible embarks.  I picked this one because it had exactly half and half of high savagery and good/evil, which seemed to be high on the list of priorities.

This particular map has two towers, and this embark is in range of one of them.

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Lich180

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #205 on: June 16, 2012, 02:27:55 pm »

Sweet, thanks a ton vjek. I'm now making a world with those parameters, looks promising!
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SAFry

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #206 on: June 16, 2012, 04:07:47 pm »

So say you want to get more flat volcanoes, would you try to raise the overall elevation? Like I've tried having 60% in the 60-80 range but that didn't seem to help. I did have the erosion up hoping that would erode down the volcanoes but I'm wondering if it was just eroding the surrounding area. Now trying same with low erosion.

Any ideas?

JAFANZ

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #207 on: June 17, 2012, 03:21:25 am »

Not something I've actually tried for, but have you considered large elevation meshes?
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Intrinsic

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #208 on: June 17, 2012, 09:33:48 am »

"Volcano Valley" (V1)

Mostly flat, wooded embark with sand and flat volcano. A stream bisects the embark, and there's a good amount of contiguous soil in the single soil layer. DFHAck isn't yet updated, so I can't report amounts, but there is certainly iron (hematite) as well - I hit some with a central staircase. The embark is near the south side of the world. There are two small mountains on the very southern edge of the map (west of center) where each has a volcano. North of that pair of volcanoes is a volcano on a stream.

The embark is fairly flat (Small 1-Z hills in NE/SW) and has an added FUN bonus prize - you can expect your first necromancer as early as the beginning of winter. My AAR would include getting my hunter, then my dogs, then my fort mauled by reanimated corpses (leading off with a dead water buffalo my hunter was bringing back). Bating him into cage traps when he comes (butchered animals, etc) should be a viable option, for necromancer !!SCIENCE!!.

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1st time i've tried someone else's worldgen and that location you posted has more massive bonuses which i noticed on a quick embark test, i'll spoiler it so as not to ruin the surprise for anyone.

Spoiler (click to show/hide)

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SAFry

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #209 on: June 18, 2012, 01:02:10 am »

Not something I've actually tried for, but have you considered large elevation meshes?

Had some success with a lot of 60-80 elevation meshes, low X and Y elevation variance (set to 50) which seems to make hills surrounding most volcanoes. High erosion cycle counts seems to be counter productive as it just erodes everything else but not the actual level of the volcano.
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