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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 296372 times)

orius

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #270 on: July 06, 2012, 11:56:16 pm »


In regards to this post: http://www.bay12forums.com/smf/index.php?topic=101280.msg3390884#msg3390884

I cant get a world like that to gen. At all. Could someone find some way to send that world to me? I’d really like to embark there, but I can’t get it to gen properly. It’s rejecting them based on the elevation or something and if I allow all rejects I end up with something completely different.
The worldgen parameters & seeds for that world are in that post.  If it doesn't work in 34.11 for you, I would recommend you PM orius, the author.

Since that world seems to be so popular, I placed it up on the file depot:

http://dffd.wimbli.com/file.php?id=6629



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backora900

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #271 on: July 09, 2012, 10:30:29 am »

DF 34.11
Here is little something for spoiler-FUN.

To get this world I used default world generator params with increased number of megabeasts so it's not something too weird like evil volcano plain. Possibly good for adventure as well.

3x3 embark with demon temple + dragon lair (with alive dragon :o). The dragon is happily settled in his lair and doesn't kill your expedition right after unpausing. ;D
Also it is located in untamed wilds.
Bonus for chosing one of two dwarven homelands which is in war with elves and goblins. The other civ is at peace with them.
No necromancer tower.
Flux + iron + coal/trees
Sand + soil (+clay on bigger embark)
Aquifer (1 level) on west side of the map (not the whole level)
Temperate region but ponds started frozen.
River is possible if you chose 4 squares wide embark.
Getting magma would be tricky without releassing fun-castle. (but maybe not if fun-bringers don't fly)

Seeds:
Spoiler (click to show/hide)

Where to:
Spoiler (click to show/hide)

Prospector:
Spoiler (click to show/hide)
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Friendstrange

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #272 on: July 09, 2012, 11:19:25 am »

Wait, prospector can tell if there is a clown tent? Is it using "prospect hell"?
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Snateraar

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #273 on: July 09, 2012, 11:32:01 am »

Looking for a nice somewhat-newby world with a fairly fat cliff and lots of soil, lots of trees. Should also have some kind of lignite or coal and some metal ores. Also, magma pipe.

For bonus points, all of the above and a river.
« Last Edit: July 09, 2012, 11:33:50 am by Snateraar »
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backora900

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #274 on: July 09, 2012, 11:46:18 am »

Wait, prospector can tell if there is a clown tent? Is it using "prospect hell"?
"prospect all" with the newest(?) DFHack
And apparently it can.
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Rez

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #275 on: July 10, 2012, 06:47:35 pm »

Couldn't you just look for slade?  Unless you're talking about the special kind of circus.
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Urist_McArathos

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #276 on: July 10, 2012, 11:28:37 pm »

Couldn't you just look for slade?  Unless you're talking about the special kind of circus.

Slade exists on every map, regardless of other HFS features being present or absent.
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San-A

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #277 on: July 16, 2012, 11:32:48 am »

Hi there,

This is my first time making a request here, so I apologise in advance if I don't respect the rules.

I am looking for a basic volcano embark, with iron and fluxstone, and at least 1050 years history, medium savagery, medium number of civs... etc. A necromancer is bonus

cheers  ;D
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #278 on: July 16, 2012, 12:19:34 pm »

Hi there,

This is my first time making a request here, so I apologise in advance if I don't respect the rules.

I am looking for a basic volcano embark, with iron and fluxstone, and at least 1050 years history, medium savagery, medium number of civs... etc. A necromancer is bonus

cheers  ;D

No necromancer, but managed to get the rest in a pocket region and a 3x3 embark.

Spoiler (click to show/hide)

If you want it more risky/deadly, you can of course adjust things as you wish.  One thing to note is despite having set the cavern water to 25/25, there is no cavern water in this particular embark.  You'll have to make/take booze with you to prevent dehydration.

MasterShizzle

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #279 on: July 16, 2012, 04:42:17 pm »

Flatcano! In my search for an all-around decent boring safe volcano site, I managed to get this:

Spoiler (click to show/hide)
Prospector's report:
Spoiler (click to show/hide)
Reasonably flat heavy forest, plenty of shrubs. 8k Iron distributed over a dozen levels, flux, clay, and a magma pipe at embark level ripe for the digging. One z-level above the magma surface is some magma-safe alunite, plenty of other assorted minerals as well. Enough gold for some good furniture/whatever. An ambitious overseer with FPS to spare could expand out to include that river, but I don't really think it's necessary. Enough trees make up for the lack of coal-bearing minerals. The whole map is less than 50 Z-levels thick.

I haven't checked out how the caverns will be, but this should be a fun one for a rookie.

Seed:
Spoiler (click to show/hide)
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San-A

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #280 on: July 16, 2012, 04:44:27 pm »

Hi there,

This is my first time making a request here, so I apologise in advance if I don't respect the rules.

I am looking for a basic volcano embark, with iron and fluxstone, and at least 1050 years history, medium savagery, medium number of civs... etc. A necromancer is bonus

cheers  ;D

No necromancer, but managed to get the rest in a pocket region and a 3x3 embark.

Spoiler (click to show/hide)

If you want it more risky/deadly, you can of course adjust things as you wish.  One thing to note is despite having set the cavern water to 25/25, there is no cavern water in this particular embark.  You'll have to make/take booze with you to prevent dehydration.
Thanks!  :)

A question: in a world generated with less mineral scarcity (like this one), there are more ore and they are more diverse. Does it mean I would be more likely to face goblins with better weapons in general? Also I suppose caravans would be more likely to bring things made og steel, gold, etc. ?
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #281 on: July 17, 2012, 09:10:35 am »

... A question: in a world generated with less mineral scarcity (like this one), there are more ore and they are more diverse. Does it mean I would be more likely to face goblins with better weapons in general? Also I suppose caravans would be more likely to bring things made of steel, gold, etc. ?
I'm not sure exactly what determines those features/variables.  Your line of reasoning seems logical, but I've never tested it personally, nor seen any testing to prove out your theory.

I have generated worlds in the past with no copper or no iron available on embark, but I've never checked to see if the goblins show up with different metals in each.  I do recall a particular map where the goblins only came with copper and leather, never iron, but I don't remember the overall minerals for the world.  And I play without caravans, normally.  :-\

Un67

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #282 on: July 17, 2012, 10:48:03 am »

Could someone help me find a good set of parameters for an Adventurer world? Ideally, I'd want a good balance between (semi)megabeasts, night creatures, bandits, and necromancers to encounter. I've never really found a good mix of those things.
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #283 on: July 17, 2012, 01:07:46 pm »

Could someone help me find a good set of parameters for an Adventurer world? Ideally, I'd want a good balance between (semi)megabeasts, night creatures, bandits, and necromancers to encounter. I've never really found a good mix of those things.

This should be close.  You can let it run for as long as you want, but if you let it run the full history, it should end up with 21 necromancer towers, 45 tombs,  8 roc's, 9 dragon outcasts, 32 titans, 24 minotaurs, 3 giants, 2 bronze collosi, 21 cyclops, several horror/shadow monsters, 73k goblins, and a variety of other nasties. 

It also has some human settlements to get gear, 22 camps, 79 lairs, 24 labyrinths, 34 shrines and 38 fortresses spread out here and there.  33x33 world.

Civilized World Population

   1076 Dwarves
   8233 Humans
   73212 Goblins

   Total: 82521

It's mostly grassland, so trees are not a huge impediment while traveling.

Un67

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #284 on: July 17, 2012, 02:03:36 pm »

 :o

Now THAT is impressive. Usually I just end up with a bunch of lairs with semis whenever I try to generate adventure worlds. Kind of fun, but killing a bunch of semi-megabeasts gets boring really quickly. I'll see what I can make of this :D
« Last Edit: July 17, 2012, 02:06:31 pm by Un67 »
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