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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 296452 times)

knutor

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #405 on: December 13, 2012, 11:50:04 am »

So many goblins. How did you get so many goblins?

@Vjek, more civs would make more fodder, wouldn't help balance it.

Goblins can be pretty successful in a world with Demon siege officers/nobles. Vjek's world is a perfect testimony.  [DEMON_NUMBER:10].

And with all those levels of HELL(layer 5), ADAM_SPIRES1 prolly generates some pretty indomitable Demons and Goblin sieges.  Post siege, Vjek prolly will find some mastercraft goblinite, with a Demon_Number above 0.

No coastlines or rivers to divide up the neighbors and provide for natural defenses.  Elevation pointed at mountains, forests and marshes.  No regional alignments to provide threatening obstacles.  Tiny caverns(layers 1-3), this thwarts subterranean trade and region taming among the friendly Civs.  Few ravaging megafauna.  This world is one big war, aimed at a Goblins win.

Once a Goblin Civ starts a war there is not much to prevent a complete site takeovers.  In the 350 years, I betcha this happened a couple times to a couple upstart Civs.

MAGMA : 991387!  OMG!  *shiver*  That's a lot of lava.


@Fluoman, a Kobold Civ does not live in Civ sites.  *scratch head*  They live in caves.  Caves are not lairs, common misnomer.  To turn Caves off, null these, like Vjek did.
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:0]
Doing this doesn't appear to have much affect on megafauna or much else.
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"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

Shandra

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #406 on: December 13, 2012, 09:52:00 pm »


Well, wasn't around for a while.... but I just can say, the instruction below works....
but I would say simply hit ESC and export "any" [key] image from your Fortress and you will see that with the images/pictures a "Fortress(World?)Name-regionBlaBla.txt" file will be created that holds the "recipe" for that "world" ;) - spares the time of copy&renaming.... you just can go on with your fortress and have the recipe in a format you can simply copy&paste over to your world_gen.txt (just remember your x/y coords for the embark) :D....



How do you get world gen seed for an existing world?
copy the save folder of the world in question.
continue the game (in that copy of the save)
abandon the fortress (of the copy of the save)
start playing that copy of the saved folder, in Legends Mode
press 'p'.  The worldgen parameters will be placed into the DF install directory.
« Last Edit: December 13, 2012, 10:01:16 pm by Shandra »
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #407 on: December 14, 2012, 12:40:35 am »

Even MOAR Goblins, Candy, and Ore.  :o

This vanilla 34.11 , 3x3 embark features:
Civilized World Population

   346 Dwarves
   872 Humans
   872 Elves
   30386 Goblins

   Total: 32476

28k Tetrahedrite (copper/silver)
22k Gold
18k Galena (lead/silver)
9k Candy (three spires)
8k Hematite (iron)
80k Marble (flux)
6k Cassiterite (tin)
5k Silver
4k Copper
4k Sphalerite (zinc)
4k Garnierite (nickel)
3k Malachite (copper)

NO SAND (sorry!)

8/9 regions in the embark are Mountainous Untamed Wilds.  1/9 regions in the embark is Tropical Moist Broadleaf Forest Wilderness.  3 Caverns underground.

A surface level Volcano (at embark level), a brook, and Dwarves, Elves, Humans and Goblins as Neighbors.

Spoiler: prospect (click to show/hide)

Spoiler: worldgen (click to show/hide)

This world was generated in an effort to disprove the theory that lowering the Mineral Scarcity makes flux impossible to find on Volcano embarks.  This world has a Mineral Scarcity of 100 (one hundred), and both iron and flux for steel on this volcano embark.   :D

I feel like a vacation salesman.  Enjoy your stay at "The Grand Forest" today! heheh.
« Last Edit: December 14, 2012, 12:45:08 am by vjek »
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Tirion

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #408 on: December 14, 2012, 08:19:34 am »

Mountainous? How many z levels is the surface spread out between?
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #409 on: December 14, 2012, 09:08:54 am »

Mountainous? How many z levels is the surface spread out between?
It's not too bad, actually.  There's one hill in the north side of the embark, it's something like 5-8 Z levels in height.   The brook side is nice and flat.

knutor

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #410 on: December 14, 2012, 11:11:43 am »

Mountainous? How many z levels is the surface spread out between?

259(elevation 360-101) + 2 + 5 = 266 Z-levels

[ELEVATION:101:360:0:0]
[LEVELS_ABOVE_GROUND:2]
[LEVELS_ABOVE_LAYER_1:5]

With those two 0s in the Elevation, the terrain appears to have corners.  See the shape of the long rectangular forest on right, and the hills on left.  ADAM_SPIRE2 turns on a dime and gives nine cents change.  8)

Did you remove the population caps?  LOL.  I forgot what [TOTAL_CIV_POPULATION:1] does.  *bonkself*

MAGMA : 1033944  OMG!  This one has even more.  Oh, I see a nice boon to having so many lower layers.  DIAMOND_GREEN : 5  I never see diamonds in my embarks, that's cool.  This one has five.  Something to dig up.  I'd be afraid tho, my dorfs would use that diamond on a mechanism.

So much magma, doesn't all that fluid, do funny things with the FPS when it starts moving?
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"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #411 on: December 15, 2012, 01:02:23 am »

I haven't noticed any FPS hits myself, at least, nothing out of the ordinary.

And yeah, Diamonds are rare, but I've done some "non-standard" Mineral Scarcity: 1 worldgens that have quite a few diamonds in them.  As far as population goes, I did a bunch of testing back when 34.xx first came out to determine what had an effect and what didn't.  I think the primary reason was to control sites vs.camps/towers and such (to be able to control necromancer appearance) but for whatever reason, that's what I use now.

Yeah, thinking about it more, I believe that setting combined with the civ sites/pop per site gives you worlds with low pop "nice" civs and very high pop "evil" civs, so Goblins get a solid foothold.

Reptillian

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #412 on: December 15, 2012, 05:37:22 am »

Hello.

Does anyone know of a way to create surface magma pools, instead of towering volcanoes?
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Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #413 on: December 15, 2012, 09:20:35 am »

Flat embarks with volcanoes on Z0 are a matter of luck afaik.

Increasing the number of erosion cycles will not flatten volcanoes, but will flatten the land around it, making the chimney jut out of the soil for no reason.
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Reptillian

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #414 on: December 15, 2012, 10:09:09 am »

so no definitive way of increasing the chance of magma pools?

bummer T_T'
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castellan

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #415 on: December 15, 2012, 04:21:04 pm »

NO SAND (sorry!)

Genned this on a Mac and discovered that when I carve channels, I get the occasional yellow sand as a leftover. So, looks like even MOAR goodies :)
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Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #416 on: December 15, 2012, 04:59:04 pm »

If you have time to waste, you could do some science: instead of trying multiple inputs to get ONE output (magma pool), you could get parameters from ALL magma pools in this thread and see what they have in common. Prune parameters at will: I don't think the number of Megabeasts in going to have any effect for example 8)
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RtDs!

vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #417 on: December 15, 2012, 11:28:50 pm »

Pushing the boundaries of Worldgen Science, I present...

A 2x2 , 34.11 vanilla embark with the following features:

100% Flat embark
A Volcano on the surface
A Brook
Clay
Sand

12k Tetrahedrite (copper/silver)
11k Gold
7k Galena (lead/silver)
5k Candy (two spires)
4k Garnierite (nickel)
1k Hematite (iron), plus Limonite too.
28k Marble (flux)
3k Silver
2k Sphalerite (zinc)
1k Cassiterite (tin)
1k Copper
800+ Bituminous Coal
700+ Lignite
and of course, 3 Caverns


The embark is split half Temperate Savanna and half Temperate Grassland.
Civilized World Population

   317 Dwarves
   465 Humans
   874 Elves
   10128 Goblins

   Total: 11784

Spoiler: prospect (click to show/hide)

Spoiler: worldgen (click to show/hide)

Spoiler: embark location (click to show/hide)
Spoiler: embark screenshot (click to show/hide)
Spoiler: world screenshot (click to show/hide)

knutor

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #418 on: December 16, 2012, 12:00:19 am »

Vjek, is that embark location's goblin neighbors at WAR with the players mountainhome?
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"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #419 on: December 16, 2012, 12:27:24 am »

Sadly no, the Neighbors for that embark show as:
Dwarves
Goblins          --------
Elves
Humans

But I'm sure the Goblins will show up pretty quickly.
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