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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 295727 times)

Xolroc

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #645 on: June 03, 2013, 08:05:28 pm »

Might I make a request?  I'm looking for a map with a river (intersecting ones if possible, I like waterfalls!), some huge cliffs (preferably a mountain!), serene surroundings, some soil but not too much, sand if at all possible, and flux.  Pretty sure that's about all I need; may be able to tweak it if it's not.

I'm a beginner, looking for an easy but fun embark!
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derekiv

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #646 on: June 06, 2013, 08:31:12 pm »

I'm looking for an embark that fits the following qualities:
5x5 or 4x4
Volcano
Freezing
Evil
Flux Stone
Good amount of ores
Aquifer
Multiple caves

Thanks in advance.
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #647 on: June 06, 2013, 11:48:58 pm »

derekiv,

I've found a couple of matching embarks, but there is a distinct lack of wildlife. (as in none)  Would you say that's normal or expected?

Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #648 on: June 07, 2013, 04:15:07 am »

I've made my dfworldgen site.

I'm just learning python/django and wanted to keep it simple. Let me know any problems.

I hope people want to use it and then find it useful.
Looks good.
Things to note, from an HMI point of view:
In the "add a world" menu, adding a volcano or water uses two different scroll types, which is strange. Maybe you should use the same menu type but without the multi choice possibility.
The big image at the center should link to the "World List" menu.
"Sheer cliff", not "Shear cliff".
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alexjj

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #649 on: June 09, 2013, 09:32:44 am »

Thanks for the feedback!  :)

Looks good.
Things to note, from an HMI point of view:
In the "add a world" menu, adding a volcano or water uses two different scroll types, which is strange. Maybe you should use the same menu type but without the multi choice possibility.
This is because I've uses two different model types for volcano and water. I've assumed there'd only be one volcano on a map and therefore only one type but with water you could have multiple (e.g. there could be a river, a waterfall and ponds). I've also been lazy and let django make the form page for me and so it uses a different input type for different models. I intend on making that page a bit nicer and smarter in the future.
The big image at the center should link to the "World List" menu.
"Sheer cliff", not "Shear cliff".
Done! Good call with making the world a link to the list page. I like it!
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bucketsofbuckets

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #650 on: June 16, 2013, 05:57:10 am »

I'd like to make a request:
3x3
Joyous Wilds or Untamed Wilds
Warm, Temperate, or Cold
An easily renewable water source that doesn't span the whole embark, and is not a wide river, nor a waterfall (80+ murky pool tiles, a partial-embark aquifer, or edge-touching lake in the first cavern would do)
A flat embark area, with a hill, mountain, or a plain old cliff, going up on one side, preferably north or south (or both), at least 8 z-levels, but the more the merrier

I seem to not be able to get both of the last two, without wide rivers or waterfalls.
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #651 on: June 16, 2013, 06:54:12 pm »

... A flat embark area, with a hill, mountain, or a plain old cliff, going up on one side, preferably north or south (or both), at least 8 z-levels, but the more the merrier ...

Ok, so if the 3x3 embark was like this:
 123
 456
 789

The only part that -must- be flat is region 5?  And the Z-level change must be higher than region 5, not lower than region 5, to get the 8-Z levels, right?

bucketsofbuckets

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #652 on: June 16, 2013, 11:02:06 pm »

... A flat embark area, with a hill, mountain, or a plain old cliff, going up on one side, preferably north or south (or both), at least 8 z-levels, but the more the merrier ...

Ok, so if the 3x3 embark was like this:
 123
 456
 789

The only part that -must- be flat is region 5?  And the Z-level change must be higher than region 5, not lower than region 5, to get the 8-Z levels, right?
More that the hill/cliff is sufficiently steep as to not have much ground on it...while also not being part of a large flowing body of water, but also not being a desolate mountain biome.

Less like this:
Spoiler (click to show/hide)
More like this:
Spoiler (click to show/hide)
But without the almost-inevitable waterfall or major river, or minimal/no wildlife or plants outside.

Or, since Stonesense is not being screenshot-friendly with a reclaim, a collage of a few Z-levels of the beginnings of an anti-turtle anti-cave-adaptation ground/hill fort, before the 2D-ness of the UI drove me bonkers, trying to start building and farming outside :) (Z+0 being the highest ground level, Z+10 being the lowest ground level):
Spoiler (click to show/hide)
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #653 on: June 16, 2013, 11:45:47 pm »

Ok, this may not be a perfect match, but see if this is close to what you want...

Temperate Mountain Biome, Untamed Wilds + Temperate Grassland Biome, Serene
Partial-Embark Aquifer

Spoiler: buckets1 (click to show/hide)

bucketsofbuckets

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #654 on: June 17, 2013, 01:13:43 am »

That should do nicely, thank you! The 2 lowest ground levels should be enough for all the outdoor farms (and walls, and pillboxes, and militia practice areas with many war dogs, and "airlocks" for unwanted migrants/goblins/mad civ traders, and...).

Now, with that, is there are any particular trick to being able to get such steep slopes, without really hilly terrain, a desolate environment (IE, where step 1 is to find the 1st cavern), or the river being right in the embark? I made over 10GBs worth of worlds, with varied elevation, rain, drainage, and erosion settings, and making many embark attempts on what appeared similar in the site finder, before breaking down and asking :).
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #655 on: June 17, 2013, 09:20:22 am »

... Now, with that, is there are any particular trick to being able to get such steep slopes, without really hilly terrain, a desolate environment (IE, where step 1 is to find the 1st cavern), or the river being right in the embark? ...
The two most impacting variables that I've seen for the most varied topography are:

0 - 100 volcanism, 3200/3200 variance, max number of volcanos that the map will support

or (as there was no stated desire for a volcano in this case)

100-350 elevation, 3200/3200 variance.
The large range and max variance will produce very high values adjacent to very low values, which have a higher chance to produce what you were looking for.

Also, I kept rain as low as I could to still get trees for elves and just a few erosion cycles to keep the rivers narrow/small.

You could remove the seeds (change them to random) and try a few worlds to see if it gets closer to your ideal, if you wanted to.

Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #656 on: June 17, 2013, 09:50:09 am »

Don't you use meshes with 1 0 0 0 1 to get varied topography?
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bucketsofbuckets

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #657 on: June 19, 2013, 01:45:25 am »

Don't you use meshes with 1 0 0 0 1 to get varied topography?
I just tried changing the "BUCKETS1" to use that, and it did not give nearly as varied elevation within small embark sites, while the geographical settings of "BUCKETS1" offers several such embarks (some more mineral-poor than others, but the geography and biomes were there, and not hard to find). I've been playing with the settings a bit, and changing elevation or drainage from 1:1:1:1:1:1 seems to be part of making either more hilly, or separating the elevation changes by more embark squares than merely the boime changes. I've changed min savagery and added more supernatural entity types (with no titans, megabeasts, semimegabeasts, vampires, etc., what am I supposed to do if I actually manage to make a smooth-running fortress? :))), made the caverns more open, and tinkered with a few other settings, all resulting in a similar world, but changing the mesh frequency and drainage seem to break whatever it is that makes it work well, for the steep edges around the embark squares.

Cavern and temperature changes changed the locations a bit, but similar embarks were in similar locations, between the different world maps, with no main geography settings changed.
Spoiler (click to show/hide)

I've been liking ADF, lately, mostly for the simplified lists, so I tried it out with LNP R18, and ADF raws, but with aquifers added back. I started scanning for elevation changes without cliffs, and suitable biomes. I had one hilly mess embark, and then only on my 2nd site, hit the jackpot:
Spoiler (click to show/hide)
I know, with modded raws of modded raws, it might be impossible to replicate exactly, but thanks again, vjek! I was pulling my hair out, and not even coming close.
« Last Edit: June 19, 2013, 07:09:56 am by bucketsofbuckets »
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #658 on: June 19, 2013, 09:31:12 am »

Nice! Glad you found one that matched!  :D

Rogue Yun

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #659 on: June 20, 2013, 01:59:45 pm »

I can't seem to duplicate this world I just created. I saved a backup of the world in my save file... but even though I have the exact seed that was used (I had to type it in manually) and made no changes to the parameters it is rejected. Am I doing something wrong?
« Last Edit: June 20, 2013, 02:06:42 pm by Rogue Yun »
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