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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 296214 times)

Zale

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #900 on: April 19, 2014, 08:58:12 pm »

So, what's the best way to encourage necromancer towers?
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #901 on: April 20, 2014, 07:23:30 pm »

So, what's the best way to encourage necromancer towers?
Try this one, Zale..
Spoiler (click to show/hide)
It should give you some indications of what helps.

Melting Sky

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #902 on: April 20, 2014, 09:48:18 pm »

For a load of necromancer towers increase the secrets of life and death, the number of civilizations, decrease the amount of savagery and try to make it so there are a lot of plains and other flat biomes. 
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Natti

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #903 on: April 26, 2014, 06:19:06 pm »

Can anyone spare any tips on how to get volcanos and sedimentary layers next to each other? On flat ground, preferably.
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Fluoman

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #904 on: April 26, 2014, 07:04:58 pm »

High volcanism variance + the strange thing with N x N that nobody understands with N the biggest number available + make the options under it 9 0 0 0 1.

This mostly works for me.
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MeMyselfAndI

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #905 on: May 27, 2014, 07:59:48 pm »

Can someone give me an embark?

I want a 3x3 with the following:

  • Shortish history
  • 3 cavern layers, any size/shape
  • Magma pool or volcano
  • Infinite water of some sort (doesn't need to be fresh)
  • Bronze and/or iron
  • Some chance of me settling in before !!fun!! ensues (So probably not a terrifying biome)

Bonus points for any of the following:

  • Sand
  • Flux
  • Freezing (as in, water turns to ice)
  • Flowing water (as in, a way to put down water wheels without having to use DWRs)
  • Trees

(I am aware of the potential conflict between flowing water and freezing, but magma can warm things enough to get around it)

Other than that, I don't want to know anything more. I'd like to discover things on my own.
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MDFification

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #906 on: May 28, 2014, 08:47:59 am »

Found a really nice site here. It's already embarked, but abandoning it and reclaiming should mark it out easily on the map. I stole it from Moltenchannels.

It's flat, has a surface volcano, sedimentary layers with plenty of iron and flux, an evil biome, a good biome, necromancers within range... the only thing it doesn't have that you'd want for a truly epic fortress is a partial aquifer. Water's a little tight as-is; most of the ponds refill, but there's no river, so if you're doing a project requiring large amounts of water you'll have to pump it up from the caverns.
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Foxite

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #907 on: May 28, 2014, 10:36:48 am »

Sadly, I never started trying out seeds. Yet I want to know if anyone's got a world with a place something like this :P

If this is too specific then you can limit it a little, but please make sure that there is are some trees the least and a river(and no aquifer! Or you can do what I did and disable aquifer in the raws, which will make finding a good site without aquifer alot easier.) :)

Some large hills, if it is possible then put it at the egde of the mountain(lets say something like 1/4 of the embark region would be mountain)
No aquifer
A river, dont really care if its a stream or a brook. I dont really care if there are ponds or not either
Temperature: Warm or temperate
Surroundings: Wilderness or calm, if it is a good biome then serene
Trees: Woodland, Forested or Heavily forested
Other veg: Dont care
Multiple metals at both shallow and deep, if it can be determined then with iron and coal(lignite or bituminous coal). If there is iron, then prefer a site with some kind of flux, though it is not absolutely necessary so feel free to leave it out.
Soil: some to deep, if not possible then clay
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

Melting Sky

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #908 on: May 28, 2014, 03:14:03 pm »

Latius1290, I am currently playing a fort on a volcano/river embark that meets this description except that the two biomes it is on include a hot savanah style wilderness with good tree coverage and a savage neutral desert biome in the north west corner of the map. The creatures have been pretty tame though, to be honest. There is iron, coal, flux and copper/silver ore plus an absolute ton of gold. Let me know if you want me to post the seed info. Its a slightly larger than average embark, 3x5 if I remember correctly. It will run slightly faster than a 4 x 4 so if your computer can't handle that then skip it.
« Last Edit: May 28, 2014, 03:57:31 pm by Melting Sky »
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ORCACommander

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #909 on: June 16, 2014, 11:27:43 am »

I kinda forgot to put htis here last night: http://www.gamefront.com/files/?filepath=bloodreign//Dwarf-Fortress/Maps/10000_years.rar

Successfully generated 10,000 year large region. Caveat is that i had to reduce the amount of civs by 10 and reduce their max populations by 50,000
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exdeathbr

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #910 on: July 03, 2014, 06:26:36 am »

For anyone that want, here is a parameter that is made of the average  (rounded to nearest and rounded up if .5) values of all the default parameters
PS: rounding to nearest and down if .5, rounding always down, and rounding always up would give different parameters, but I am not redoing this more 3 times.
PS: DF will say the game is having a hard time to put enought low elevation and enought ocean edges. Just tell DF to skip the ocean edge check and the world will generate. Well DF rejects world really fast with those parameters, so you could try to continue pressing C until somehow DF generate a world without rejecting it.

[WORLD_GEN]
        [TITLE:ALL MIX]
        [DIM:129:129]
        [EMBARK_POINTS:1324]
        [END_YEAR:1050]
        [BEAST_END_YEAR:136:80]
        [REVEAL_ALL_HISTORY:1]
        [CULL_HISTORICAL_FIGURES:0]
        [ELEVATION:1:400:636:636]
        [RAINFALL:0:100:156:156]
        [TEMPERATURE:25:75:156:156]
        [DRAINAGE:0:100:156:156]
        [VOLCANISM:0:100:156:156]
        [SAVAGERY:0:100:156:156]
        [ELEVATION_FREQUENCY:2:1:1:1:1:1]
        [RAIN_FREQUENCY:1:1:1:1:1:1]
        [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
        [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
        [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
        [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
        [MINERAL_SCARCITY:2500]
        [MEGABEAST_CAP:20]
        [SEMIMEGABEAST_CAP:40]
        [TITAN_NUMBER:9]
        [TITAN_ATTACK_TRIGGER:80:0:100000]
        [DEMON_NUMBER:28]
        [NIGHT_TROLL_NUMBER:14]
        [BOGEYMAN_NUMBER:14]
        [VAMPIRE_NUMBER:14]
        [WEREBEAST_NUMBER:14]
        [SECRET_NUMBER:28]
        [REGIONAL_INTERACTION_NUMBER:28]
        [DISTURBANCE_INTERACTION_NUMBER:28]
        [EVIL_CLOUD_NUMBER:14]
        [EVIL_RAIN_NUMBER:18]
        [GOOD_SQ_COUNTS:17:165:263]
        [EVIL_SQ_COUNTS:17:165:263]
        [PEAK_NUMBER_MIN:9]
        [PARTIAL_OCEAN_EDGE_MIN:1]
        [COMPLETE_OCEAN_EDGE_MIN:2]
        [VOLCANO_MIN:3]
        [REGION_COUNTS:SWAMP:168:1:1]
        [REGION_COUNTS:DESERT:168:1:1]
        [REGION_COUNTS:FOREST:670:2:2]
        [REGION_COUNTS:MOUNTAINS:1341:1:1]
        [REGION_COUNTS:OCEAN:1341:1:1]
        [REGION_COUNTS:GLACIER:8:0:0]
        [REGION_COUNTS:TUNDRA:16:0:0]
        [REGION_COUNTS:GRASSLAND:1341:2:2]
        [REGION_COUNTS:HILLS:1341:2:2]
        [EROSION_CYCLE_COUNT:226]
        [RIVER_MINS:66:66]
        [PERIODICALLY_ERODE_EXTREMES:1]
        [OROGRAPHIC_PRECIPITATION:1]
        [SUBREGION_MAX:2825]
        [CAVERN_LAYER_COUNT:3]
        [CAVERN_LAYER_OPENNESS_MIN:0]
        [CAVERN_LAYER_OPENNESS_MAX:100]
        [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
        [CAVERN_LAYER_PASSAGE_DENSITY_MAX:100]
        [CAVERN_LAYER_WATER_MIN:0]
        [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:20]
        [NON_MOUNTAIN_CAVE_MIN:18]
        [ALL_CAVES_VISIBLE:0]
        [SHOW_EMBARK_TUNNEL:2]
        [TOTAL_CIV_NUMBER:21]
        [TOTAL_CIV_POPULATION:15000]
        [SITE_CAP:578]
        [PLAYABLE_CIVILIZATION_REQUIRED:1]
        [ELEVATION_RANGES:5224:2758:1379]
        [RAIN_RANGES:1314:2629:1314]
        [DRAINAGE_RANGES:1314:2629:1314]
        [SAVAGERY_RANGES:1314:2629:1314]
        [VOLCANISM_RANGES:1314:2629:1314]
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Legionaries

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #911 on: July 08, 2014, 10:29:20 pm »

So now that the new version is out....

Should one of the map-masters go ahead and make a DF2014 Worldgen Cookbook Thread?  I would have done this already except I don't want to take any credit from those who actually perform the black bearded magic.  I just partake of the cookbook goodness as I find compelling embarks - and I now need a thread to choose DF2014 embarks from.

So far I've discovered lots of ways to fail world gen and not get goodies to share. I have a lot to learn on this.
 
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #912 on: July 08, 2014, 10:40:39 pm »

I can do it, I was going to wait until there's a version with a few less bugs, though..

Blastbeard

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #913 on: July 08, 2014, 10:46:45 pm »

The recipes in this thread might still work if you paste this line in.

LO AND BEHOLD !!SECRETS!!, AVERT THINE EYES YE PURISTS.
Spoiler (click to show/hide)

That line comes right after [EVIL_RAIN_NUMBER], putting it anywhere else might or might not do strange things.
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I don't know how it all works, I just throw molten science at the wall and see what ignites.

flabort

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #914 on: July 08, 2014, 11:23:19 pm »

I think certain new features (multitile trees and succession among them) will make the seeds work differently now.

We will have to wait for the results of SCIENCE!!! before we can know for sure.
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The Cyan Menace

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