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Author Topic: Glacial worldgen  (Read 1219 times)

uncool

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Glacial worldgen
« on: March 15, 2012, 04:42:37 pm »

I've just gotten the newest DF (last version I had was 31.18), and I'd still like to try a glacial worldgen. However, the wiki doesn't have current versions of worldgens. Does anyone either have a current version of glacial worldgen or know exactly what I need to change/add to it?
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Naryar

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Re: Glacial worldgen
« Reply #1 on: March 15, 2012, 04:43:54 pm »

Put temperature values between 30 and 20 or something.

uncool

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Re: Glacial worldgen
« Reply #2 on: March 15, 2012, 04:57:21 pm »

That doesn't seem to be doing it. I'm thinking it should probably be easier to start with the 31.25 version and change those, but I'm not sure exactly what needs to be added.
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Sadrice

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Re: Glacial worldgen
« Reply #3 on: March 15, 2012, 05:38:27 pm »

At least in a previous version, it was seemingly impossible to generate an all (or mostly) hot or cold world.  That may have been changed, or perhaps people figured out how.  Try reading this thread or asking in this one.
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Girlinhat

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Re: Glacial worldgen
« Reply #4 on: March 15, 2012, 05:49:08 pm »

Worldgen hasn't changed much since the older versions.  You'll find many 40d worldgen issues to work just the same.  Of course things like scarcity and werebeasts are new, but the physical map is primarily the same.

That said, try painting (it requires the mouse).  Paint a warm mountain somewhere, and then paint the rest frozen ocean.

rtg593

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Re: Glacial worldgen
« Reply #5 on: March 15, 2012, 06:18:21 pm »

That said, try painting (it requires the mouse).  Paint a warm mountain somewhere, and then paint the rest frozen ocean.

... What the circus are you talking about... Lol
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uncool

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Re: Glacial worldgen
« Reply #6 on: March 16, 2012, 12:33:44 am »

I've managed to get it to work. If anyone wants it, it's:

Code: [Select]
[WORLD_GEN]
   [TITLE:GLACIAL]
   [DIM:129:129]
   [EMBARK_POINTS:1274]
   [END_YEAR:5]
   [BEAST_END_YEAR:2:50]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:1]
   [ELEVATION:100:350:1500:1500]
   [RAINFALL:0:100:200:200]
   [TEMPERATURE:-25:-25:200:200]
   [DRAINAGE:80:100:200:200]
   [VOLCANISM:0:100:3200:3200]
   [SAVAGERY:0:100:200:200]
   [ELEVATION_FREQUENCY:5:1:0:0:0:1]
   [RAIN_FREQUENCY:2:4:0:0:0:1]
   [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:2:1:0:0:0:1]
   [MINERAL_SCARCITY:1800]
   [MEGABEAST_CAP:5]
   [SEMIMEGABEAST_CAP:30]
   [TITAN_NUMBER:30]
   [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:14]
   [GOOD_SQ_COUNTS:300:100:0]
   [EVIL_SQ_COUNTS:800:100:0]
   [PEAK_NUMBER_MIN:0]
   [PARTIAL_OCEAN_EDGE_MIN:0]
   [COMPLETE_OCEAN_EDGE_MIN:0]
   [VOLCANO_MIN:200]
   [REGION_COUNTS:SWAMP:0:0:0]
   [REGION_COUNTS:DESERT:0:0:0]
   [REGION_COUNTS:FOREST:0:0:0]
   [REGION_COUNTS:MOUNTAINS:0:0:0]
   [REGION_COUNTS:OCEAN:0:0:0]
   [REGION_COUNTS:GLACIER:10000:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:0:0:0]
   [REGION_COUNTS:HILLS:0:0:0]
   [EROSION_CYCLE_COUNT:250]
   [RIVER_MINS:400:100]
   [PERIODICALLY_ERODE_EXTREMES:0]
   [OROGRAPHIC_PRECIPITATION:0]
   [SUBREGION_MAX:5000]
   [CAVERN_LAYER_COUNT:3]
   [CAVERN_LAYER_OPENNESS_MIN:70]
   [CAVERN_LAYER_OPENNESS_MAX:100]
   [CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
   [CAVERN_LAYER_PASSAGE_DENSITY_MAX:10]
   [CAVERN_LAYER_WATER_MIN:70]
   [CAVERN_LAYER_WATER_MAX:100]
   [HAVE_BOTTOM_LAYER_1:1]
   [HAVE_BOTTOM_LAYER_2:1]
   [LEVELS_ABOVE_GROUND:200]
   [LEVELS_ABOVE_LAYER_1:10]
   [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:25]
   [NON_MOUNTAIN_CAVE_MIN:50]
   [ALL_CAVES_VISIBLE:0]
   [SHOW_EMBARK_TUNNEL:2]
   [TOTAL_CIV_NUMBER:50]
   [TOTAL_CIV_POPULATION:-1]
   [SITE_CAP:-1]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:0:0:0]
   [RAIN_RANGES:0:0:0]
   [DRAINAGE_RANGES:0:0:0]
   [SAVAGERY_RANGES:0:0:0]
   [VOLCANISM_RANGES:0:0:0]
=Uncool-
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smeeprocket

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Re: Glacial worldgen
« Reply #7 on: March 16, 2012, 12:56:39 am »

Awesome, thanks!
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smeeprocket

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Re: Glacial worldgen
« Reply #8 on: March 16, 2012, 01:32:26 am »

Hmm, both characters I've tried on this caused the game to lock up.
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Girlinhat

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Re: Glacial worldgen
« Reply #9 on: March 16, 2012, 09:05:26 am »

That said, try painting (it requires the mouse).  Paint a warm mountain somewhere, and then paint the rest frozen ocean.

... What the circus are you talking about... Lol
Create new world with advanced parameters
"e" to edit any world file.
"p" to start painting.  You use the mouse (only the mouse) to draw different temperature, elevation, savagery, volcanism, etc onto the map.

I do that for my superflat worlds.  Just paint a mountain in the corner for dwarves to live, and make the rest a single elevation.  You get 100% flat embarks on 90% of the map.  You can do the same for glaciers, just paint one warm mountain and the rest as subzero ocean.

GhostDwemer

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Re: Glacial worldgen
« Reply #10 on: March 16, 2012, 10:19:51 am »

Ugh, in game map painting? Why you no use Perfect World and a real photo or heightfield editor? I've tried using the in game tools. Bleh.
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Girlinhat

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Re: Glacial worldgen
« Reply #11 on: March 16, 2012, 10:21:52 am »

Because perfectworld has a half-assed painting system that doesn't let you give exact data.  Everything is "X% elevation" and shit.  DF's in-game map editor works perfectly well for "200 elevation here, exactly."

uncool

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Re: Glacial worldgen
« Reply #12 on: March 16, 2012, 06:34:06 pm »

Hmm, both characters I've tried on this caused the game to lock up.
Weird, I'm playing a game right now and it's working fine so far. I've embarked and gotten several immigrant waves and a caravan. The only weird thing so far is that on the 3rd immigrant wave, a foreign trader also stopped in and just waited at the edge of the map; this seems to be a common bug.
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DrGravitas

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Re: Glacial worldgen
« Reply #13 on: March 16, 2012, 07:49:16 pm »

When you say glacial, do you specifically mean the whole world is ice or can we see freezing mountains and blizzard covered plains and stuff, too?

If it's the former you want, simply constrict the elevation parameters to < 100. You're not likely to see civilizations in this sort of form, so you should probably set the parameters to continue without playable civs. You'll also want to remove any minimum/maximum/desired parameters for terrain types (so you don't have to keep telling it to allow each rejection type.)

If (more likely) it's the latter you want, simply set the temperature to something like -1000 to 60 (or, as uncool posted, -25 to 25 works; they don't differ all that much.) Since adjacent tiles are within a region subdivision are constrained by the temperature of their neighboring tiles, this number's only really important for the initial seeding of a region (meaning my numbers strongly favor oppressive cold relative to the absolute Ursts temperature scale, while providing in very rare instances, a little oasis of tolerable temperature.) Uncools should provide more variety between the subregions, but not have the possibility of rare oddities. At least, I think that's how the worldgen works. It has been quite a while since I really tinkered with the extremes.

EDIT: Err, did I miss something? Is this thread the continuation of another one or something?
« Last Edit: March 16, 2012, 07:52:16 pm by DrGravitas »
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uncool

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Re: Glacial worldgen
« Reply #14 on: March 16, 2012, 08:15:37 pm »

When you say glacial, do you specifically mean the whole world is ice or can we see freezing mountains and blizzard covered plains and stuff, too?
I'm referring to the glacial worldgen that was seen in 31.x that is still on the wiki; most of the world is covered in glaciers and mountains. I modified it to have a reasonably sized temperate zone so that elves and humans would still be alive and trading.
Quote
If it's the former you want, simply constrict the elevation parameters to < 100. You're not likely to see civilizations in this sort of form, so you should probably set the parameters to continue without playable civs. You'll also want to remove any minimum/maximum/desired parameters for terrain types (so you don't have to keep telling it to allow each rejection type.)

If (more likely) it's the latter you want, simply set the temperature to something like -1000 to 60 (or, as uncool posted, -25 to 25 works; they don't differ all that much.)
I think the former actually does make it so that there's only a tiny "temperate zone" compared to the latter.
Quote
Since adjacent tiles are within a region subdivision are constrained by the temperature of their neighboring tiles, this number's only really important for the initial seeding of a region (meaning my numbers strongly favor oppressive cold relative to the absolute Ursts temperature scale, while providing in very rare instances, a little oasis of tolerable temperature.) Uncools should provide more variety between the subregions, but not have the possibility of rare oddities. At least, I think that's how the worldgen works. It has been quite a while since I really tinkered with the extremes.

EDIT: Err, did I miss something? Is this thread the continuation of another one or something?
I don't think you missed anything.
=Uncool-
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