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Author Topic: Looking for a deep canyon embark.  (Read 1147 times)

thburns

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Looking for a deep canyon embark.
« on: January 24, 2013, 10:40:48 am »

Not sure if this is the right area to post this, but I'll give it a go.
I'm looking for an embark with a multi Z, canyon, that preferably starts on a flat area and splits the whole embark site in half. Iron, and sand would be nice but not required.

So anyone got something like that they can share with me?
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joeclark77

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Re: Looking for a deep canyon embark.
« Reply #1 on: January 24, 2013, 11:34:00 am »

I just posted this one here, which may not be exactly what you want but it does have a deep canyon.  The north part of the map is high plateau with a river, then there's a waterfall and low river with a 14z canyon separating it from the bottom of the map.
http://www.bay12forums.com/smf/index.php?topic=121987.0

On a side note, I found a site very close by on the world map with a similar setup but also iron and coal.  Just look around for sites where two rivers come together and you're likely to find what you want.
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gchristopher

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Re: Looking for a deep canyon embark.
« Reply #2 on: January 24, 2013, 02:18:41 pm »

If you have dfhack, you can fiddle with the elevation of an embark region pretty easily in lua. Compared to other types of terrain editing, messing with the elevation is relatively simple and safe. 

It's something like:

type "lua"

Check the elevation of a tile at x, y. (0,0 is the upper-left corner) The elevation is in layers.

Code: [Select]
print(df.global.world.world_data.region_details[0].elevation[x][y]);
Change the elevations to create a canyon:
Code: [Select]
df.global.world.world_data.region_details[0].elevation[x][y] = newvalue;
df.global.world.world_data.region_details[0].elevation2[x][y] = newvalue;

Then exit lua with "quit".

The embark region is reset every time you change which map tile you're viewing, so only move the main map cursor if you want to erase your changes and start over.

That way if you found someplace with acceptable biome and geology, you can nudge the elevations around to create the topography you desire.

I'll check the lua syntax later to make sure that's right.
« Last Edit: January 26, 2013, 01:47:34 am by gchristopher »
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thburns

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Re: Looking for a deep canyon embark.
« Reply #3 on: January 26, 2013, 01:15:30 am »

I will have to give that a shot.
When I'm done changing things do I just embark, and it saves changes automatically?
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gchristopher

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Re: Looking for a deep canyon embark.
« Reply #4 on: January 26, 2013, 02:22:00 am »

When I'm done changing things do I just embark, and it saves changes automatically?
Yep, if you don't embark in that spot, it doesn't keep the changes.

I just tried it, and if I made the low elevation section 1-wide, it didn't seem to always be a canyon, but more of a series of very deep valleys separated by ridges. If I made it 2-wide, then it made a canyon, but the slopes weren't very steep. I wonder if the erosion settings at world-gen affect that at all?

I got some more dramatic (and silly) effects by trying this on rivers. A river has a fixed height, unless you mess with that, too. (I'm not sure how to do that.) If you lower the tile below the river height, then you get a wall of dirt holding up the river forming a wall underneath it. Raise the tile and the river will be at the bottom of a chasm. That'll get you a very narrow canyon, but totally impassable!

It can be pretty tedious to this way. If you try it, be sure to edit the elevations for the rectangle of tiles surrounding your embark site as well, or you'll get big elevation changes at the map edges.

I fixed the post above to use code blocks so it displays correctly. I guess, as with any level editing, there's no guarantee that you won't inadvertently mess something up and set your yaks on fire, etc...
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thburns

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Re: Looking for a deep canyon embark.
« Reply #5 on: January 26, 2013, 12:18:27 pm »

Mmmmmm. Crispy toasty yaks.
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