Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Re-Using World gens & civs+castles & modding  (Read 1018 times)

Nokao

  • Bay Watcher
  • [NEED ALCOHOL TO GET THROUGH THE WORKING DAY]
    • View Profile
Re-Using World gens & civs+castles & modding
« on: February 25, 2013, 10:31:53 pm »

Hi guys.

Somehow I generated a world in wich there is a castle I like so much, in a place I like so much.

I'm using Master Work Dwarf Fortress, that gets updated often.

Is somehow possible to get the actual generated world seed and make it again equal ? How ?

In this case, the geography of the place (rivers+mountains etc) will be the same ?

How much are the possibilities that again the castle is in the same place ?

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Re-Using World gens & civs+castles & modding
« Reply #1 on: February 25, 2013, 10:32:54 pm »

Short answer: No.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Putnam

  • Bay Watcher
  • DAT WIZARD
    • View Profile
Re: Re-Using World gens & civs+castles & modding
« Reply #2 on: February 25, 2013, 10:34:34 pm »

Long answer: modding messes up seeds something fierce.

Nokao

  • Bay Watcher
  • [NEED ALCOHOL TO GET THROUGH THE WORKING DAY]
    • View Profile
Re: Re-Using World gens & civs+castles & modding
« Reply #3 on: February 25, 2013, 10:44:43 pm »

Short answer: No.

Life sucks ! I'll never be in that mood again :/

Well, I attach the screenshot of the map for your curiosity:

As you can see there is a nice rectangular castle north-west, in a elevated position.

From south west  cames an elevated river that I putted into the walls and flooded into the fortress for internal waterfall+source of water.

From north east  there is another river that I used to create an artificial lake for animals and farmers.

The castle can be totally self-sufficient, once I arrived after embark I killed the few humans and closed it from inside.

The only exit is south, that long canyon, exits from a natural waterfall (as grid and vertical bars ladders), so dwarfs get washed after coming from the mines (left) or the exploration of caverns (right).

Now I'm developing something new, a lava cannon, using the pressure of the very high tower I will try to hit invaders with a squirt of hot hot lava, then free the water to burn it out.
« Last Edit: February 25, 2013, 10:48:13 pm by Nokao »
Logged

Nokao

  • Bay Watcher
  • [NEED ALCOHOL TO GET THROUGH THE WORKING DAY]
    • View Profile
Re: Re-Using World gens & civs+castles & modding
« Reply #4 on: February 25, 2013, 10:47:37 pm »

Short answer: No.

But, Meph, you know what  you are adding from f to g, is it really impossible ?

And what about world seeds ? I'm playing the garden of gaia anyway, doesn't this location always exist ?

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Re-Using World gens & civs+castles & modding
« Reply #5 on: February 25, 2013, 10:48:02 pm »

This is indeed a very fancy map. But you shouldnt just throw it away, because I make an update an a few days. The update will mostly be orc/kobold stuff, a few bugfixes, and updated utilities. No reason to abandon fort. ^^

Quote
And what about world seeds ? I'm playing the garden of gaia anyway, doesn't this location always exist ?
Nope.

Quote
But, Meph, you know what  you are adding from f to g, is it really impossible ?
You can do the utilities, but not the raw changes. Most especially because I dont even know what settings you used when you genned your world. Every other mod is easier to update saves for, but the GUI I include makes it near impossible.
Logged
::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

Nokao

  • Bay Watcher
  • [NEED ALCOHOL TO GET THROUGH THE WORKING DAY]
    • View Profile
Re: Re-Using World gens & civs+castles & modding
« Reply #6 on: February 26, 2013, 07:26:49 am »

Ok :( I'll stick on 2f version for now. After some tests of things I didn't know (bridges and so) I'm starting again from zero, same map.

And when 2g comes out, can I update and keep playing the 2f game ?

Godlysockpuppet

  • Bay Watcher
  • [Insert wit here]
    • View Profile
Re: Re-Using World gens & civs+castles & modding
« Reply #7 on: February 26, 2013, 02:16:26 pm »

And when 2g comes out, can I update and keep playing the 2f game ?
I doubt it somehow. Well you'll be missing some features and bugfixes, so you'd be better off just playing it in its' appropriate version :)
Logged