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Author Topic: World Preferences  (Read 2858 times)

sal880612m

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World Preferences
« on: May 15, 2014, 12:02:10 pm »

Sitting here waiting for a new world to generate and I was curious as to what world gen settings people prefer. Particularly about End Year, Number of Civilizations, Cull Unimportant Historical Figures, and the one about hiding/revealing history to be discovered either in engravings or adventure mode.

I have typically done a very short history because I liked the idea of my dwarfs/adventurers being some of the first legends but as the world stops updating at the end of world gen I have come to want some history there. Lowering the number of Civilizations seemed like a good idea to stop them from taking all the best sites though I am sure time plays a factor in that as well. While it would be nice to save on save and load times, it is far more enjoyable to see named creatures in the kill list even if it is the only significant event in their lives. Last one is a bit of a toss up, the easier it is to know how much you know and how much you need to learn the more I want it hidden less so in the other case.
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Tawa

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Re: World Preferences
« Reply #1 on: May 15, 2014, 12:09:19 pm »

I use short history, small world size (medium makes my computer take a forever to save), very few beasts (let's face it, werewolves and vampires are pathetic), minerals everywhere, few sites and civilizations (towns everywhere kills the adventure feel), and for fort mode "low" savagery and some sort of high for adventure mode.
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WoobMonkey

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Re: World Preferences
« Reply #2 on: May 15, 2014, 01:07:11 pm »

My favourite world gen is a custom-set:

Very High savagery;
Few neutral biomes (generally looking for Joyous Wilds/Terrifying overlaps, because zombie elephants);
No Vampires (waaaaay too tempting to exploit them);
No Werecreatures (they're so very rarely dangerous, and I suspect that each time one shows up, it represents a Cyclops that didn't);
Super-high volcanism (because magma);
High drainage preferred (forests make for better 0-point embarks, and I'm lazy);
Max Erosion (love me them wide, wide rivers);
Max # of sites (in hopes of plenty of conflict);
125-200 year history (my PC is showing a bit of its age; longer histories chug);
Ludicrous x-y variation in height and rainfall (trying to pack as much as possible into any particular 3x3 - 4x4 embark);
Minimal # of peaks (just enough for a couple Mountainhomes; try to maximize the potential area to settle).

Spoiler: example (click to show/hide)
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GavJ

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Re: World Preferences
« Reply #3 on: May 15, 2014, 02:10:40 pm »

Hm, dunno, been awhile since I last changed it ALL out from scratch.  I shall do so now just for you, and report the things I would change:

1) Embark points: 10,000. I may or may not want to use more than the standard allowed embark points for any given game. But this setting being low FORCES you to use few points. Setting it to 10,000 means later on, I can decide per-game how many to allow myself.

2) Year to begin checking dead megabests: 10,000. I see no reason to force the worldgen to stop at this arbitrary point. Just keep going forever and let me manually stop when I feel like it by hitting enter.

3) Cull unimportant historical figures: sure.

4) Temperature: 0 to 100 instead of 25-75. I am not a big fan of temperate biomes *shrug* Sometimes I'll even set the mesh (later pages) to 3 2 1 2 3 or something.

5) Volcanism from 1-100 still, but changing both the X and Y variances to 3200. This makes volcanism individual world tiles vary from 0 to 100 instantly from one to another, maximizing your chances of getting sedimentary and volcanoes near one another. I suggest NOT using the mesh for this. The mesh has a resolution of 2x2 world tiles minimum, whereas this gives you variance on a per tile basis.

6) Other mins and maxes I don't touch unless I want a wide selection of some particular biome. Like if I want a glacier world, then high drainage, etc. Usually default though.

7) Mountain peaks - usually lower than what it has, because who cares? All it does is potentially reject good worlds for peaks that you can't even embark on anyway.

8) Volcanoes - set very high. This number can be absurdly high and they will still only take up a small portion of the world, giving you options.

9) Mineral scarcity - usually  lower, sometimes higher. Depends on desired challenge, or if I want big empty sections of stone for carved out megaprojects with color consistency, for instance.

10) Titans and stuff - usually increase. Titans are fun! And more potential for amusing legends and adventurer mode stuff.

11) Number of demon types - increase. More potential for webbing ones or other useful or interesting critters in case I decide I want to try to harness their power. or make demon silk socks.

12) Number of bogeymen types - zero. Stops bogeymen in adventure mode which I personally find silly and godawful annoying.

13) Good and evil desired tiles - all zero. I am not a fan of good an evil biomes. If you like them, though, tweaking these is great for determining whether you just get tiny pockets, or huge oceans that are all evil, etc.

14) Minimum initial counts - ALL zero. These do nothing to actually make the world like you want it. They only reject worlds if they don't randomly qualify. You can make your own choices, I say. And if you want to alter outcomes, the much more effective method is changing min/max temperature, drainage, etc.

15) Erosion cycles - 800-1000. Guarantees no dumb looking rectangular computer gen mountains.

16) river counts - 400 or 800. It won't actually make 800 rivers. It will just do the maximum it can fit reasonably, which is what most people probably actually want.

17) Cavern layers - 2. 2 guarantees all plant types, but slightly reduces lag I assume.

18) Cavern openness and passage density - mins and maxes all zero for all 4 entries. Guarantees large open caverns that are less laggy and also allow more interesting settlements, IMO.

19) Cavern water - min 30 max 30, like to have some water. It's still not actually guaranteed, depending on your embark site.

20) Z levels - I add a few at least to each entry. If I plan on maybe making huge underground cathedrals or something, I'll choose one of the layers and add a whole load of z levels here to guarantee a large uninterrupted building area.

21) minimum number of ___ squares -  again all zeros. See #14.
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Enemy post

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Re: World Preferences
« Reply #4 on: May 15, 2014, 02:25:02 pm »

Pocket world, long history, no werebeasts.
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pisskop

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Re: World Preferences
« Reply #5 on: May 15, 2014, 02:42:22 pm »

I like fewer mountains.

I like more evil biomes than good, and much more savage than not.

I prefer more megabeasts and semi-megabeats in a world than vampires or wercreatures, although Im not opposed to them.

The idea is to make the world an inhospitable place for dwarves, and next update I hope to add a competing mountain civ.
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FrankMcFuzz

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Re: World Preferences
« Reply #6 on: May 15, 2014, 06:32:34 pm »

Actually not a huge fan of savagery, because savagery is just big versions of regular animals and man versions (Which are useless and non-threatening). I should play around with custom genning, but I like werebeasts and vampires because they occasionally make you play differently.

However, I slam the megabeasts to max most of the time, and end year 250. I want to see dragons and ettins and hydras until the year 1000 dagnammit. On normal beast setting, you'll push into Age of Legends during or before your first fort.
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WoobMonkey

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Re: World Preferences
« Reply #7 on: May 15, 2014, 06:40:12 pm »

Actually not a huge fan of savagery, because savagery is just big versions of regular animals and man versions (Which are useless and non-threatening). I should play around with custom genning, but I like werebeasts and vampires because they occasionally make you play differently.

However, I slam the megabeasts to max most of the time, and end year 250. I want to see dragons and ettins and hydras until the year 1000 dagnammit. On normal beast setting, you'll push into Age of Legends during or before your first fort.

To each hir own, of course, but may I point out that the various animalmen add one specific challenge?  You can't hunt them for food.  For a person like me who prefers 0-point embarks, this is a HUGE obstacle sometimes. 
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FrankMcFuzz

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Re: World Preferences
« Reply #8 on: May 15, 2014, 06:42:18 pm »

Actually not a huge fan of savagery, because savagery is just big versions of regular animals and man versions (Which are useless and non-threatening). I should play around with custom genning, but I like werebeasts and vampires because they occasionally make you play differently.

However, I slam the megabeasts to max most of the time, and end year 250. I want to see dragons and ettins and hydras until the year 1000 dagnammit. On normal beast setting, you'll push into Age of Legends during or before your first fort.

To each hir own, of course, but may I point out that the various animalmen add one specific challenge?  You can't hunt them for food.  For a person like me who prefers 0-point embarks, this is a HUGE obstacle sometimes.

If Dwarves are hungry they should eat anything squishy and meaty.
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pisskop

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Re: World Preferences
« Reply #9 on: May 15, 2014, 06:45:07 pm »

Urist has been mortified lately.  He complained of hunger recently.  He was forced to hunt vermin recently.  He dined on the sentient recently.  He ate a good friend recently.
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GavJ

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Re: World Preferences
« Reply #10 on: May 15, 2014, 07:32:57 pm »

Sadly, we can't mod thoughts, at least not trivially in raws, etc. Or that would be a really elegant solution (allowed to but gives bad thoughts)
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FrankMcFuzz

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Re: World Preferences
« Reply #11 on: May 15, 2014, 07:36:42 pm »

He ate a good friend recently.

He was like a good friend, or tasted like a good friend?
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WoobMonkey

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Re: World Preferences
« Reply #12 on: May 15, 2014, 07:39:19 pm »

He ate a good friend recently.

He was like a good friend, or tasted like a good friend?

[insert innuendo here]  :P
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Wirevix

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Re: World Preferences
« Reply #13 on: May 18, 2014, 02:24:34 am »

As I'm fond of modding in heaps of new megabeasts, I like to crank up their numbers and end the world quite early so that I get to play with them in person.  Other than that I just try to go for worlds with variety, lots of minerals, usually only 1 or 2 types of vampires/werebeasts, loads of titan and demon types... And I mod out aquifers, which I figure sort of counts as a world pref.
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exdeath

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Re: World Preferences
« Reply #14 on: May 18, 2014, 11:26:22 am »

We once started to make polls to make a world based on collective votes. But people didnt cared so... we stopped.
surveymonkey.com/s/CMKVD3C
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