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Author Topic: Theme Worlds  (Read 4559 times)

AceSV

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Theme Worlds
« on: February 08, 2015, 09:32:50 pm »

Select a world theme on worldgen, such as desert world, jungle world, ice world, ocean/island world, volcanic world, evil world, etc.  For the most part, just disable certain biomes from showing up, or cause the generator to heavily lean towards certain biomes, but there might be small goodies specific to each world, like mammoths on ice worlds,  rivers of magma on volcanic worlds, giant sand worms on desert worlds, tribes of teddy bears on jungle worlds, and so forth.  A theme world should still have multiple biomes, for example, a desert planet should have badlands, savanna, and small patches of jungle but no temperate or colder regions. 
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NullForceOmega

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Re: Theme Worlds
« Reply #1 on: February 08, 2015, 09:41:30 pm »

I think that sounds like a really cool idea, it would probably be possible to do some advanced world-gen magery to create the same effects, but I think it would be cool to have some pre-sets so you can do the same thing in simple world-gen.  +1
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Batgirl1

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Re: Theme Worlds
« Reply #2 on: February 08, 2015, 09:55:57 pm »

I love this idea!  I half suspect it's possible with "advanced parameters", but that whole thing mystifies me.  Anyway, even without the world-exclusive goodies, just having worlds with themed biomes would be awesome! 

Maybe there could be a sub-menu for customizing our own: Select the world's evilness, temperature, water levels, etc., with an option for "leave as normal" on each variable.  That way, you could have a world that's completely Good and Cold, but has the usual array of oceans and deserts.
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mineforce

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Re: Theme Worlds
« Reply #3 on: February 09, 2015, 01:59:42 am »

Select a world theme on worldgen, such as desert world, jungle world, ice world, ocean/island world, volcanic world, evil world, etc.  For the most part, just disable certain biomes from showing up, or cause the generator to heavily lean towards certain biomes, but there might be small goodies specific to each world, like mammoths on ice worlds,  rivers of magma on volcanic worlds, giant sand worms on desert worlds, tribes of teddy bears on jungle worlds, and so forth.  A theme world should still have multiple biomes, for example, a desert planet should have badlands, savanna, and small patches of jungle but no temperate or colder regions.

I love deserts. It's my favorite biome in any game that has one. Just imagining traveling across the dry dunes/rocky deserts gives me a happy/excited feeling.
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AceSV

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Re: Theme Worlds
« Reply #4 on: February 09, 2015, 08:49:34 am »

I love deserts. It's my favorite biome in any game that has one. Just imagining traveling across the dry dunes/rocky deserts gives me a happy/excited feeling.

This suggestion actually started because I've been wanting to build a fortress in a desert and do an Egyptian or Babylonian theme, but the biome just doesn't show up very often.  The advanced parameters screen might fix it, but the interface reminds me of some Lovecraftian horror such as humankind were not meant to know and men would be driven mad at the mere sight of it. 
« Last Edit: February 09, 2015, 08:51:14 am by AceSV »
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Batgirl1

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Re: Theme Worlds
« Reply #5 on: February 09, 2015, 09:47:10 pm »

Maybe there should be something like "Intermediate Parameters", containing more options than regular world-gen but not quite as "buh?"-inducing as Advanced.
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Sirbug

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Re: Theme Worlds
« Reply #6 on: February 10, 2015, 01:20:08 pm »

I always wanted to propose that worldgen didn't actually generate "world", instead generating a "continent". Since nobody traveles across the sea anyway.

As such, we could put latitude in setting. So we could generate the landmass that stretch from pole to pole or landmass that is contained entirely around equator. This might not guarantee desired "theme" but would allow to generate hotter or colder worlds with biomes according.
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Batgirl1

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Re: Theme Worlds
« Reply #7 on: February 10, 2015, 04:27:22 pm »

I always wanted to propose that worldgen didn't actually generate "world", instead generating a "continent". Since nobody traveles across the sea anyway.

To be fair, you can theoretically embark on any continent on the map.  (We are talking fortress mode, correct?)
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pisskop

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Re: Theme Worlds
« Reply #8 on: February 10, 2015, 04:30:26 pm »

I always wanted to propose that worldgen didn't actually generate "world", instead generating a "continent". Since nobody traveles across the sea anyway.

To be fair, you can theoretically embark on any continent on the map.  (We are talking fortress mode, correct?)
Isn't that what islands are in DF?  At large enough settings, the island is in fact a huge continent with smaller ones on the side.  Once civs can cross water better (they can do so now, to a limited degree) we will see much more simulated continents.
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LordBaal

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Re: Theme Worlds
« Reply #9 on: February 12, 2015, 10:44:11 am »

When I read desert world in this thread I could only thought of:

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GoblinCookie

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Re: Theme Worlds
« Reply #10 on: February 13, 2015, 08:54:25 am »

I always wanted to propose that worldgen didn't actually generate "world", instead generating a "continent". Since nobody traveles across the sea anyway.

As such, we could put latitude in setting. So we could generate the landmass that stretch from pole to pole or landmass that is contained entirely around equator. This might not guarantee desired "theme" but would allow to generate hotter or colder worlds with biomes according.

It generates a region not a world. 
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LordBaal

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Re: Theme Worlds
« Reply #11 on: February 13, 2015, 10:39:52 am »

But the current build can build a world, or at least one side of it, since you can make it have two poles. Or a part of it if it has two poles.
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NullForceOmega

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Re: Theme Worlds
« Reply #12 on: February 15, 2015, 02:20:08 am »

Mathematically a very small world, but yes, it can make a two pole map, I still support loading simple world gen with some presets for 'theme-worlds' like the OP suggests.
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GoblinCookie

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Re: Theme Worlds
« Reply #13 on: February 15, 2015, 05:37:41 am »

Mathematically a very small world, but yes, it can make a two pole map, I still support loading simple world gen with some presets for 'theme-worlds' like the OP suggests.

The problem is the way the system works based upon temperature and humidity.   What we probably want to do instead of 'theme worlds' is the following six sliders.

Oceans.
Temperature.
Rainfall.
Evilness.
Goodness.
Altitude.

If you want a desert world you set temperature and rainfall to be very low.  If you want a jungle world you set rainfall and temperature to be very high.  If you want a post-apocaylptic world then you would set evilness to be very high and so on. 
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Batgirl1

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Re: Theme Worlds
« Reply #14 on: February 15, 2015, 01:01:05 pm »

Mathematically a very small world, but yes, it can make a two pole map, I still support loading simple world gen with some presets for 'theme-worlds' like the OP suggests.

The problem is the way the system works based upon temperature and humidity.   What we probably want to do instead of 'theme worlds' is the following six sliders.

Oceans.
Temperature.
Rainfall.
Evilness.
Goodness.
Altitude.

If you want a desert world you set temperature and rainfall to be very low.  If you want a jungle world you set rainfall and temperature to be very high.  If you want a post-apocaylptic world then you would set evilness to be very high and so on.

Wouldn't Evilness and Goodness be opposite ends of the same slider?
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