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Author Topic: Evil biomes are exactly the same as regular areas  (Read 2111 times)

Kolnukbyne

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Evil biomes are exactly the same as regular areas
« on: August 30, 2015, 06:12:37 am »

So I decided I wanted a world for adventuring that would have a great deal of ambient dangers for me to face. To do so I generated a world that has just as many evil biomes as it does regular. Thing is, nothing seems to be happening in them. I've seen the odd undead peregrin falcon or kestrel, once saw an undead human, but after about ten adventurers in this world I haven't encountered any evil rain, evil clouds or wildlife encountered in evil areas. Hell, even the flora is mostly the same; I've encountered a few areas that have a glumprong or two and one area with all the eye/tendril grass but again, they're entirely uneventful.

To say the least I'm a bit bummed out. Is there a reason for this? Have evil biomes been nerfed in 0.40.XX or something? Is there something I might be fucking up in my world-gen parameters, or anything I could do to 'improve' the situation? I'd really like a super-brutal world but so far it's been just as dull as always.

SimRobert2001

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Re: Evil biomes are exactly the same as regular areas
« Reply #1 on: August 30, 2015, 06:00:05 pm »

What level of evil did you get? There is Sinsiter, haunted, and terrifying.  It isn't always clear if its a reanimating biome or not, or even what rain or clouds you get.
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Kolnukbyne

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Re: Evil biomes are exactly the same as regular areas
« Reply #2 on: August 30, 2015, 11:24:41 pm »

I've got the whole hog, plenty of Sinister and quite a few Haunted and Terrifying which I've visited.
I have the number of evil rain/cloud types maxed out so I'd assume I would encounter them all over the place.

On a side note, I'm after high savagery in my world but I'm worried about raising the minimum savagery because - you know - I like I having playable races generated in my worlds. Anyone know what the highest min. savagery I can have whilst still having humans/elves/dwarves appear?

Bouchart

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Re: Evil biomes are exactly the same as regular areas
« Reply #3 on: August 31, 2015, 10:33:34 am »

Raising the savagery a token amount shouldn't cause any problems.  You might also consider changing the variability of savagery very high, to increase the chances of getting high savagery areas where you want them to be.
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LordUbik

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Re: Evil biomes are exactly the same as regular areas
« Reply #4 on: September 01, 2015, 06:54:21 am »

Remember also the time scale difference. If in Fortress Mode you get an evil rain let's say once every two weeks, you'll to wait in the area for a long time in Adventurer Mode to get it, and the same goes for evil clouds and so on.
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angelious

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Re: Evil biomes are exactly the same as regular areas
« Reply #5 on: September 06, 2015, 04:55:57 pm »

I've got the whole hog, plenty of Sinister and quite a few Haunted and Terrifying which I've visited.
I have the number of evil rain/cloud types maxed out so I'd assume I would encounter them all over the place.

On a side note, I'm after high savagery in my world but I'm worried about raising the minimum savagery because - you know - I like I having playable races generated in my worlds. Anyone know what the highest min. savagery I can have whilst still having humans/elves/dwarves appear?

i made a test on how high you can set savagery and evil in generate a world.

it was around 65 both that it started to fail.
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Flarp

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Re: Evil biomes are exactly the same as regular areas
« Reply #6 on: October 20, 2015, 12:23:53 am »

Remember also the time scale difference. If in Fortress Mode you get an evil rain let's say once every two weeks, you'll to wait in the area for a long time in Adventurer Mode to get it, and the same goes for evil clouds and so on.

This is probably a big factor.

Also, I'm not 100% sure how evil weather is apportioned to different regions, but there's a specific world gen parameter for it, which you might wanna raise and see if that gets results.
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escondida

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Re: Evil biomes are exactly the same as regular areas
« Reply #7 on: October 23, 2015, 07:23:04 am »

Rather than setting minimum savagery, to get the results you want you should probably set the SAVAGERY_FREQUENCY mesh, which you can use to make high-savagery savage areas much more common without crowding out worldgen-necessary less savage areas altogether. See http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation#Terrain_Mesh_Sizes_and_Weights for more information.
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