Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 6 7 [8] 9 10 ... 27

Author Topic: DF v0.43.03+ Worldgen Cookbook Thread!  (Read 90558 times)

Cows_n_Muffins

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #105 on: July 21, 2016, 11:50:55 am »

Quote
So, this worldgen gives you 2 & 4:
Spoiler (click to show/hide)

Neat, thanks vjek. I'll give this world generation a try. I'll also keep experimenting with my own world gen, and post it if I come up with one that is semi reliable in producing worlds that fit all 4 of my primary parameters.

Also, does MINERAL_SCARCITY have an effect on civilization development during world gen? The wiki did not say.

I only put it on the minimum requirement list because if it did have an effect on civilizations, I did not want that to be something that is overlooked by someone posting scary world parameters and then I mess it up by increasing(lowering?) the MINERAL_SCARCITY to FREQUENT(500) levels.

If MINERAL_SCARCITY has no effect on civilizations, then it can be cut from the minimum requirements list.
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #106 on: July 21, 2016, 02:53:56 pm »

Mineral scarcity does have effect on civs. With same worldgen parameters and same seeds, the civ placements will be same, but history will differ as they get access to different materials.

1. Don't limit the number of *FUN* things in the world such as titans, mega-beasts, etc... I'm not looking for a safe world, and a world without *FUN* is a world not worth living in.
2. Must have neighbors of Dwarves, Humans, Elves, Goblins, Tower.
3. Must be near a River.
4. MINERAL_SCARCITY:500 (Not sure if this has effect on civs, but it sure has an effect on me being able to build appropriate weapons to defend the fort.)
Bonus(In descending order of importance):
1. Must be in Terrifying Biome. (Or as close as possible)
5. Would prefer to have at least some trees in the area.
So, I learned something new today. I thought that megabeasts preferred caves to sit in when available, so after some futzing did a gen with all non-kobold caves 20 tiles from nearest human/dwarf/elven settlement.

By the end of 1000 year gen, none of the megabeasts were in caves: they all overtook settlements (kobolds got wrecked tho....Well, everyone but goblins got wrecked)

One 'theoretical' solution: Drown the 70 dragons candy mix of megabeasts in virgin sacrifices elves. Works, after a fashion.


The actual result is...'technically' fitting of the above requirements. Thing is, see how there are no great forest retreats or human towns? They're too much harassed and too constrained for a population explosion (humans at least need some more than 1 site in a civ to populate up to a town, I suspect elves are not so different). Thus, the alive hamlets and forest retreats are mostly around 100 residents (dwarves do better).
(The dark fortresses are mostly around 2500-4000, though there are few 600s.)


The above screenshot is taken in year 103, though you can run it to 250 - albeit that might kill the humans and elves off, not sure - I'm afraid this worldgen will be slow, with 206 civs (btw, secret number is more of a upper limit). Might actually speed up as people die.

You could also increase megabeast/titan pop, especially if you want double-dragon lairs or whatnot, and cancel earlier - I got first towers in second decade.

If you decide that you'd rather want strong humans, goblins, elves and dwarves than megabeast, that is easier to accomplish - heck, with an ocean gap one can have both humans and goblins siege from a pop of 10k goblins (library visitors are unbound by natural barriers).

E: Though note the above gen is untested. For all I know, everyone could attack everyone but you. With the dozens of dwarf civs I suggest picking one that is at war with goblins.
« Last Edit: July 21, 2016, 03:50:09 pm by Fleeting Frames »
Logged

Cows_n_Muffins

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #107 on: July 21, 2016, 06:43:18 pm »

The actual result is...'technically' fitting of the above requirements. Thing is, see how there are no great forest retreats or human towns? They're too much harassed and too constrained for a population explosion (humans at least need some more than 1 site in a civ to populate up to a town, I suspect elves are not so different). Thus, the alive hamlets and forest retreats are mostly around 100 residents (dwarves do better).
(The dark fortresses are mostly around 2500-4000, though there are few 600s.)

Wow, Fleeting Frames, that is impressive. After a few generations, each world consistently generated all neighbors and plenty of towers that are likely near rivers.

A few concerns though:
1. Does the size of a civilization effect its ability to trade with you, or bring sieges against you when you anger them enough? As you put it, most civilizations are not very numerous due to the frequent attacks, so would this result in them bringing crappy goods to trade, and meek sieges of only a few squads if war breaks out?
2. What are the huge strings at the bottom? Example:
[PS_EL:330:330:330:330:330:330:330:330:330:330:330:330:330:330:330:330:330], PS_RF, PS_DR, PS_VL, PS_SV
I do not see those mentioned anywhere on the Advanced World Generation wiki page.
3. While I love the consistency of the worlds generated with the parameters you made (seriously, bravo). This world feels like an experimental cage death match, rather than a world that is "alive" like standard generation creates. That being said, I like your idea of using elves as meat shields for the megabeasts to give the other civilizations some chance to thrive. I'd like to take that idea a step further.

As I understand it from your post, megabeasts and titans eventually start getting killed off by strong civilizations. So you can either have a world with many megabeasts/titans or many strong civilizations, but not both. Is it possible to hit a kind of mid point where both are a force to be reckoned with?

As I've said in the original post, I'm not looking for 100% consistency because I realize there is a heavy element of RNG in world gen, and evil tends to eat civilizations surprisingly quickly. You appear to have reined in the RNG with this pocket world to a very narrow range very effectively. Now, I'd like to move just a bit in the opposite direction. For maybe 60-70% consistency.

Increase the world size to medium, 129x129. With a large number of civilizations to keep the mega beasts at bay for a few decades.
Then, as much as I like large connected islands with oceans and poles, I like your idea of the "cup" world. Is it possible to scale the "cup" to 129x129 world? If not, then stick to the large connected islands or just a plane with lakes. Preferably with poles in the north and south.
Increasing the world size would likely allow some civilizations to actually become strong and be a decent force in the world. Then it's a matter of tweaking how many evil squares there are.

I've been trying to use your parameters as a base, tweaking them in a 129x129 world, as I've been making this post. And I can not get 300 civilizations to spawn(70-100 tops), yet you got 206 into a tiny box. How in the world did you have them settle?

I will keep experimenting in a medium world tweaking your parameters, but your original parameters are super solid for anyone who wants to fight zombie unicorns. Joyous Wilds bordering Terrifying regions is quite insane.

Finally, I propose this recipe to be called "*FUN*WORLD". As that is the top objective.
« Last Edit: July 21, 2016, 09:25:52 pm by Cows_n_Muffins »
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #108 on: July 22, 2016, 06:22:27 am »

1. They should be big enough to trade - ~100 is the size of your typical civ at the dawn of time, and you can embark in year 5 with even basic world gen.

However, what civilization can bring in trade depends on what it has met in worldgen. The scholarly and taverny arts in particular need some time to learn. I included terrifying plains for the chance of goblins getting ogres off them, but for variety of brought animals and plants maximising different bordering biomes is necessary for variety of those brought in trade goods. Dwarves similarly get access to more minerals, if they expand more. No idea about the quality of goods, however.

War, however, is somewhat different story.
A civilization only sends out attacks from a single site only (even after that site gets conquered, they still send from there), and that single site doesn't grow fast/pull population from elsewhere. Furthermore, while it is not typically looked at much (legends mode requiring a retire and all), I do recall only a single case where a succession fortress was besieged by 2 different goblin civilizations. Still, you usually get attacked by only 1 civ of a species.

You may get besieged by all the different towers in range, each being their own civ, but they similarly don't have much more population than your typical hamlet - once they're killed instead of retreating, the dead no longer walk. Put together, the above example might have around 2000?? undead to siege you.

Not just any site can grow big. After the initial 100ish, population growth is mostly funneled to ¶, # and Π sites which cap out at around 10-13k sentient population(in few centuries). Since elves and humans can get fucked, the population of such big sites may very well be majority of nationalized goblin immigrants.

Goblins, thankfully, can grow big from just initial starting site with no expansion, then build new one in 8, then 14 tiles. Furthermore, as you can see above, megabeasts are unlikely (well, it can happen sometimes) to attack goblin dark fortress, giving them unparalleled growth opportunities.
Humans usually, but not always, grow a city in their second site (can also be first or third regularly, but they do need some additional sites), then grow new cities every ~7 tiles (sometimes leaving a gap - depending on terrain?, though).
Elves are a mix of two, building a new huge retreat in 7 or 13 tiles. Like humans, it is consistent but random-seeming where they'll do the population centers.
Dwarves never do anything big. If you want them to get numbers, you need to give them plains to expand on.

Additionally, the new site must be suitable for placement, to a bit more stringent requirements than your usual worldgen: Savagery limits become more of a rule than guideline. Goblins don't wear down the savagery of evil areas, allowing limiting them to dark fortresses. Otherwise, civ has to drop down the savagery of surrounding suitable biomes over centuries, or even millennia.

Oh, and they must not get killed, of course.

2. They're pre-set world values. Each number matches the base value of a single of six categories(elevation, rainfall, drainage, temperature, savagery, volcanism) given to a single region tile. Evil and good can be shepherded as well with limiting their desired areas to only small, medium or large region (thus the small evil plain surrounded by large good forest). I use all but temperature in the above, but if volcano were to be dropped volcanism could be as well.

The native interface is world painter. vjek, naturally, has a tutorial.

Myself, I used a worksheet to create the above for precise control. There is also a program called Perfect World DF for recreating landscapes, real, random or imagined.

Since civilizations are pretty much region tile features this allows high degree of precision in their placement. Embark tile level is still something of a RNG, though.

3. Heh. That's because it is a cage match. The above example is ~1/3 ruined sites, but still has 9 dragons, 9 hydras, 8 rocs, 5 bronze colossi: 31 of 40 starting megabeasts.

Evil prevents placements of most civilizations, but doesn't usually eat them, unlike dragons. (I once saw an elven civilization get mostly wrecked by zombie ogre rampages across the ocean from a tiny isthmus, though. They do sometimes take minor damage from untamed wilds they're on, as well.)

I picked elves as meat shields because:
a) goblins usually don't get problems with megabeasts (hm, maybe the demon masters killed those 9?)
b) goblins can be placed in pretty much any non-good area on world gen, so long as there are demons - and only elves can settle in good areas.
c) the worldgen rotates through civilizations to place them in roughly equal ratios usually, though starts to skips them if it is no longer unable to place that type of civilization.

206 civilizations is obtained by pre-controlled savagery - mountains and outer plains are calm, while good forest and central plain are untamed. Overall, almost the whole world is settleable, so 206 isn't the limit, just what I picked to be safe. (The actual limit is squishy on account of random layout of corner mountains and what embark tiles the civ sites overlap with.)

Without said pre-set values, the overall result won't look anything like what I did - heck, I didn't even limit the min-max elevations to actually used 160-330 range.

A mid-point might be possible, perhaps. If humans/elves have enough time and space to survive and build a +/¶, there is possibility of using isolated goblin islands to populate these sites with immigrants (although they might go to dwarven library instead). With enough immigrants, they would perhaps stand a chance of getting one capable of killing megabeasts instead of being killed by them.

There are some hidden assumptions, though: For fortress mode, though, you want to guarantee that their city is closest, and I have no idea how "first to meet" is decided with multiple species.

Furthermore, wars are generally fought with those who don't share the values. One way to block out wars and  guarantee that they're the only civ of that species in range would be using ocean-isolated islands. However, this would likely also block out towers. And if the towers get placed on the islands, they may go to war regardless. (Towers, however, are the only civ that can get placed on a good taiga, so this can be reduced.)

Region tiles with multiple ocean shores can act as bridges to civ ranges when placing the fort. (I do recall there was some bug with visitors being prevented by 2+ ocean shores in a region, though.)

With a city, retreat, dark fortress and towers desired, you're looking at 3 or 4 shores in a single region. Due the 2-dimensional nature of generated worlds, this alone can easily bring the success rate for a single contact point below 20%. Additionally, even using a terrifying ocean and 2-tile islands (not sure if this is enough for expansion), you'll at best get only a single river that is much more likely to flow into one of the side squares, not into the desired corner.

PatrickLundall might have a gen for that, though probably with less megabeasts. 

Speaking of which, there is a third hidden assumption: How many megabeasts alive and in range do you desire?

Consider: Even in a pocket world with 2000 megabeasts, you don't get attacked by more than one at a time unless you settle on an overlapping lair, iirc.

And speaking of range, megabeasts also share the 20 tile range restriction that civilizations have for attacking you, and are placed randomly on ground as well. Towers have 10 tile range, iirc. Thus, for most practial purposes, there is no little difference between a 129 gen and 33 gen repeated 16 times, or 17 gen repeated 64 times.

If I mostly just expanded the cup 8 times on each dimension with corresponding 13184 civilizations and 4480 megabeasts+titans, you would be unable to get humans in range in the central evil area due them all being 24-64 tiles away, assuming you wouldn't run out of RAM with over 1648000 sentients needing to be stored (if stored alongside creatures would certainly go into tens of millions).

Don't think that's what you want, though.

(Not all purposes, though. You can only get dry broadleaf forest in a world with a pole that is at least 129 tiles tall, for instance.)

Cows_n_Muffins

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #109 on: July 22, 2016, 11:28:52 am »

Wow, that's a lot of cool information. Alright, here we go.

Spoiler: First section (click to show/hide)

So what I understand from this, is that trade caravans are somewhat effected by world gen and how big a civilization grew, but generally speaking will bring a decent assortment of goods even a few decades into world gen. Scholars and taverny arts, take a bit more time.

Generally, only one civilization of a species will attack you at a time, and will generally bring a solid army to attack with, even if the hamlet population is small. Aside from towers which can siege you individually.
Goblins appear pretty much everywhere in non-good areas.
Humans, Elves, and Dwarves appear generally everywhere that is not evil, and can actually decrease the savagery in an area to then settle it.

Spoiler: Second section (click to show/hide)

Ah, that's cool. I will read the tutorial vjek posted to get more insight.

Spoiler: Third section (click to show/hide)

So what you are saying is that in a normal 129x129 region or island generation, it's impossible to have that many civilizations without hard coding some starting locations for them? Even then, if we are hard coding certain squares on the map to be designated with perfect parameters for certain civilizations to settle, that throws island generation out the window, because that hard coded square could be in the middle of an ocean. Is this correct? If so, I will stop trying to generate islands and just generate regions with an ocean in the east and a pole to the north.(I want to keep at least some water and cold, because some people might want to do embarks in those locations. You can't catch a zombie whale without an ocean.) With the rest of the map being solid land in the south and west, it would be easier to hard code a bunch of starting locations to ensure large civilization numbers and keep the success chance of many civs in range of embark relatively high, since we will not need to worry about ocean barriers cutting off certain civs from eachother.

Quote
Speaking of which, there is a third hidden assumption: How many megabeasts alive and in range do you desire?

Consider: Even in a pocket world with 2000 megabeasts, you don't get attacked by more than one at a time unless you settle on an overlapping lair, iirc.

And speaking of range, megabeasts also share the 20 tile range restriction that civilizations have for attacking you, and are placed randomly on ground as well. Towers have 10 tile range, iirc. Thus, for most practial purposes, there is no little difference between a 129 gen and 33 gen repeated 16 times, or 17 gen repeated 64 times.

You know, after you explained it, I no longer feel like a kid in a candy store. ALL THE MEGEBEASTS! A fair point. Here are the parameters for the nasties I am now trying to have in the world.
[MEGABEAST_CAP:75]
[SEMIMEGABEAST_CAP:100]
[TITAN_NUMBER:50]
[DEMON_NUMBER:50]
[NIGHT_TROLL_NUMBER:30]
[BOGEYMAN_NUMBER:30]
[VAMPIRE_NUMBER:75]
[WEREBEAST_NUMBER:75]
[SECRET_NUMBER:1000]
Also, do night trolls and boogeymen ever show up to forts? Or are they an adventure mode thing? Just to be safe I put a few in. If they don't have an effect on fortress mode, I'll reduce them to 0.

Quote
If I mostly just expanded the cup 8 times on each dimension with corresponding 13184 civilizations and 4480 megabeasts+titans, you would be unable to get humans in range in the central evil area due them all being 24-64 tiles away, assuming you wouldn't run out of RAM with over 1648000 sentients needing to be stored (if stored alongside creatures would certainly go into tens of millions).

Don't think that's what you want, though.

Very true. I do not have access a supercomputer that would be able to generate that world.

Also, thank you for all the help you have been providing, I greatly appreciate you taking the time to explain world gen mechanics to me. :)
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #110 on: July 22, 2016, 12:39:58 pm »

Quote
Generally, only one civilization of a species will attack you at a time, and will generally bring a solid army to attack with, even if the hamlet population is small.
First part yes, second part no: the army is drawn from the attack site population, to a minimum of ~50? population or so (below which they will not send anything for decades as they grow back up). You won't get a 120 human siege if their attacking site hovers around ~100 population.

Otherwise, pretty much yeah got it. Elves only one who can do good areas.
Quote
So what you are saying is that in a normal 129x129 region or island generation, it's impossible to have that many civilizations without hard coding some starting locations for them? Even then, if we are hard coding certain squares on the map to be designated with perfect parameters for certain civilizations to settle, that throws island generation out the window, because that hard coded square could be in the middle of an ocean. Is this correct?
You could have them with no pre-set values, certainly. There are only three things all regular sentient species can absolutely not be placed on: Ocean, cave and good not-forest. You'll also want calm mountain next to lower land for dwarves (the land can be savage).

Low savagery squares is more of a strong preference in a time before time. No, the biggest reason why I included a savagery map in the above was your desire for terrifying area with a river (tho I'd have done it anyways since giant animals are cool and to guarantee less rejections).

More importantly, you can totally draw islands and peninsulas. I usually do! (ex: picture of the gen where I got proof that megabeasts do not necessarily get pigeonholed in caves, out of range to wreck anything.)

Cold is easy to accomplish with pre-setting temperature as well. Lack of poles is because sufficient cold has tendency to stop the settlements of elves into taigas (good if you don't want elfsplosion to kill your FPS while still giving them unicorns from a large forest, though), and I think deadlocks humans off freezing grasslands as well. Also, I think year-long frozen oceans might be traversable for armies (not sure)?

Can counter all of that with opposite heat gradient and totally have freezing tropical biomes, though that requires doing that gradient, and perhaps some "test and adjust" to ensure you get a freezing tropical shrubland and not a freezing tropical glacier.

Quote
Also, do night trolls and boogeymen ever show up to forts?
Nah, but they harass and fight civilizations in world gen (can kidnap kings and queens, for instance). vjek likes them for their interesting histories.

Looking at those parameters you pasted, I take it you want to have 125 megabeasts, pre-fights, in range? Or is that intended to be for a 129^2 world, which would get only ~9,6% (so, 12) of that in range?

Cows_n_Muffins

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #111 on: July 22, 2016, 02:51:17 pm »

Quote
Looking at those parameters you pasted, I take it you want to have 125 megabeasts, pre-fights, in range? Or is that intended to be for a 129^2 world, which would get only ~9,6% (so, 12) of that in range?

My bad, I should have been specific. Yes, this is for a 129x129 world. Since you said that they have 20 tile ranges to attack you, and attack one at a time, there is no point in having a large numbers of them in range of your fort. Though if someone was inclined for a world like that, your original parameters are quite good for it, because everyone is in range of every spawned megabeast, haha.

Below is a 1/3 scale(43x43) of the 129x129 world I envision based on the things you told me.
Spoiler: Mockup of *FUN*WORLD (click to show/hide)
« Last Edit: July 22, 2016, 02:53:56 pm by Cows_n_Muffins »
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #112 on: July 22, 2016, 04:02:05 pm »

The reason I ask is because some plan forts for few years, while other do forts that last centuries (Flarechannel & Archcrystal for instance). The second one could certainly kill over a hundred megabeasts, while the first one wouldn't finish off half a dozen. And that's not the limit - with monster island designs, you can embark on top of thousands of megabeasts.

Your mockup is certainly possible, even relatively trivial to create with few tweaks to landscape (to ensure only the center is evil as well as that dwarves have a place). Few problems, though: The goblin area has 52 tile distance to the ocean, and they'll likely prefer low savagery civ areas to max savagery terrifying region - some will go there, but since you can't embark there I'd put the region sinister, with the human civ settlement area to somewhere like 67 (easily brought down to wilderness untamed wilds) to shepherd goblins there. Also, if you did, only 17,4% of the settleable world would be in range of the goblins.

(Goblins totally can get ogres from sinister plains, too.)

Btw, you already had 125 megabeasts - I included titans in that number :p. With one sixths the megabeast in same 17x17 area, they might be able to let the world last a few centuries - long enough for civilizations to kill each other bloodily.

Also, perhaps I misspoke - while trading does take into account the whole of civilization, army numbers don't. Only the site the army is coming from matters for that. Which is why growing big sites is important. On a large equal plain like you described, the big sites will spread small ones around them in a circle. Restricting the spread is doable...possibly to the point where at least third of the civilizations have a major site as closest to you.

However, on a such large flat plain, I'd bet that wars would be common - whether it'd be universally-reviled goblins, or humans on elves due to cannibalism. And if the major site is the site they march to (it might prefer closest to attack), or the ones they attack from, you'd have trouble getting any real major sites (who'd hopefully would decide to war with you rather than each other when you provoke them).

Which is why I mentioned tiny island shores. Still, the plain might work, though you'd certainly have to wait till their first caravan to confirm the civ trading with you has major site as closest to you, still (post-worldgen world activation is a time where major flurry of wars goes off - for instance, the Breadbowl succession fort Legends mode looks like USA decided to do a farming settlement in poland in 1914).

When it comes to cold vs pole, as you can pre-set temperatures, a pole doesn't have to be linked to temperature once you apply the opposite gradient. Once this is done, pole only affects biome placement - instead of tropical/temperate areas being determined by temperature line, they would be determined by latitude.
« Last Edit: July 22, 2016, 04:07:00 pm by Fleeting Frames »
Logged

Cows_n_Muffins

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #113 on: July 22, 2016, 08:15:49 pm »

Just finished reading Archcrystal. That is mind meltingly amazing.

Also, I finished vjek tutorial on Preset Field Values. Powerful stuff.

As to your question, the LOOOOOONG term plan for a fortress on this generated map is probably around a hundred years or so. My ultimate aspiration in Dwarf Fortress is to create a great fortress, and work in a number of megaprojects that I modify to be turned into puzzles. Then post the fortress save file on this forum for adventurers to attempt to solve every puzzle by going into the fortress. Now, I'm not nearly as skilled as Sethatos, heck, I can barely train a proper military without getting everyone killed. But, I didn't want the puzzle fortress to be in some peaceful area where nothing ever happens. (Though, once I did run a fortress for 20+ years in a terrifying swamp where it would rain blood with startling frequency, and we never got attacked by goblins or had any megabeasts show up.) I want there to be some terror, and glorious history to the fortress, and I don't want adventurers to have an easy time getting to the fortress either. Once inside it will be relatively safe, but some puzzles will potentially be deadly.

I know this will take me a lot of time to make, but I want the right world to make this in, and a world with a lot of strife sounds like a good one.

If any of that sounds crazy or unreasonable, by all means let me know, perhaps there is something I overlooked.

Now, back to the world generation. Perhaps we approached this from the wrong angle. What if we isolate each civilization to their own area, and have them converge on a singular area where we would make our own settlement? Instead of having a crapload of civilizations what if we make just 4. One elf, one Human, one Dwarf, one Goblin?

Spoiler: Potential map mockup (click to show/hide)

Maybe I should just forget the custom map generation and just focus on the puzzle fortress part, hoping that Armok blesses me with some interesting history during construction... or use your pocket cage death match parameters making spike traps out of undead unicorn horns, haha
« Last Edit: July 22, 2016, 08:52:22 pm by Cows_n_Muffins »
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #114 on: July 22, 2016, 09:49:54 pm »

... The basic idea is to have each civilization start in its own corner, that will give it lots of time to grow into a powerful civilization. That way wars will be with THE elves, or THE humans, etc... Then at a certain year they will converge on the center area and an embark with tough neighbors will be possible. ...
That's what I did with the SAV4CIVS_OGRES worldgen I responded with in your previous thread. (that's in this thread)
It's got one in each corner, with a center plus or cross where the terrifying embark would go, ideally.  Adding in a center high part for rivers would be easy, and I have a sample if desired.
The method used to restrict growth and/or control placement is via savagery and biomes.
There are also other challenges that you may want to consider that we've used in the past... namely temperature.  It's possible to make (in the same embark) biomes that offer vaporizing rivers adjacent to so much frozen/cold damage that it kills anything and removes the corpses in a few seconds.

But certainly, what you want is possible in any world size, you just have to tune placement based on civ growth/travel/interaction distances.

Cows_n_Muffins

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #115 on: July 22, 2016, 10:15:21 pm »

Quote
That's what I did with the SAV4CIVS_OGRES worldgen I responded with in your previous thread. (that's in this thread)

Oh, well that is convenient. I'll try generating that a few times to see what comes up.
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #116 on: July 23, 2016, 04:03:43 am »

In a world with no megabeasts, the humans are screwed by war.

So yeah, quite possible, but would have to hope that the major sites get placed as closest to you and do send armies/trade. And that megabeasts don't kill them. (You'd perhaps want to split the dwarves/humans that give towers with the one that give you a major town.)
The overall rate would be pretty low without seeds, I reckon, but it is something I'm inching towards as well - though with bit different ideas. I wonder if megabeasts can travel over ocean?

*runs a quick test*

Seems like not. I fear that would apply in fort mode as well, of course, but it is something.

Btw, vjek, I've found a weird limit with placing dwarven fortresses in worldgen. It sometimes will not accept several perfectly calm mountains, while other times it is happy with just a single one. Even more perplexing, just extending the sea at the bottom of the Monster Island 3 to 129 from 17 results in flood of rejections of being unable to place dwarven civ. Any clues?

Anyway, this discussion of civs and max fun reminds me of Fortification of Nuts. Only few dozen megabeasts alive in a 129×129 world, though. Lots of civs, though unsure on strengths.
« Last Edit: July 23, 2016, 04:17:19 am by Fleeting Frames »
Logged

vjek

  • Bay Watcher
  • If it didn't work, change the world so it does.
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #117 on: July 23, 2016, 09:50:25 am »

... Btw, vjek, I've found a weird limit with placing dwarven fortresses in worldgen. It sometimes will not accept several perfectly calm mountains, while other times it is happy with just a single one. Even more perplexing, just extending the sea at the bottom of the Monster Island 3 to 129 from 17 results in flood of rejections of being unable to place dwarven civ. Any clues? ...
Hm, first thing that came to mind was savagery, but you've mentioned they're calm.
I have come across this when oceans are involved.  If you don't have a 100-299 elevation square somewhere between the mountains and the ocean, it seems to never choose those mountains, if they're surrounded by or adjacent to an ocean.  I ran into that when I was trying to make individual tile islands.  I ended up having to make one 300+ elevation tile, then one 100-299 adjacent to it, minimum for a dwarven civ island.

On land, this isn't the case, but when ocean is involved, it seems to be.  Might be what you're running into?

Cows_n_Muffins

  • Bay Watcher
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #118 on: July 23, 2016, 10:00:48 am »

Quote
I wonder if megabeasts can travel over ocean?

This gives me an idea. Three questions though.

1. Is there a way to force all megabeasts to spawn in a particular square, or small region of squares? Be it an island, or a corner of a continent.
2. How quickly do megabeasts travel during world generation? As in, how many squares?
3. You mentioned that they attack anything in range of 20 squares of the megabeasts location. Is that 20 squares in a radius regardless of obstacles, like water, or 20 squares that the megabeast has to be able to traverse?

Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: DF v0.43.03+ Worldgen Cookbook Thread!
« Reply #119 on: July 23, 2016, 11:00:22 am »

... Btw, vjek, I've found a weird limit with placing dwarven fortresses in worldgen. It sometimes will not accept several perfectly calm mountains, while other times it is happy with just a single one. Even more perplexing, just extending the sea at the bottom of the Monster Island 3 to 129 from 17 results in flood of rejections of being unable to place dwarven civ. Any clues? ...
Hm, first thing that came to mind was savagery, but you've mentioned they're calm.
I have come across this when oceans are involved.  If you don't have a 100-299 elevation square somewhere between the mountains and the ocean, it seems to never choose those mountains, if they're surrounded by or adjacent to an ocean.  I ran into that when I was trying to make individual tile islands.  I ended up having to make one 300+ elevation tile, then one 100-299 adjacent to it, minimum for a dwarven civ island.

On land, this isn't the case, but when ocean is involved, it seems to be.  Might be what you're running into?
Note that this is after running rivers, so the mountain doesn't just poof from them.

Two adjacent mountains usually work, strangely enough, and even better success is given by smoothing a radius with max elevation.

Yet, neither explains the monster island gen failing after adding 112 long sea at bottom.


Quote
I wonder if megabeasts can travel over ocean?

This gives me an idea. Three questions though.

1. Is there a way to force all megabeasts to spawn in a particular square, or small region of squares? Be it an island, or a corner of a continent.
2. How quickly do megabeasts travel during world generation? As in, how many squares?
3. You mentioned that they attack anything in range of 20 squares of the megabeasts location. Is that 20 squares in a radius regardless of obstacles, like water, or 20 squares that the megabeast has to be able to traverse?
1. I used to suspect they start out in caves, but if they do, they totally leave them to wreck. Still, assuming it is random you can just use huge land area for megabeasts/towers (I don't think I've yet seen a megabeast attack a tower, but I don't usually go for towers.)

2. Tricky question. You could run same gen two times, once to year 2 and once to year 100 or something, then look where first megabeast who rampaged ended up from starting position.

Megabeasts can totally stay still, though - sometimes the monster island discussed above has dwarves survive for centuries, despite being at most 1 region tile from thousands of beasts. Other times, they die in first few years.

3. That's what I have read...Not tested. I would assume they would path like armies/trade, on account of them being stopped by seas, which means that area would have to be traversable.
Pages: 1 ... 6 7 [8] 9 10 ... 27