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Author Topic: Hand Placing Civilizations During Its World Gen Stage  (Read 843 times)

The Vanguard

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Hand Placing Civilizations During Its World Gen Stage
« on: August 05, 2018, 11:34:07 pm »

Title says it all. The reason I thought up with this is because I want civs to be a bit more evenly spaced out, so when embarking there isn't as many areas that your only neighbors are you, and maybe one other civ.

For instance goblin civs are bunched up in glaciers where no other civs spawn or in inaccessable areas resulting in less viable areas where goblins are your nieghbors. The same could be said for the rest of the civs spawning in clumped up areas leaving gaps where not all races are neighbors.

A solution to this could be an option to hand place civ starting sites around the world until you run out of civs to place...

For an example when the world gen gets to civs you go around the world placing civs in an alternating way,
  • Dwarves
  • Elves
  • Humans
  • Goblins
and kobolds are placed like they normally are, then it continues looping like this until you've places all 40 civs or however many the parameters are set as.

This way we would have a much wider area of ideal embark sites where we have all 4 races as neighbors.
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Shonai_Dweller

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Re: Hand Placing Civilizations During Its World Gen Stage
« Reply #1 on: August 06, 2018, 12:37:24 am »

Mythgen release (possibly not the first one, but somewhere in the release arc) will feature a fixed world editor, which will allow you to do this.

In the meantime, since the game begins by generating history, which there's no way to bypass (except by playing some other game), the best you can do is influence the process through modding.
« Last Edit: August 06, 2018, 03:48:38 am by Shonai_Dweller »
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Fleeting Frames

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Re: Hand Placing Civilizations During Its World Gen Stage
« Reply #2 on: August 06, 2018, 01:11:51 am »

Or by pre-set worldgen parameters; you can do stuff like make areas of 30 savagery plains an mountains, 0 savagery evil glaciers and 100 savagery good forests so that humans, dwarves, goblins and elves might be placed on them. Though this doesn't allow you to control cave placement.

PlatinumSun

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Re: Hand Placing Civilizations During Its World Gen Stage
« Reply #3 on: August 10, 2018, 05:39:28 pm »

Yes having the ability to design world maps to your liking would be nice.
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Fleeting Frames

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Re: Hand Placing Civilizations During Its World Gen Stage
« Reply #4 on: August 10, 2018, 07:05:41 pm »

If that is referring to pre-set worldgen parameters, that wasn't a suggestion but already implemented feature. (Someone who found that insufficient created Biomemanipulator.)

Shonai_Dweller

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Re: Hand Placing Civilizations During Its World Gen Stage
« Reply #5 on: August 10, 2018, 07:52:45 pm »

If that is referring to pre-set worldgen parameters, that wasn't a suggestion but already implemented feature. (Someone who found that insufficient created Biomemanipulator.)
Can you place civs with worldpainter? I haven't used it, but it's not mentioned in that wiki link.
Well, anyway, even Toady said worldpainter is a bit crap. The editor will replace it entirely.
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Fleeting Frames

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Re: Hand Placing Civilizations During Its World Gen Stage
« Reply #6 on: August 10, 2018, 08:24:18 pm »

You can do what I described in my previous post. It mostly works in my experience (ex here or here, everyone with their own corner). Greater accuracy is granted if you're willing to mod goblins to be restricted to specific biomes.
« Last Edit: August 10, 2018, 08:26:20 pm by Fleeting Frames »
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Shonai_Dweller

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Re: Hand Placing Civilizations During Its World Gen Stage
« Reply #7 on: August 10, 2018, 08:37:34 pm »

You can do what I described in my previous post. It mostly works in my experience (ex here or here, everyone with their own corner). Greater accuracy is granted if you're willing to mod goblins to be restricted to specific biomes.
Ah, OK. I see what you're talking about. Sorry, I thought you were referring to the suggestion op.
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