Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 ... 12 13 [14] 15 16 ... 42

Author Topic: Worldgen cookbook  (Read 165294 times)

Draco18s

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #195 on: November 25, 2008, 03:58:48 am »

Off-topic question:
I found an AWESOME site (stream cutting a sweet canyon between two volcanoes, giant eagles, modded tyrannosaurs mentioned in the embark text as the "before the...get hungry") in a world I genned and then screwed up big time. I want a second chance at this site; how do I find the worldgen and history seeds for this world so I can gen it again?

Is the save loadable?  You can export that info from Legends if you don't already have the text files (it's like worldname-date-seed-info.txt or something).
Logged

darknight

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #196 on: November 28, 2008, 01:19:18 pm »

Dwarf Nirvana (Not quite Heaven) found!

A 3 by 3 play area, containing:
magma pipe
bottomless pit
underground river
sand
soil
silk
trees
iron ore in a number of hematite veins
flux
skeletal and zombie elephants
tamable and breedable wildlife
goblins
plenty of other ores
lakes to fish in, when elephants and raiders arent around.

Does not have"
aquifer
G. cave spiders
magnetite pockets
living trees
chasm
HFS
underground magma or water pools.

And the center square is free of things, so its available for fortress building.

The three big features are all on the right side, and all can be found on the second or third level under the surface. The haunted stuff is on top, with normal game at the bottom. And some low mountains to the left side. All the trees and plants are in the dead/haunted area, so nothing will grow there. That means while there are a good number of trees, they will not grow back, and none of the plants are harvestable.

I dont know of any bauxite being there yet, as I havent gotten very far down yet. But it is available from trading.I know I got some for free, when skeletal elephants attacked a human trade caravan before they got to the safety of my fortress.

I was running a virgin copy of 40, on an Intel Celeron machine. But I was toying with the world gen parameters trying to increase the number of volcanoes and magma pools. It got a huge number of rejects, until it popped up a warning. I think I hit "ignore this time", but I cant remember for sure. But it is worth the trouble, to get such a good location.

You will have to use "Find" to find the location, as I have no idea at all just where it is.

And for the noobs that try this one, beware breeching the underground river. There are a number of creatures there, and many will come out after the dwarves. I breached it using a long hall with a door at the end. Then I tunneled in next to that hall, and carved a fortified position so that my archers could fire into both the hall and the river, until they were all dead. Between that, and stuff outside, my one archer got 15 notable kills in one year! He made Elite before the end of the second year, before I even had an archery range set up. This is NOT a safe map!



Spoiler (click to show/hide)

And I have a question, for those that know more about world gen than I do.

In going thru the reject log, I saw that most of the rejects for this world were caused by a number of things being just below the minimums required. I dont know what I stumbled into here, but I like it. And I would like to know how to turn off those minimums if I can.

This is a greatly trimmed sample of the rejection log.
Spoiler (click to show/hide)

There were also a lot about not enough peaks and not enough high land after shift up.
Logged
ho watches those that watch us???

PTTG??

  • Bay Watcher
  • Kringrus! Babak crulurg tingra!
    • View Profile
    • http://www.nowherepublishing.com
Re: Worldgen cookbook
« Reply #197 on: November 28, 2008, 03:29:36 pm »

Oooooooooooklahoma

Code: [Select]
[WORLD_GEN]
[TITLE:PLAINS]
[DIM:257:257]
[END_YEAR:300]
[BEAST_END_YEAR:300:-1]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:1600:1600]
[RAINFALL:10:60:400:400]
[TEMPERATURE:35:50:200:200]
[DRAINAGE:30:50:800:800]
[VOLCANISM:0:100:800:800]
[SAVAGERY:0:100:800:800]
[ELEVATION_FREQUENCY:6:2:2:3:2:2]
[RAIN_FREQUENCY:4:3:3:3:2:2]
[DRAINAGE_FREQUENCY:6:2:3:4:3:2]
[TEMPERATURE_FREQUENCY:3:1:2:5:20:10]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:25:250:0]
[EVIL_SQ_COUNTS:25:250:0]
[PEAK_NUMBER_MIN:50]
[OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:15]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:400:400]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MIN_SIZE:1]
[CAVE_MAX_SIZE:30]
[MOUNTAIN_CAVE_MIN:150]
[NON_MOUNTAIN_CAVE_MIN:250]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_RIVER:2]
[SHOW_EMBARK_POOL:2]
[SHOW_EMBARK_M_POOL:2]
[SHOW_EMBARK_M_PIPE:2]
[SHOW_EMBARK_CHASM:2]
[SHOW_EMBARK_PIT:2]
[SHOW_EMBARK_OTHER:2]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

... It's made up of plains... get it?
« Last Edit: November 28, 2008, 03:32:03 pm by PTTG?? »
Logged
A thousand million pool balls made from precious metals, covered in beef stock.

sava2004

  • Bay Watcher
  • Look here! it's a pointless scentence!
    • View Profile
    • Sava2004's website.
Re: Worldgen cookbook
« Reply #198 on: January 18, 2009, 01:12:39 am »

can someone post the normal unedited one for the medium map? i sorta tweaked it up a bit too much...
Logged
this rock is studded with rock and on it is engraved a picture of a rock.

Zai

  • Bay Watcher
  • Elmo? Is that a SIMPLE UTENSIL?
    • View Profile
Re: Worldgen cookbook
« Reply #199 on: January 18, 2009, 02:33:15 am »

This should be what you're looking for:

Code: [Select]
[WORLD_GEN]
[TITLE:MEDIUM]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:12]
[OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:3]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_RIVER:2]
[SHOW_EMBARK_POOL:2]
[SHOW_EMBARK_M_POOL:2]
[SHOW_EMBARK_M_PIPE:2]
[SHOW_EMBARK_CHASM:2]
[SHOW_EMBARK_PIT:2]
[SHOW_EMBARK_OTHER:2]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
Logged
DEATH has been waiting for you. He has poured you some TEA.

Deathworks

  • Bay Watcher
  • There be no fortress without its feline rulers!
    • View Profile
Re: Worldgen cookbook
« Reply #200 on: January 18, 2009, 04:32:45 am »

Hi!

Actually, there is a much easier way to get the original values:

Change the size of the world. Each time you change the size, the values are reset by the program based on a certain formula. For a medium sized world (129x129), that will yield the normal default. For most other worlds, it leads to less effective variants in my opinion.

Deathworks
Logged

Perihelion

  • Escaped Lunatic
    • View Profile
Re: Worldgen cookbook
« Reply #201 on: January 18, 2009, 04:47:04 pm »

I'm trying to make a glacier world, but I'm having trouble. I'm using this:

Code: [Select]
[WORLD_GEN]
[TITLE:GLACIER]
[DIM:129:129]
[END_YEAR:50]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:90:310:800:800]
[RAINFALL:0:100:200:200]
[TEMPERATURE:0:0:200:200]
[DRAINAGE:100:100:200:200]
[VOLCANISM:0:100:1600:1600]
[SAVAGERY:0:100:1600:1600]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:400:1000:5000]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:200]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:0]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MIN_SIZE:100]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_RIVER:2]
[SHOW_EMBARK_POOL:2]
[SHOW_EMBARK_M_POOL:2]
[SHOW_EMBARK_M_PIPE:2]
[SHOW_EMBARK_CHASM:2]
[SHOW_EMBARK_PIT:2]
[SHOW_EMBARK_OTHER:2]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:10]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

I get solid glaciers on the bottom or top fourth of the map, but not beyond that. Is there any way to get around that? Also, and this is more pressing, I never seem to get more than one z-layer of ice, and I want as many as I can get. There's no point in embarking on a glacier if I can't build massive ice forts, after all! Help?

Edit: Hmmm, it looks like using a large world instead of a medium one gives me more layers of ice.
« Last Edit: January 18, 2009, 06:09:23 pm by Perihelion »
Logged

Solmyr

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #202 on: January 19, 2009, 12:24:24 pm »

I am trying to determine how to bring down the number of elves to a manageable size. So far most worlds I generate have total elven population numbering in many thousands while humans are much lower and dwarves and goblins rarely even pass one thousand. I've tried to reduce the number of forests but it barely seems to help short of completely eradicating them, and I still want to have some forests on my map, just not every square inch of them inhabited by elves. Any ideas?
Logged

Deathworks

  • Bay Watcher
  • There be no fortress without its feline rulers!
    • View Profile
Re: Worldgen cookbook
« Reply #203 on: January 19, 2009, 12:38:15 pm »

Hi!

Solmyr: I think I can give some advice on that one.

First of all, the number of civs is a factor. If you use 100 civs, chances for an elven civ in any forest are quite high, so reducing the number of civs to a good level is part of it.

Secondly, you should look at the spread/settlement patterns: Humans and dwarves will not only settle in their respective terrains but will also take over settlements by their respective counterparts - while goblins and elves won't do that. So, Elven expansion needs uninterrupted forests. So, the strategy would be to interrupt the forest biomes. You can probably do so by setting any of the following to really high (1000+ ) X and Y Variance: Height, Rainfall, Drainage, (Temperature - I never messed around with that).

However, with only limited territories, Elves can easily be overrun by Humans or Dwarves. Especially Humans are likely to border on the Elven territories and spell doom for them. In order to prevent this, I recommend setting the Savagery variances to medium or high (800+) - Civs will not settle in savage areas, so having patches of savage areas on the map stops rampant expansion.

Well, that is all the important things I can think of on this topic.

Deathworks
Logged

Kishmond

  • Bay Watcher
  • What the pfargtl?
    • View Profile
    • My DF Stories blog.
Re: Worldgen cookbook
« Reply #204 on: January 19, 2009, 01:02:39 pm »

I guess this thread solves my preset world gen parameters problem.

Bookmarked!

Solmyr

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #205 on: January 20, 2009, 03:44:07 am »

Thanks Deathworks. I messed around with those settings, seems to cause too many regions to be created. Still getting a lot of elves, but on the latest attempt I managed to generate a world where two of the goblin civs have been taken over by dwarves and humans respectively. Evil dwarves are scary, too bad they are not playable since they are a "goblin" civ. ;D
Logged

Deathworks

  • Bay Watcher
  • There be no fortress without its feline rulers!
    • View Profile
Re: Worldgen cookbook
« Reply #206 on: January 20, 2009, 04:27:53 pm »

Hi!

Just to make sure. You did put maximum number of Regions to its max value (5,000 I think, right?

Actually, if they are a goblin civ, then that is just snatched population growing up. However, such cases are called "Dark Goblin Fortress" even if there are no goblins left.

The other way around, humans or dwarves conquering dark fortress will yield "Dark Human Fortress" or "Dark Dwarven Fortress" respectively. The fortresses are then part of their parent civilization and if you look at the civ selection option on the embark screen, you will see blue fortress symbols for them if you choose the same parent civ.

Deathworks
Logged

Himmelhand

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #207 on: January 21, 2009, 11:53:39 pm »

Is there a way to gen a world that has features more like a whole planet? (i.e. 2 poles, perhaps continents as well)

After that, I'll need to study how to make it highly emphasize certain traits for Dwarven Echo Base or Dwarven Kharak.

How much of this is on the wiki?
Logged

Mel_Vixen

  • Bay Watcher
  • Hobby: accidently thread derailment
    • View Profile
Re: Worldgen cookbook
« Reply #208 on: January 22, 2009, 03:11:02 am »

You get your Poles via the Map-painter and the continents if you set the number of border oceans high. Apart from that you can try to lower the elvation and higher the elevation variance on one axis or both axis if you want more islands.
Logged
[sarcasm] You know what? I love grammar Nazis! They give me that warm and fuzzy feeling. I am so ashamed of my bad english and that my first language is German. [/sarcasm]

Proud to be a Furry.

CobaltKobold

  • Bay Watcher
  • ☼HOOD☼ ☼ROBE☼ ☼DAGGER☼ [TAIL]
    • View Profile
Re: Worldgen cookbook
« Reply #209 on: January 23, 2009, 11:45:55 am »

Or worldpainter the ele'ation for islands.
Logged
Neither whole, nor broken. Interpreting this post is left as an exercise for the reader.
OCEANCLIFF seeding, high z-var(40d)
Tilesets
Pages: 1 ... 12 13 [14] 15 16 ... 42