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Author Topic: Worldgen cookbook  (Read 163684 times)

Dr. Hieronymous Alloy

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Re: Worldgen cookbook
« Reply #495 on: February 16, 2010, 09:46:02 am »


You could look in legends mode to see if humans are being placed for sure.
Looks like they weren't.  I did some more careful weighting and it seems to have solved the problem; humans have started to show up.


Can I ask what you tweaked, specifically? I'm using pretty similar settings, and getting similar results but I'm also having similar problems with lack of humanity. What do humans need?

I've found that if I use a similar setup to that, but up volcanism to 50 100 with 1600 1600 variation, and do the same for drainage, I seem to be able to pretty consistently find a 6x6 site with magma pipe, flux, high elevation, a surface river, HFS, evil, *and sand* in every world I generate, sometimes two or three (I'll re-run the finder a few times asking it to look for other less important features as well, like a underground pool or chasm).

But I do tend to be short on other civilizations -- It'll have dwarves, usually elves and goblins, but now that you mention it humans are rare.
« Last Edit: February 16, 2010, 09:51:19 am by Dr. Hieronymous Alloy »
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Satarus

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Re: Worldgen cookbook
« Reply #496 on: February 16, 2010, 01:47:23 pm »

As far as I see, humans need plains or possibly hills and it can't be evil or savage.  They also turn forests into those plains or hills during world gen, but I'm not sure how they go about that.    It may be that they need to conquer a forest retreat, or they may build their own as they expand.  If you have mostly deserts, tundra, swamps or mountains with high savagery and evil, then humans won't have anywhere to live.
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You need to make said elf leather into the most amazing work of art.  Embed it with every kind of gem you have, stud it with metals, and sew images into it.  Erect a shrine outside your fort with that in the center.  Let the elves know that you view their very skin as naught more but a medium for your dwarves to work on.

CobaltKobold

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Re: Worldgen cookbook
« Reply #497 on: February 16, 2010, 02:07:58 pm »

Canyon site: How about the one on which Mountain-banners was built?

Don't know if it still works in this version; but...you should be able to use the save to get the worldgen info.
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Dr. Hieronymous Alloy

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Re: Worldgen cookbook
« Reply #498 on: February 16, 2010, 02:16:06 pm »

As far as I see, humans need plains or possibly hills and it can't be evil or savage.  They also turn forests into those plains or hills during world gen, but I'm not sure how they go about that.    It may be that they need to conquer a forest retreat, or they may build their own as they expand.  If you have mostly deserts, tundra, swamps or mountains with high savagery and evil, then humans won't have anywhere to live.

Ok, yeah, I think that answers the question -- I have savagery and evil and mountains dialed way up, because you get more interesting fort sites generated per map iteration that way, but if humans are excluded that's less fun. I'll dial down the savagery mins and the evil squares a bit and see if results improve (nothing else to test till the new version anyway). Thanks!
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MrWiggles

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Re: Worldgen cookbook
« Reply #499 on: February 16, 2010, 04:27:39 pm »

Canyon site: How about the one on which Mountain-banners was built?

Don't know if it still works in this version; but...you should be able to use the save to get the worldgen info.

Thanks
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nil

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Re: Worldgen cookbook
« Reply #500 on: February 16, 2010, 04:39:10 pm »

Canyon site: How about the one on which Mountain-banners was built?

Don't know if it still works in this version; but...you should be able to use the save to get the worldgen info.

Thanks
Note that the current version doesn't create sheer cliffs like that in worldgen.  You gotta go back to 33 or so to get them.

MrWiggles

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Re: Worldgen cookbook
« Reply #501 on: February 16, 2010, 06:30:09 pm »

Canyon site: How about the one on which Mountain-banners was built?

Don't know if it still works in this version; but...you should be able to use the save to get the worldgen info.

Thanks
Note that the current version doesn't create sheer cliffs like that in worldgen.  You gotta go back to 33 or so to get them.
cant i turn off one of the erosion settings?
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Dr. Hieronymous Alloy

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Re: Worldgen cookbook
« Reply #502 on: February 16, 2010, 06:33:02 pm »

As far as I see, humans need plains or possibly hills and it can't be evil or savage.  They also turn forests into those plains or hills during world gen, but I'm not sure how they go about that.    It may be that they need to conquer a forest retreat, or they may build their own as they expand.  If you have mostly deserts, tundra, swamps or mountains with high savagery and evil, then humans won't have anywhere to live.

Thanks!

I think I've figured it out -- I just had to turn my Savagery min down a bit, lower the min elevation to 190 (to get some plains), and reduce my evil square count slightly. The following parameters seem to generate a site with magma, flux, HFS, a surface brook, access to all four civilizations, and high elevation counts pretty much every go,  and sand about half the time. You can usually find a few suitable sites by having the finder search for other factors you don't necessarilly need, like a chasm etc.

[WORLD_GEN]
   [TITLE:WOOKIN]
   [DIM:257:257]
   [END_YEAR:1050]
   [BEAST_END_YEAR:2:50]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:1]
   [ELEVATION:190:400:1600:1600]
   [RAINFALL:25:100:1600:1600]
   [TEMPERATURE:25:75:1600:1600]
   [DRAINAGE:75:100:1600:1600]
   [VOLCANISM:50:100:1600:1600]
   [SAVAGERY:50:75:1600:1600]
   [ELEVATION_FREQUENCY:2:10000:1:9999:1:10000]
   [RAIN_FREQUENCY:2:10000:1:1:1:10000]
   [DRAINAGE_FREQUENCY:2:1:1:1:1:10000]
   [TEMPERATURE_FREQUENCY:2:1:1:10000:5000:10000]
   [SAVAGERY_FREQUENCY:1:1:1:1:1:1]
   [VOLCANISM_FREQUENCY:2:10000:1:10000:1:10000]
   [GOOD_SQ_COUNTS:2000:4000:15000]
   [EVIL_SQ_COUNTS:2000:4000:15000]
   [PEAK_NUMBER_MIN:25]
   [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:800:800]
   [PERIODICALLY_ERODE_EXTREMES:0]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:5000]
   [CAVE_MIN_SIZE:500]
   [CAVE_MAX_SIZE:500]
   [MOUNTAIN_CAVE_MIN:800]
   [NON_MOUNTAIN_CAVE_MIN:100]
   [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:100]
   [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]


cant i turn off one of the erosion settings?

Yeah, sortof. If you turn off all erosion, you'll still get near-sheer cliffs, but they'll have a slight slope to them -- one or two tiles of ground or ramp per z-level. You can dig that away fairly easily to create a sheer cliff, though.

Other option is look for sites where a brook cuts through a mountain.
« Last Edit: February 16, 2010, 06:34:47 pm by Dr. Hieronymous Alloy »
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CobaltKobold

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Re: Worldgen cookbook
« Reply #503 on: February 16, 2010, 07:14:16 pm »

Canyon site: How about the one on which Mountain-banners was built?

Don't know if it still works in this version; but...you should be able to use the save to get the worldgen info.

Thanks
Note that the current version doesn't create sheer cliffs like that in worldgen.  You gotta go back to 33 or so to get them.
cant i turn off one of the erosion settings?
Won't be the same; the old versions made real cliffs, and made roads/adventuring in some places impossible/strangelooking.

So, until climbing and/or people properly carving paths in worldgen happen, you probably won't see much in the way of sheer vertical cliffs.
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Djohaal

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Re: Worldgen cookbook
« Reply #504 on: February 17, 2010, 06:05:35 pm »

[WORLD_GEN]
   [TITLE:MEDIUM]
   [SEED:349725780]
   [HISTORY_SEED:2048494728]
   [NAME_SEED:4244278720]
   [DIM:129:129]
   [END_YEAR:1050]
   [BEAST_END_YEAR:200:80]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:0]
   [ELEVATION:1:400:250:401]
   [RAINFALL:0:100:200:200]
   [TEMPERATURE:-5:15:200:0]
   [DRAINAGE:0:100:200:200]
   [VOLCANISM:0:100:200:200]
   [SAVAGERY:50:100:200:200]
   [ELEVATION_FREQUENCY:2:3:5:5:10:10]
   [RAIN_FREQUENCY:1:1:1:1:1:1]
   [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
   [TEMPERATURE_FREQUENCY:1:1:2:5:2:1]
   [SAVAGERY_FREQUENCY:1:2:1:1:1:1]
   [VOLCANISM_FREQUENCY:5:5:5:5:5:20]
   [GOOD_SQ_COUNTS:25:251:503]
   [EVIL_SQ_COUNTS:25:251:503]
   [PEAK_NUMBER_MIN:5]
   [OCEAN_EDGE_MIN:1]
   [VOLCANO_MIN:40]
   [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:0:0:2080]
   [VOLCANISM_RANGES:0:0:2080]

Gives a ton of rejects, but...

Spoiler (click to show/hide)

The two top left squares are respectively a magma pool and a magma pipe
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I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Spong

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Re: Worldgen cookbook
« Reply #505 on: February 22, 2010, 06:11:58 pm »

Since I've figured out more about the way the game works my worldgen requirements have gone supercrazy, I now simply can't find somewhere suitable at all.

I'm after:

Magma Pipe.
Any Infinite Water Source (Brook, Stream, River, Lake, Underground versions etc.)
World must contain all types of biome so many animals are available to trade.
No Aquifier.
Woodlands or at least some trees for wood.
Plenty of layers, cliffs, hills etc. - needs soil/sand layer for underground farming (possibly near the water source) and rock layers for me to dig my fort into.
Preferred Rock Types: Gabbro, Marble, Obsidian, Granite, Quartzite, Slate
Rejected rock types: mudstone, claystone, chalk, rock salt

Can't find anything like this. Help?

Edit: Y'know its weird how just when you've reached desperation point (like enough to post on the forum) you find your equivalent of Dorf Heaven :). Just genned an awesome map with most of my requirements covered. I'm in a temperate zone but there are tropical on the map so I'm assuming the elves will bring tigers, something of a test and a gamble but still.

I have a brook (partially frozen in places), thick woodland on the east slopes, highest z level is 24 and lowest is -17, magma pipe at the top of the mountain on the west side which goes right to the bottom z level (chock full of fire imps at the moment but with the way it has occured they can't get out!), black sand, quartzite, gabbro and basalt.
« Last Edit: February 22, 2010, 07:05:21 pm by Spong »
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Sean Mirrsen

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Re: Worldgen cookbook
« Reply #506 on: February 22, 2010, 07:00:42 pm »

You could also look at the "scenic place for a fort" thread I recently posted. Seems to fit most of your criteria.
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Spong

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Re: Worldgen cookbook
« Reply #507 on: February 23, 2010, 05:10:13 pm »

balls! the brook froze completely in the winter and I wasn't expecting it :(
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Nobbins

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Re: Worldgen cookbook
« Reply #508 on: March 25, 2010, 05:55:46 pm »

Code: [Select]
[WORLD_GEN]
[TITLE:VOLC_LARGE]
[SEED:3503217284]
[HISTORY_SEED:472044626]
[NAME_SEED:2602574966]
[DIM:257:257]
[END_YEAR:1050]
[BEAST_END_YEAR:20:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:50:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:70:100:200:200]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:1:2:4:2:1]
[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:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:3]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:1000:5:4]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:310:4:2]
[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: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: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:0:0:3000]

Creates a massive mountain range down the centre, with a lot of streams and lakes in it, allowing access to the center. There's also a nice glacier down at the Southeast.
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Beeskee

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Re: Worldgen cookbook
« Reply #509 on: March 26, 2010, 02:00:41 pm »

Since I've figured out more about the way the game works my worldgen requirements have gone supercrazy, I now simply can't find somewhere suitable at all.

I'm after: (snip)

I've found places like that with the default worldgen. I was using "Large Map". The worlds all had full environment ranges, and I could find tiny (2x2, 3x3) sites with magma and running water, sand, wood, etc. Larger sites yielded HFS and caverns/chasms as well.

I thought the latest fort would be wood-poor since it started with few trees, but careful logging management plus buying lots of wood from the caravans solved that problem, I have hundreds of potential trees to log now. Finding the underground river started up tower caps on the sandy underground tiles too. Turning on the settings that show features right on the map when looking helped a lot.
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