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Author Topic: Worldgen cookbook  (Read 165217 times)

Qmarx

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Re: Worldgen cookbook
« Reply #45 on: July 19, 2008, 11:33:57 am »

Here's mine.  This world has some really neat supervolcanoes in the upper center.

Code: [Select]
Created in DF v0.28.181.39c.

[WORLD_GEN]
[TITLE:GLASSLIDE]
[SEED:3528688553]
[HISTORY_SEED:2252898000]
[NAME_SEED:2583712320]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:15:100:200:200]
[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:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:12]
[OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:150]
[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: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_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:0:0:4080]
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Calenth

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Re: Worldgen cookbook
« Reply #46 on: July 19, 2008, 02:08:51 pm »

Here's mine. It's a combination of ideas from others in this thread and my own tweaking; basically, the idea is to generate fort sites that have everything -- trees, magma, sand, water, flux, adamantine, evil good AND neutral biomes, etc. After a lot of tweaking, I've generated about ten worlds with this template. Every map had a site that was at least useable, if not perfect (i.e., no sand, or the adamantine and volcano were too far apart, etc.), and i've found a couple that were excellent.


Spoiler (click to show/hide)

Savagery is restricted to a middle range so that you'll primarily get haunted/wilderness/mirthful biomes (largely because I had problems with giant skeletal eagle infestations in the first few good locations I generated). Temperature is restricted to (mostly) temperate, with some cold edges. Megabeast levels are set high because I want megabeast attacks, so the history will only run 50 or so years.

One thing about this set is that it walks very close to a few borders -- sometimes you'll get a "too many subregions' rejection even though I have that set to the maximum of 5000, sometimes you'll get an error because there aren't enough squares left to make as many evil/good squares as desired, sometimes there won't be enough room to place civilizations. But you shouldn't get more than one or two rejections.

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penguinofhonor

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Re: Worldgen cookbook
« Reply #47 on: July 19, 2008, 03:01:47 pm »

Savagery is restricted to a middle range so that you'll primarily get haunted/wilderness/mirthful biomes (largely because I had problems with giant skeletal eagle infestations in the first few good locations I generated).

What's wrong with gian skeletal eagle infestations? I like skeletal anything infestations.
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Aqizzar

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Re: Worldgen cookbook
« Reply #48 on: July 20, 2008, 04:00:07 am »

Hey all.  I'm trying to make a perminantly burning world as described here, and I'm sure I'm not the only one.

I'm using a medium world setup.  I set this line
[TEMPERATURE:25:75:200:200]
to
[TEMPERATURE:10000:20000:200:200]

It makes a world where it's "burning hot" everywhere, but it's not !!hot!!.  If I make them six figures, it wraps back around to an infinitely rejected glacier.  The 200:200 part doesn't seem to have any effect.

Any ideas how to make my world apocolyptically hot?
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Hishan

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Re: Worldgen cookbook
« Reply #49 on: July 22, 2008, 04:00:20 pm »

I have a request for all you world biulders out there! Im a bit of a newbie at this so If someone could help me it would be a great help!

I need a world woth LOTS of ocean coastlines, and high volcanicity. Everything else is optional
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Oneir

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Re: Worldgen cookbook
« Reply #50 on: July 23, 2008, 11:39:05 am »



So, yeah, I must have done something weird because it keeps getting stuck at placing the last few lakes for about 5-15 minutes at a time.
Spoiler (click to show/hide)

Any thoughts?
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Moron

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Re: Worldgen cookbook
« Reply #51 on: July 23, 2008, 12:20:33 pm »

Has anyone figured out how to adjust the amount of aquifers in the world? I'm finding that with the default settings, a large part of the world is covered by aquifers, and I'd like to know how to reduce this if I want to.
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Oneir

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Re: Worldgen cookbook
« Reply #52 on: July 23, 2008, 12:25:11 pm »

I can't find the original post, but someone found that if you place the whole map above elevation 99 (the highest elevation that oceans will form) and turn off oceans you'll get a lot fewer aquifers. You can get even fewer if you don't have any lakes, but if I could tell you how to manage that I wouldn't have posted my most recent question just before you. :P
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penguinofhonor

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Re: Worldgen cookbook
« Reply #53 on: July 23, 2008, 01:43:09 pm »

I can't find the original post, but someone found that if you place the whole map above elevation 99 (the highest elevation that oceans will form) and turn off oceans you'll get a lot fewer aquifers. You can get even fewer if you don't have any lakes, but if I could tell you how to manage that I wouldn't have posted my most recent question just before you. :P

Also, from what I've seen, the bigger a river is, the higher chance it has of being surrounded by an aquifer. Also, low drainage areas tend to have some.
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Skizelo

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Re: Worldgen cookbook
« Reply #54 on: July 23, 2008, 03:43:58 pm »

Savagery is restricted to a middle range so that you'll primarily get haunted/wilderness/mirthful biomes (largely because I had problems with giant skeletal eagle infestations in the first few good locations I generated).

What's wrong with giant skeletal eagle infestations? I like skeletal anything infestations.
Skeletal birds are just depressing though. Flinging themselves off mountains, outstretched wings only to plummet straight down, looking confused.
It's all in the feathers.
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1138

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Re: Worldgen cookbook
« Reply #55 on: July 23, 2008, 05:19:11 pm »

I have a request for all you world biulders out there! Im a bit of a newbie at this so If someone could help me it would be a great help!

I need a world woth LOTS of ocean coastlines, and high volcanicity. Everything else is optional

I highly reccommend using PTTG?'s small canvas seed on page one and painting your world. That way you get exactly the features you want, exactly where you want them, and it's easy.
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Nonanonymous

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Re: Worldgen cookbook
« Reply #56 on: July 23, 2008, 05:51:15 pm »

Does anyone know if it's possiblye to gen a world using parameters that results in a mostly island chain style world?
« Last Edit: July 23, 2008, 06:14:08 pm by Nonanonymous »
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1138

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Re: Worldgen cookbook
« Reply #57 on: July 23, 2008, 06:00:14 pm »

I remember this post from a while back...not sure if it was painted or not.

http://www.bay12games.com/forum/index.php?topic=20512.msg222238#msg222238
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Feebleaxe

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Re: Worldgen cookbook
« Reply #58 on: July 24, 2008, 01:01:09 pm »

have many people uploaded worlds where wars (or even multiple ones) are currently in progress? That seems to be a constant problem when I'm genning worlds and it gets to be a bit of a pain after a while.
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Paul

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Re: Worldgen cookbook
« Reply #59 on: July 24, 2008, 01:38:09 pm »

Wars are very cyclical. They fight for a few years, make peace, attack again, etc. This is why finding a world randomly where civs happen to be at war isn't that common.

What you need to do is generate a world and look into legends at all the dwarf civs. Find one that has been in a war (will usually be a series of attack, make peace, attack, make peace) and note the year of one of the big attacks. Then generate the same world (using the same seeds) ending at the year after the attack happened (if it happens in year 109, generate it at 110). This way they will still be at war when you start.

I have one now where goblins and dwarves have been at war on and off for years, and I went back to year 110 where they had a war that started at year 109 and lasted until year 121. Starting at 110 I have at least 11 years of war, and it could go on forever. I'm not sure if civs make peace during dwarf mode or not.
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