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Author Topic: Worldgen cookbook  (Read 165274 times)

1138

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Re: Worldgen cookbook
« Reply #135 on: August 15, 2008, 02:03:50 am »

how i would be happy if i could play in big areas ...
but until then, have someone found an interesting setting for pocket worlds?

I've been developing an addiction to pocket worlds and found a pretty good one a while ago. Never got around to playing it much for some reason.

[SEED:691191056]
[HISTORY_SEED:2804496136]
[NAME_SEED:231798752]

Spoiler (click to show/hide)

The good: Cool scenery, magma, HFS, trees, badlands on the left are haunted.

The bad: No flux, lots of z-levels may kill your framerate, have to dig for any useable water source, lots of rejects, has to be genned in 39e and moved to 39f or you'll get infinite (?) rejects.
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Emperor_Jonathan

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Re: Worldgen cookbook
« Reply #136 on: August 15, 2008, 02:32:14 am »

Woah, that's an awesome map, I can see the possibilities now!
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Mohreb el Yasim

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Re: Worldgen cookbook
« Reply #137 on: August 15, 2008, 03:47:55 am »

yes it is nice ...
the thing i am looking for is a poket where there are aome events in hystori, some megabeast how survives and so on ...
but maybe i just try on bigger becouse it is too hard ... anyway i got some funny result, a worlds where nothing happened till 8000 and so on ... :D
i think i like world generating as well as playin'
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Mohreb el Yasim


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Deathworks

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Re: Worldgen cookbook
« Reply #138 on: August 15, 2008, 06:15:03 am »

Hi!

Okay, I have stepped back for the moment from requiring megabeasts and instead concentrated on getting a bit more of fun history.

The result is a MEDIUM sized world with elves, humans, dwarves, and a goblin civ (members: 1 demon only). Ignoring the early demise of all megabeasts, the world generated till 1050 with wars taking place even in 1049.

I haven't played the world yet, but at least one human-elf war has not ended in the legends (last battle 1049), so there is probably some potential for war-loving adventure mode players.

But for the war-loving fortress mode players, there is also a little treat: There are two dwarven civs and one of them is at war with the neighbouring elven civilization.

Other than that, it is your simple, average DF world, nothing special.

I have uploaded it (and its gen info) at the File Depot. And I also uploaded the world map at the map archive.

Deathworks
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Calenth

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Re: Worldgen cookbook
« Reply #139 on: August 16, 2008, 09:49:44 pm »

Ok, after much tweaking, I think i've got a set of worldgen parameters I like, unless I get some new information. This should give you at least two to three sites with magma, flux, a brook, and adamantine on every single map you generate -- enough that you can pick one with a chasm or a cave river or whatever too, and have some choice. It'll probably also be fairly savage and fairly hot, with some decent trees, high cliffs, and a fair likelihood of strong good or strong evil or both (if you want both, put 'medium" as your evil setting in the finder; it appears to average them). If you can't find a suitable site right off, just move the cursor around and start a search from a different part of the map.

What I haven't been able to do is make sure that there's a sand layer consistently (though one should show up about half the time if you're lucky) , or that you get obsidian layers instead of random igneous rock. I think that's achievable somehow with modding if you aren't particular.


Code: [Select]
[WORLD_GEN]
[TITLE:EXPERIMENTAL]
[DIM:257:257]
[END_YEAR:1050]
[BEAST_END_YEAR:2:50]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:225:375:1600:1600]
[RAINFALL:0:100:1600:1600]
[TEMPERATURE:60:95:1600:1600]
[DRAINAGE:50:100:1600:1600]
[VOLCANISM:50:100:1600:1600]
[SAVAGERY:45:95:1600:1600]
[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:5000:7000:15000]
[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: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]



Maps will take some time to generate during the running rivers stage, because it ends up generating zillions of brooks that never come together again, so I recommend using this text in a "worldgen.bat" file to generate worlds while you're afk:

Code: [Select]
for /L %%i in (1,1,20) do start /wait /high dwarfort -gen %%i RANDOM EXPERIMENTAL

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Deathworks

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Re: Worldgen cookbook
« Reply #140 on: August 18, 2008, 03:45:17 pm »

Hi!

Even though 40a is only an intermediate, it seems, I have decided to upload a world I just genned for it.

It is a rather young world at the age of 414, but there are a few roads and quite a few elf-human conflicts in the history.

Besides a few demons, it also features two dragons and a hydra who is listed in history as getting a lot of action at goblin fortresses...

All civs are existant, including elves and kobolds.

Ah, it is medium sized and with lots of volcanoes (hey, volcanoes create no rejects but make terrain much more interesting). Number of caves is not maxed out (340 conventional caves + 1 kobold cave???)

You can find the file here. And I also uploaded the map.

I have included the generation data with the depot entry, so please look there for any details on that.

Have fun!

Deathworks
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Jude

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Re: Worldgen cookbook
« Reply #141 on: August 20, 2008, 07:33:01 am »

Question, is there a tutorial on worldgen parameters somewhere? As in, something that details briefly exactly what each parameter controls and more importantly, what the numbers mean? An explanation of this for noobs would be really helpful to get us going on this and also in making meaningful changes to the variables instead of just entering numbers on a leap of faith and seeing what happens (or not seeing as the case may be)

My first foray into this realm was in trying to get sheer cliffs, which seem to be nonexistent in the recent versions - no luck either :\ But now I'm interested and I'd like to get more into this but I was just wondering if there was some resource I could look at.
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Deathworks

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Re: Worldgen cookbook
« Reply #142 on: August 20, 2008, 08:54:03 am »

Hi!

I think there have been a few threads where people tried to collect information on the parameters. In the end, we are all trying more or less blindly, learning from our mistakes.

As for sheer cliffs, as far as I know, you can't have them right now. Any cliff wall in the game will currently be equipped with ramps.

There are a few hints for world gen I can give you:

* If you want a world with a long history, nullify the percentage for megabeast death. It is extremely difficult to find a world where megabeasts live longer than 600 years, so if you want to see the year 1050 in world gen, you have to forget about living megabeasts.

* At the very end of the parameters list, there are minima for low volcanism, mid volcanism, low savagery, mid savagery, etc. Unless you really, really need one of these parameters (and you will probably know it when it is the case), these are just unnecessary rejects. Therefore, nullify them. The only time they can be very useful is if you wish to create a world with a lot of civs (SMALL with 60 civs, MEDIUM with 100 civs). In that case, set low and mid savagery to a value similar to your minima for forest or some other major land type. Civs can't be genned on high savagery, but they are the last thing the generator creates, so it wastes a lot of time only to notice that it can't place all the civs. By using the minima for savagery, you can make it check much earlier, speeding things up.

* The variance values determine how large the forests, deserts, etc. will be. Roughly speaking, 50 - 200 will give you relatively large, homogenous regions; 400 - 500 will give you what I would call a medium variance; 800 - 1600 will give you radical variance with 1600 kind of making a really spotty map. Note that volcanism does not seem to influence terrain, so this variance can be handled freely. Also note that variance values are adapted to map size in a rather illogical manner - the smaller the map, the smaller the variance, meaning that smaller world will have even less variety than a similarly sized portion of a bigger world.

* Unless you wish to experiment with large regions, set the maximum number of regions to 5000 (which is the max value). Otherwise, you may get rejects just because of too many regions.

* Civ number is relatively conservative, so you can increase it without much problems. I also suggest you nullify the population cap (unless you want to experiment with limited civs).

* In MEDIUM worlds, you can usually have all 800 rivers, if you like.

* Caves are usually filled with giants (and maybe cyclopses and ettins); they hamper nearby civs and can even destroy them (especially elves). Still, the default settings surrounding caves are very small and you may wish to experiment with increasing them a bit.

* Good and evil settings are very flexible (there seems to be no conditions for placing either in a tile, except for the absence of the other), so you can experiment with them without too many rejects (unless you make the values too large making them sum up to more than your map size :) ). In my experience, you can increase them up to 4 times the default without any negative effect.

* Volcanoes are cheap, you can increase their number and as long as you have at least medium volcanism variance, you will usually not see many rejects because of volcanoes.

* Peaks, on the other hand, do require specific height parameters, and unless you make a mainly mountaineous world, you need to be careful about increasing their number.

Well, these are about the tips I can give. Have fun!

Deathworks
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Jingles

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Re: Worldgen cookbook
« Reply #143 on: August 20, 2008, 11:47:54 am »

Question, is there a tutorial on worldgen parameters somewhere? As in, something that details briefly exactly what each parameter controls and more importantly, what the numbers mean? An explanation of this for noobs would be really helpful to get us going on this and also in making meaningful changes to the variables instead of just entering numbers on a leap of faith and seeing what happens (or not seeing as the case may be)

My first foray into this realm was in trying to get sheer cliffs, which seem to be nonexistent in the recent versions - no luck either :\ But now I'm interested and I'd like to get more into this but I was just wondering if there was some resource I could look at.
If you lower the periodic erosion number it helps and if you turn off periodicly erode extreme cliffs it should work.  I've never eliminated both entirely but the cliffs Im gening with it set at 50 and off are very steep.

Spoiler (click to show/hide)

Thats what I used in my last world, it was very pleasing but I should've turned the erosion cycle to 0 as well.                       
This should be 0:  [EROSION_CYCLE_COUNT:25]
So should this:     [PERIODICALLY_ERODE_EXTREMES:0]

Note that this gen set tends to give a high amount of rejects but it works if you let it keep going.
« Last Edit: August 20, 2008, 11:53:58 am by Jingles »
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!Pbhead!

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Re: Worldgen cookbook
« Reply #144 on: August 20, 2008, 04:01:30 pm »

I think I found the PERFECT site... (in the new version, 40a) someone check it to make sure ima not wacko.

(

Spoiler (click to show/hide)

Ok, so... having gone through like... alot of worlds trying to find something good, i eventually get fed up with the thing, and throw quite a few things on wacko settings... It goes through... some crazy amounts of rejects and tells me that its not making enough grassland... or something like that, so I tell it to ignore the rejection type... the very next map goes through, and it creates a wonderfull landscape, not near as random as i thought it was going to be.

SO, thats done, I start searching the map for sites... but after going through everything, I dont find what i am looking for, so I am about to give up, and then i remember the site finder.  I plug in...

Y:6
X:5
flux yes
magma pool yes
other features yes
underground pool yes
magma pipe yes

It has (in 5 by 6, i know, but then you can shrink it, to like, 5 by 3, losing only sand, the magma pool and the little corner of an aquifer.)

It has a everything asked for, plus a small bit of an aquifer, SAND, shizzloads of iron ore, and a marble layer (for flux)...

It does not have a bottemless pit, or a chasm, or cave river (its got a pool though) since those things tend to create evil things that like to eat your dwarves, and its a nice temperate wilderness.

Only thing, maybe... its got alot of z levels... (most can be trimmed off by losing the sand and aquifer.

Best part: NO ELVES!!!!


Oh, and I just went and used these settings again, and it created the exact same world, with the exact same map and everything, so... someone else check it. 

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Nonanonymous

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Re: Worldgen cookbook
« Reply #145 on: August 21, 2008, 04:44:35 pm »

Anyone know how I can get the huge swaths of swampland I'm getting to be replaced with forests?
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penguinofhonor

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Re: Worldgen cookbook
« Reply #146 on: August 21, 2008, 04:48:17 pm »

Anyone know how I can get the huge swaths of swampland I'm getting to be replaced with forests?

Increase your drainage. As an added bonus it will slightly decrease the amount of aquifers. Sadly, it gets rid of sand deserts, which are my favorite biome.
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Nonanonymous

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Re: Worldgen cookbook
« Reply #147 on: August 21, 2008, 04:51:29 pm »

Maybe I could change the X/Y variance?  Would changing the Y-variance result in high drainage lowlands, and lower drainage for the highlands?
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Draco18s

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Re: Worldgen cookbook
« Reply #148 on: August 21, 2008, 05:13:09 pm »

X and Y refer to the corrordinates.  If Y variance is 0 you'll get horizontal bands that are the same.
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Nonanonymous

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Re: Worldgen cookbook
« Reply #149 on: August 21, 2008, 07:16:06 pm »

Oh.  Not sure why I forgot about the 2nd dimension there.
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