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Author Topic: World Generation Date  (Read 1202 times)

drawf_irons

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World Generation Date
« on: August 11, 2008, 03:03:35 am »

I've generated a bunch of worlds now, on default settings, which says the end date ought to be 1050, but every single world I've got seems to start at year 300 instead. Is there any way to fix this?
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Deathworks

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Re: World Generation Date
« Reply #1 on: August 11, 2008, 03:29:39 am »

Hi!

That's a classic issue with the 39 versions.

There is a world generation option which allows you to break off world generation prematurely once more than a specified portion of the megabeasts in the world have been killed. It defaults to 80% of the megabeasts dead and start checking at the year 300.

The problem is, about half your megabeasts get slain by kobold and goblins in the first 20 years of world gen.

Because of the 300 year setting, the game does not investigate this, though, until that date is reached. It checks "Originally XX megabeasts, currently living megabeasts: 0 - Oh, shit, I have to stop this now!!" and thus aborts generation this very instance.

To simply fix this problem, you need to create a MEDIUM world with the advanced parameters and nulify that percentage in the extended parameters (this way, the game will not check for megabeast death at all). Of course, this will result in worlds where megabeasts are literally history.

Deathworks
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ShunterAlhena

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Re: World Generation Date
« Reply #2 on: August 11, 2008, 04:34:17 am »

You can create any world, even a LARGE one. The only setting you have to change is "Year to Begin Checking Megabeast Percentage"; set this to 1050 and you're a go.
Of course, you're likely to get a world where the last megabeast was slain centuries ago, or at least they are very rare and extremely powerful with dozens of kills. For me, this seems just fitting.
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Deathworks

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Re: World Generation Date
« Reply #3 on: August 11, 2008, 06:34:51 am »

Hi!

Ah, of course you are right. I pointed to MEDIUM because that is the setting used for default maps, so if you want to have a default-sized map, that's the one you need.

Deathworks
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ShunterAlhena

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Re: World Generation Date
« Reply #4 on: August 11, 2008, 06:44:16 am »

By the way, how large were the pre-"world sizing" worlds? Same as a MEDIUM, or same as a LARGE?
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valcon

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Re: World Generation Date
« Reply #5 on: August 11, 2008, 01:26:46 pm »

I'm pretty sure they were actually MUCH larger than large, the largest worlds in the custom settings seem to be relatively small compared to the old days.  Could just be perception, but, old world's were fucking HUGE.
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Jay

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Re: World Generation Date
« Reply #6 on: August 11, 2008, 07:01:47 pm »

It's always been a max of 257x257.  It's certainly no smaller now.
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drawf_irons

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Re: World Generation Date
« Reply #7 on: August 12, 2008, 01:29:39 pm »

Okay, I see then. But is there a fix then, that will actually let megabeasts survive to the end or at least heavily increase their number?

I've never actually seen a megabeast before (in fort or adventure mode) and actually would like to fight one. :p
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Jualin

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Re: World Generation Date
« Reply #8 on: August 12, 2008, 02:06:42 pm »

Mod in a size boost to megabeasts in the raws, go through world gen, and then return the stats to the default.
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Deathworks

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Re: World Generation Date
« Reply #9 on: August 12, 2008, 04:15:51 pm »

Hi!

If you do not care for many historical events, you can also do the following:

Generate a world (MEDIUM or LARGE, preferably) with about 10 civs, 800+800 caves and maybe 4 times as many evil areas/squares as usual. Increasing high savagery is also good, but you do need a few medium/low savagery areas for your civs to start.

This way, about half the civs will die out, destroyed by hordes of giants, and the others will have something of a hard time getting at least a few towns running.

Alternatively, you can simply set the check date to 2 and the percentage to 50 or so. Again, you can reduce civ number and increase cave number, but you will probably not get to 1050. However, DF history develops rather quickly. Civs can whipe each other out before the year 40 (happens often to the elves). If you can get world gen to run to 200 or so, you will still have several settlements per surviving civ and often even roads with dwarves or humans.

Ah, one more thing, humans are very aggressive and expanding the most of all races. You may wish to remove the minima for hills and grass land and instead slightly increase forest, swamp, desert numbers.

In the end, however, you remain dependant on the RNG (^_^;;

Deathworks
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