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Author Topic: Increased Difficulty Parameters  (Read 811 times)

Wolfking6116

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Increased Difficulty Parameters
« on: November 02, 2008, 06:45:58 pm »

I'm trying to set up the parameters for my new fortress for it to be quite difficult.

I've already set the raw files so theres only 2 dwarf/elf/human civilizations, 50 goblins, and 5 kobolds.
Edited it so the goblins attack earlier, and now I'd like to make the whole world evil + savage.
So far I've been unsuccessful in the last part, anyone know how I can get this dream to work?
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Magua

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Re: Increased Difficulty Parameters
« Reply #1 on: November 02, 2008, 08:31:45 pm »

IIRC, setting either good or evil to 0 negates both.  Instead, try something very lopsided in evil's favor, but with some good still present.

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Wolfking6116

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Re: Increased Difficulty Parameters
« Reply #2 on: November 02, 2008, 08:55:18 pm »

Hm, I suppose I'll try that.

Any idea on the savage part though?
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One of the several things that often gets DF branded as a roguelike is that the random number generator can always find some way to screw you over.

Untelligent

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Re: Increased Difficulty Parameters
« Reply #3 on: November 02, 2008, 10:05:36 pm »

Civs won't live in savage areas, so you can't make the whole world savage, sadly.

If I remember correctly, the maximum savagery a civ can be in is around 66 or 67. I guess you can try to make a good chunk of the world higher than that, while leaving a significant portion below that for civs to comfortably settle in.
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Hawklaser

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Re: Increased Difficulty Parameters
« Reply #4 on: November 03, 2008, 12:23:38 am »

Maybe under the generate world advanced options, adjust the minmum amount of evil tiles to be much higher. And lower the minimum good ones.

Though not quite what you are after I have found turning on the savagery mesh size to 32x32, and assigning the 0-20 and 80-100 ranges to be much higher (say 100) really concentrates both the evil and good into their own areas while also usualy giving them their max savagery. So could take this a little further and weight the 80-100 range like 1000, 60-80 at 750, and 40-60 around 500, and leave the lower two ranges at 1 each.

Might give you what you want, or something workable.
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Wolfking6116

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Re: Increased Difficulty Parameters
« Reply #5 on: November 03, 2008, 04:52:08 pm »

Took both of your suggestions, lets see how it goes.

I divided the good squares by 1/3, and doubled the evil squares. Minimum savage is 66, and I did the mesh like Hawk said, though it's only a small world so the mesh size would only go to 8x8.

Edit; Uhh, I edited % of megabeasts needed to be dead, the year it checked for it, told it to cull unimportant people, added caves, and added 5 more civilizations. Now it says it's having trouble making peaks. >_>

#2; Removed required peaks, now it says it's having trouble creating elevations 300-400. -.-;
« Last Edit: November 03, 2008, 05:03:20 pm by Wolfking6116 »
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One of the several things that often gets DF branded as a roguelike is that the random number generator can always find some way to screw you over.

iambap

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Re: Increased Difficulty Parameters
« Reply #6 on: November 03, 2008, 06:40:36 pm »

At the very end of the advanced world parameters, there are a number of parameters such as "Minimum number of High/Mid/Low Elevation/Drainage/Savagery/Whathaveyou squares".  Since you are trying to gen an out-of-the-ordinary would, you should set all of these to a very low number (i.e. 0).
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Hawklaser

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Re: Increased Difficulty Parameters
« Reply #7 on: November 03, 2008, 08:39:12 pm »

I have yet to figure out all the quirks to adjusting the advanced parameters for world gen. I do know sometimes it can take a while for it to get a suitable one. At least you can overide some rejections after it realizes one thing keeps causing it.

So frustrating when it gets to the last few lakes, then finds something it does not like.
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