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Author Topic: How to get (relatively) level terrain?  (Read 2426 times)

Terratoch

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How to get (relatively) level terrain?
« on: August 04, 2009, 08:47:40 pm »

I want oceans, and I also want the land that doesn't have ocean tile to be relatively level. For the sake of simplicity, let us just say I don't care about anything else. How could I go about accomplishing this?
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Sutremaine

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Re: How to get (relatively) level terrain?
« Reply #1 on: August 04, 2009, 09:17:15 pm »

Change the worldgen parameters so that the minimum elevation is 99 and the maximum is a relatively small number above that.
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Terratoch

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Re: How to get (relatively) level terrain?
« Reply #2 on: August 04, 2009, 09:44:56 pm »

I keep getting an "Ocean Region count fails by X" in the map rejection logs.
I have all of the minimum whatevers set to off, so any idea what could be causing this?
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Malicus

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Re: How to get (relatively) level terrain?
« Reply #3 on: August 04, 2009, 09:53:31 pm »

I think you missed the minimum region counts when you zeroed all the minimums.  If you're modifying the world gen by way of the text file, it's the [REGION_COUNTS:OCEAN:X:Y:Z], where X is the minimum initial ocean square count, Y is the minimum initial ocean region count, and Z is the minimum final ocean region count.

A greater problem that may occur, though, is that unless you mod dwarves to start somewhere other than mountains, you won't get a playable world (with dwarves, anyway), as they will have no place to start.
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Terratoch

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Re: How to get (relatively) level terrain?
« Reply #4 on: August 04, 2009, 09:56:01 pm »

That is annoying... What if I set the minimum elevation to 1 and the maximum to some multiple of 20, allowing for mountains, used the elevation mesh?

And I didn't miss the ocean region minimums... at least according to this what I'm looking at.
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Malicus

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Re: How to get (relatively) level terrain?
« Reply #5 on: August 04, 2009, 10:03:47 pm »

Alternately, you could use the world painter (as people call it, though I don't actually SEE it named that anywhere...) accessed by pressing "e" to edit the parameters of a custom world then pressing "p".  I'm not exactly an expert at it, but you could probably use the world painter to create the sort of area you want.  I don't really have the brainpower right now to go into the specifics that I know of, but left-clicking somewhere "paints" what you have selected on the right, and right-click-dragging scrolls the map if you're trying to make something larger than a tiny world.  Click the cyan values to input new ones, and click the "painting" to change it to "not painting" if you don't want to change that property when you paint (and vice versa).  Oh, and clicking the white labels shows just that property, while pressing "enter" will return it to viewing the biome that will be placed there.
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Terratoch

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Re: How to get (relatively) level terrain?
« Reply #6 on: August 05, 2009, 09:07:57 am »

Uhg. That's so tedious but I guess at this point it's starting to look like my only option...

Another sort of elevation-related question, is it possible to get major rivers without the annoyance of grand-canyonesque cliffs?
« Last Edit: August 05, 2009, 09:17:26 am by Terratoch »
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Shakma

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Re: How to get (relatively) level terrain?
« Reply #7 on: August 05, 2009, 10:00:39 am »

Just pick biomes that have more flat stuff like grasslands or deserts and look at them in the elevation view on the embark screen.  If you see lots of blue 0's then you are good.  It shouldn't be that hard.
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XSI

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Re: How to get (relatively) level terrain?
« Reply #8 on: August 05, 2009, 11:11:14 am »

Alternatively, if you want level terrain, embark with miners, and masons, make walls in every hole to fill it up, and channel away every hill you don't like.
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Albedo

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Re: How to get (relatively) level terrain?
« Reply #9 on: August 05, 2009, 01:38:03 pm »

You won't find much magma in flatland, tho'.  I could give the long explanation, but volcanism loves mountains.  Not exclusively (there are some flatland vents), but far, far less common.
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Shakma

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Re: How to get (relatively) level terrain?
« Reply #10 on: August 05, 2009, 01:44:55 pm »

He said he only cares about oceans and flat land.

Besides, you can up your volcanoes so you'll get more in flat areas.

I typically use places that are flat with volcanoes just for better FPS and have no trouble finding them.
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Stormrage

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Re: How to get (relatively) level terrain?
« Reply #11 on: August 05, 2009, 02:33:21 pm »

Quite related question: How to get HIGH flat terrain so I'll have more z levels to mine while the surface is flat?
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Terratoch

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Re: How to get (relatively) level terrain?
« Reply #12 on: August 05, 2009, 03:51:34 pm »

If you paint an elevation square of 100 next to an elevation square of 400 you should obtain the desired result.
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G-Flex

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Re: How to get (relatively) level terrain?
« Reply #13 on: August 05, 2009, 04:08:59 pm »

You won't find much magma in flatland, tho'.  I could give the long explanation, but volcanism loves mountains.  Not exclusively (there are some flatland vents), but far, far less common.

Actually, I don't think volcanism has anything to do with biome or mountains. I could be wrong, but I do know that it's easy to find magma pipes in flat land.

Quite related question: How to get HIGH flat terrain so I'll have more z levels to mine while the surface is flat?

This doesn't work. You ALWAYS have 15 z-levels of earth below your lowest surface. The absolute elevation makes no difference.
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TKTom

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Re: How to get (relatively) level terrain?
« Reply #14 on: August 05, 2009, 04:14:16 pm »

Quite related question: How to get HIGH flat terrain so I'll have more z levels to mine while the surface is flat?

This doesn't work. You ALWAYS have 15 z-levels of earth below your lowest surface. The absolute elevation makes no difference.

 Indeed, but the answer is in the question there. Having an extreme cliff in your embark zone, while most of the area is a higher elevation would mean that there is far more rock to mine.

 The way to cause cliffs like that is to turn off the options related to culling them and then set up the weights so the world generator will be in favour of very high and very low elevations, and then select a (relatively) small mesh size.
« Last Edit: August 05, 2009, 05:08:15 pm by TKTom »
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