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Author Topic: Picking max z-levels in world gen  (Read 2187 times)

NW_Kohaku

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Re: Picking max z-levels in world gen
« Reply #15 on: April 02, 2010, 09:19:04 am »

Huh, I thought it was "Jerry-Rigged" because of the WW2 thing, not knowing about the earlier nautical stuff...

I figured it made sense, what with how German tanks were kept together with pretty much chewing gum and Duck Tape in the latter parts of the war.

Anyway, how did you guys do these 151 z-level embarks on flat surfaces?  My maps only go down 30-some-odd layers on embark...
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InsanityPrelude

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Re: Picking max z-levels in world gen
« Reply #16 on: April 02, 2010, 11:09:35 am »

It's really starting to occur to me how awesome my computer can be, because I got a 150-z-level map and things are running smoothly at a nice playable FPS with 20 dwarves.

It almost seems pointless to have that many layers when Fun will block your way halfway down though.  ;)
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PsyberianHusky

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Re: Picking max z-levels in world gen
« Reply #17 on: April 02, 2010, 11:14:20 am »

It's really starting to occur to me how awesome my computer can be, because I got a 150-z-level map and things are running smoothly at a nice playable FPS with 20 dwarves.

It almost seems pointless to have that many layers when Fun will block your way halfway down though.  ;)

I have a theory that its more efferent FPS wise to have vertical z depth as opposed to X-Y  space
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NW_Kohaku

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Re: Picking max z-levels in world gen
« Reply #18 on: April 02, 2010, 11:25:24 am »

Well, most of that 150 z-layers are going to be solid rock, which doesn't take up any real calculation when you get down to it. 

A 4*4 embark has 44.4% the horizontal space (and we are talking about roughly 300% the vertical space), but it also probably doesn't have as many exposed, calculation-using water tiles or creatures...

And the REAL killers of framerate are massive quantities of items like stone, large numbers of pathfinding calls from moving creatures (and making the game more vertical helps here, too, as it is faster to path through a cube than a more squat rectangular prism), and flow calculations (which only matter on the "top floor" of a body of water).
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gamegreen33

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Re: Picking max z-levels in world gen
« Reply #19 on: April 02, 2010, 11:52:19 am »

Are... are you guys serious? Are you actually talking about that? Can we get back on topic?
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gamegreen33

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Re: Picking max z-levels in world gen
« Reply #20 on: April 02, 2010, 10:58:33 pm »

Didn't want to offend anyone by being blunt, but I'd really like to find out and no one seemed to want to answer my question. By the way, epic derail, LoneJedi. First post...
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Quote from: dogstile
We all know what those elfs are like. they're a couple of guys who are up to no good, making trouble in our neighbourhood. Now you guys got my mum all scared and now i'm moving with my auntie and uncle in bel air!
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imagine fighting someone on the street. You guys are going at it...all of the sudden, he hits you in the face with the tips of 5 fingers. What the fuck is he doing? You're confused, he school boys you, you're going to be lost. Match won.

zchris13

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Re: Picking max z-levels in world gen
« Reply #21 on: April 02, 2010, 11:05:58 pm »

Check init.txt
Then check the wiki. Then check the world gen parameters AGAIN.  Do this like 5 times, then call for help.  THIS. IS. DWARF. FORTRESS.

On a more serious note, I have no friggin clue. Go figure.
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Re: Picking max z-levels in world gen
« Reply #22 on: April 02, 2010, 11:21:53 pm »

Found it!

I was looking for this myself for quite a while. Here it is in the worldgen parameters (in the data/init folder): [LEVELS_ABOVE_GROUND:X]. Presumably X can be set to max. All the other stuff's there too.

gamegreen33

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Re: Picking max z-levels in world gen
« Reply #23 on: April 02, 2010, 11:37:55 pm »

Found it!

I was looking for this myself for quite a while. Here it is in the worldgen parameters (in the data/init folder): [LEVELS_ABOVE_GROUND:X]. Presumably X can be set to max. All the other stuff's there too.
Actually, I was looking for the z-levels below ground. Thanks for trying though, and this will also help.
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Quote from: dogstile
We all know what those elfs are like. they're a couple of guys who are up to no good, making trouble in our neighbourhood. Now you guys got my mum all scared and now i'm moving with my auntie and uncle in bel air!
Quote
imagine fighting someone on the street. You guys are going at it...all of the sudden, he hits you in the face with the tips of 5 fingers. What the fuck is he doing? You're confused, he school boys you, you're going to be lost. Match won.

Retro

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Re: Picking max z-levels in world gen
« Reply #24 on: April 02, 2010, 11:39:25 pm »

Actually, I was looking for the z-levels below ground.

Bollocks, I must've skimmed right over that. Still, there's a whole bunch of details in worldgen.txt - I just copied one line, but I think there's five for above-ground and ditto below. Your answer's probably there.

Vieto

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Re: Picking max z-levels in world gen
« Reply #25 on: April 02, 2010, 11:53:52 pm »

should I reveal how I made my map with 50 z-levels below ground... nah.

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gamegreen33

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Re: Picking max z-levels in world gen
« Reply #26 on: April 02, 2010, 11:58:17 pm »

should I reveal how I made my map with 50 z-levels below ground... nah.

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Thanks Vieto! Does your map have all the new super fun features?
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Quote from: dogstile
We all know what those elfs are like. they're a couple of guys who are up to no good, making trouble in our neighbourhood. Now you guys got my mum all scared and now i'm moving with my auntie and uncle in bel air!
Quote
imagine fighting someone on the street. You guys are going at it...all of the sudden, he hits you in the face with the tips of 5 fingers. What the fuck is he doing? You're confused, he school boys you, you're going to be lost. Match won.

Paul

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Re: Picking max z-levels in world gen
« Reply #27 on: April 03, 2010, 12:07:50 am »

Heh, I just made a default world (Create New World Now option) and the first site I settled had 201 layers all total.

Surprisingly my FPS was still maxing out at 200 even after I had dug down 180 or so z-levels and ran into some hidden fun stuff. Even with all that mess I was getting 200 FPS, although I guess it might be that I'm on a much faster processor than I used to have (e8600 @ 4ghz).

Then suddenly my game saved and kicked me out. Looking at the legends, all my dwarves suddenly bled to death for no apparent reason (the HFS hadn't yet made it out of the super long tunnel, and my military dwarves never engaged). The last thing I saw was my miner come out of the tunnel, dashing past the stationed military to run for a drink, then suddenly I'm saving the world and back to the start screen, with the legends telling me they all bled to death, even the one way away gathering plants. :D
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InsanityPrelude

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Re: Picking max z-levels in world gen
« Reply #28 on: April 03, 2010, 12:21:49 am »

You can increase the number of cavern layers and space between them in the worldgen parameters, if you want more underground z-levels.
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