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Author Topic: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)  (Read 4498 times)

Misterstone

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So, I've always wanted to play with worldgem parameters to make the ultimate "Hell World":  A place largely composed of inhospitable climates and biomes, with pockets of civilization clinging tenaciously to the outskirts of the wastes, which team with nasty creatures capable to ripping a grown man to shreds before he even knows what is happening.

Of course, it is very easy to just set rainfall params to almost nill and fill your planet with deserts, but this results in either rejections due to no civilizations being able to establish themselves, or a boring world with a population of about 50 intelligent people.

Anyway, I keep tweaking away at my params, and here is the latest thing I have gotten.  It generates a world filled with large deserts dotted with sheer cliffs, filled with savage creatures and scattered pockets of evil. 
Sometimes it even generates one or two tiny regions with forest, but for the most part it's just sand, rock and sahara-like grasslands, with small but frequent jagged mountain ranges.

(NOTE: I find that huge regions filled with purple "evil" are no fun, but smaller ones scattered about are, since they'll close enough to play in, but not big enough to keep civilizations from surviving.) 

At least a few human towns and considerably more dwarven cities survive the first 1050 years of history.


Spoiler (click to show/hide)

BTW, I cranked up the count of demon varieties; I am not sure what this does other than increase the wackness of underground life?

This has always made dwarf, human and goblin civs, but elves of course can't hack it in this harsh world.  I am wondering, since I left civilizations at 50 in the params, does that mean the game will create more beast-men races to fill in the gaps?

As always, the problem I have with this kind of setup is that very few intelligent civilizations survive; I think that when worldgen had finished running, there were only about 2500 "units" to offload in a full-sized world, and when I checked in legends most of the historical figures were megabeasts and monsters of various kinds.  On the plus side, the vast majority of mega-beasty like things are still alive!  But I wonder if that isn't more likely in this version anyway, since they are a lot tougher now.

Anyway, would anyone else like to take a shot at creating their own HELL WORLD?  The goal here is not to simply make it hellish, but also diverse and interesting, with a passable amount of humans and good sites for fortresses to be made.

If your idea of HELL WORLD does not involve desert/wasteland biomes, that's fine with me too, just show me what you got!
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Arkose

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #1 on: April 02, 2010, 12:03:19 pm »

If your idea of HELL WORLD does not involve desert/wasteland biomes, that's fine with me too, just show me what you got!

I'm definitely going to try to make a Norse-style Helheim: Give the world an average temperature that hovers a few degrees above absolute zero, and the only things 'living' at the surface will be the undead. (Unfortunately there are no worldgen options like "deaths by frostbite come back as the undead".)
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Misterstone

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #2 on: April 02, 2010, 12:14:35 pm »

You'll probably want to up the evil square count within the larger regions then, and leave mid or smaller regions clean of evil.
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Xgamer4

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #3 on: April 02, 2010, 12:21:37 pm »

Seems like a good as place to ask as any. What's the "embark point" option do in advance world gen? Is it just the number of possible squares to embark on, or something more abstract? Like, does Toady grade each square on its "embarkability" and the "embark point" is the min value?
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insert something mind-blowing/witty here*

GRead

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #4 on: April 02, 2010, 12:29:46 pm »

Seems like a good as place to ask as any. What's the "embark point" option do in advance world gen? Is it just the number of possible squares to embark on, or something more abstract? Like, does Toady grade each square on its "embarkability" and the "embark point" is the min value?
That's how many points you have to buy stuff at Embark.
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Xgamer4

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #5 on: April 02, 2010, 12:43:08 pm »

Seems like a good as place to ask as any. What's the "embark point" option do in advance world gen? Is it just the number of possible squares to embark on, or something more abstract? Like, does Toady grade each square on its "embarkability" and the "embark point" is the min value?
That's how many points you have to buy stuff at Embark.

Oh duh. I feel dumb now. I should've realized that, but I've long-since given up on actually planning something out and just hit "play now" to actually have something resembling a challenge in the beginning.
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Zonk

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #6 on: April 02, 2010, 01:04:58 pm »

Experimented with making some 'hellworlds'.

I usually set high temperature and savagery, and about 1000 titans. Also, removed the requirements for Titan attacks, so they could arrive ANYTIME.

If one wanted something more complex....it might be possible to get a world that is half completely frozen and half hellishly hot, by editing the temperature mesh variation appropriately, or just making a custom map.
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RAM

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #7 on: April 04, 2010, 06:27:51 pm »

Useless post to see if this will be the new worldgen cookbook...
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I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
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Alkyon

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #8 on: April 04, 2010, 09:11:38 pm »

So, I've always wanted to play with worldgem parameters to make the ultimate "Hell World":  A place largely composed of inhospitable climates and biomes, with pockets of civilization clinging tenaciously to the outskirts of the wastes, which team with nasty creatures capable to ripping a grown man to shreds before he even knows what is happening.

Of course, it is very easy to just set rainfall params to almost nill and fill your planet with deserts, but this results in either rejections due to no civilizations being able to establish themselves, or a boring world with a population of about 50 intelligent people.

Anyway, I keep tweaking away at my params, and here is the latest thing I have gotten.  It generates a world filled with large deserts dotted with sheer cliffs, filled with savage creatures and scattered pockets of evil. 
Sometimes it even generates one or two tiny regions with forest, but for the most part it's just sand, rock and sahara-like grasslands, with small but frequent jagged mountain ranges.

(NOTE: I find that huge regions filled with purple "evil" are no fun, but smaller ones scattered about are, since they'll close enough to play in, but not big enough to keep civilizations from surviving.) 

At least a few human towns and considerably more dwarven cities survive the first 1050 years of history.


Spoiler (click to show/hide)

BTW, I cranked up the count of demon varieties; I am not sure what this does other than increase the wackness of underground life?

This has always made dwarf, human and goblin civs, but elves of course can't hack it in this harsh world.  I am wondering, since I left civilizations at 50 in the params, does that mean the game will create more beast-men races to fill in the gaps?

As always, the problem I have with this kind of setup is that very few intelligent civilizations survive; I think that when worldgen had finished running, there were only about 2500 "units" to offload in a full-sized world, and when I checked in legends most of the historical figures were megabeasts and monsters of various kinds.  On the plus side, the vast majority of mega-beasty like things are still alive!  But I wonder if that isn't more likely in this version anyway, since they are a lot tougher now.

Anyway, would anyone else like to take a shot at creating their own HELL WORLD?  The goal here is not to simply make it hellish, but also diverse and interesting, with a passable amount of humans and good sites for fortresses to be made.

If your idea of HELL WORLD does not involve desert/wasteland biomes, that's fine with me too, just show me what you got!

Oh man, thank you!  I've been going mad trying to get a world with actual civilizations for the longest time!  I'm gonna fiddle with this to make it just a bit less dry, and maybe up the number of evil subregions just to keep it even.  Though, I must say, this map is downright beautiful with all the multi-colored deserts.
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Since when has practical had anything to do with dwarfy?

atomfullerene

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #9 on: April 04, 2010, 10:44:05 pm »

I think you should try messing around with the underground layers.  What happens if you bring the nasty ones way up close to the surface, eh?
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Alkyon

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #10 on: April 04, 2010, 11:17:25 pm »

I think you should try messing around with the underground layers.  What happens if you bring the nasty ones way up close to the surface, eh?
After fiddling with my world gen parameters, I realized I was doing exactly that, and it was destroying all of my civs.  Don't create worlds with massive amounts of caves (which go straight to the underground) unless you want all the stuff from underneath to just crush your civs.
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Since when has practical had anything to do with dwarfy?

Misterstone

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #11 on: April 05, 2010, 12:24:34 pm »

Just out of curiosity, do the "things" that come out of the ground and destroy civilizations hang around the ruins afterwards?  Because... that would be cool.
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Alkyon

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #12 on: April 05, 2010, 12:49:54 pm »

Just out of curiosity, do the "things" that come out of the ground and destroy civilizations hang around the ruins afterwards?  Because... that would be cool.

I actually settled in a ruins (Just curious what it looked like.  It was a big disappointment, just some beat up wood constructions) and saw nothing out of the ordinary, I'm gonna go with no.  Anyways, I've confirmed my suspicions by genning a few more worlds.  Creating worlds with about 300+ caves (combined mountain and non-mountain) gives you the following results:

1) Very few non-Dwarf civs, if any.  And those that do tend to be small and weak.
2) Very weak Dwarf civs.  In fact, when you go through the list on the civ menu, you don't even get to see their domain highlighted.
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Since when has practical had anything to do with dwarfy?

Neonivek

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #13 on: April 05, 2010, 01:38:03 pm »

I once generated a world with 216 Titans, 216 HFS, 400 outdoor caves (double), 200 mountain caves (double).

The World population was 7000 and most of that was from ONE Civilisation.

Only three civs survived World Generation. One Human (huge), One Elf with one town, and Another Elf with two towns.
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Misterstone

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Re: Let us make the ultimate HELL WUUUUURRRLD (Worldgen Cookbook x2)
« Reply #14 on: April 05, 2010, 05:01:06 pm »

Does anyone know if raising the min population for Titan attack helps civs survive longer?  Or does it only affect fortress mode games?
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