Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Huge Caverns - How is it done?  (Read 1445 times)

exoleet

  • Bay Watcher
    • View Profile
Huge Caverns - How is it done?
« on: May 27, 2010, 04:32:49 pm »

I'm trying to make huge open underground caverns. More like a whole different world under the surface, not just some small cracks and tiny clearings, or sponge like water filled caverns. Huge open areas, with trees and life.

Now, I've modified the world generation files, but the most I've ever gotten is a slight increase in size and openness. What I want is more along the lines of that old game, Exile. That's the best example I can really give, an underworld. Not hell.

How exactly do I modify the world generation files to give me this result?
Logged

Pheonix_RE

  • Bay Watcher
  • (sic)
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #1 on: May 27, 2010, 04:46:51 pm »

To get rid of the passages, set openness to 100/100 (I think - it may be the other way around). To get less water in the caverns, set the water to lower levels - but don't set it to 0, because then your caves will be bone-dry and devoid of plant life, which I doubt would exactly be a good thing.
Logged

Djohaal

  • Bay Watcher
  • [PREFSTRING:Utter Insanitiy]
    • View Profile
    • My deviantart
Re: Huge Caverns - How is it done?
« Reply #2 on: May 27, 2010, 06:10:49 pm »

I don't advise lowering max water coverage at all. whenever it is not 100% there's a risk of finding empty sections with no plants at all.
Logged
I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.

Retro

  • Bay Watcher
  • o7
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #3 on: May 27, 2010, 06:25:11 pm »

[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]

Ta-daaa. I play with these parameters. Quite nice. Generally for water I go 50-75% but that's up to you (that much makes caverns impassable w/o swimming anyhow).

Hyndis

  • Bay Watcher
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #4 on: May 27, 2010, 06:59:56 pm »

Openness set to 100/100
Density 0/0
Water, probably around 25/50


You can play with the water a little bit. You don't want it completely dry, but if you go with 100/100 you just end up with an underground ocean and almost no cavern floorspace. 25/50 gets you some lakes but most of the floorspace is delicious cavern mud with piles of tower caps and shrubs.
Logged

nil

  • Bay Watcher
  • whoa
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #5 on: May 27, 2010, 08:05:54 pm »

Openness set to 100/100
Density 0/0
Water, probably around 25/50


You can play with the water a little bit. You don't want it completely dry, but if you go with 100/100 you just end up with an underground ocean and almost no cavern floorspace. 25/50 gets you some lakes but most of the floorspace is delicious cavern mud with piles of tower caps and shrubs.
In my experience this is best, although I'm still not entirely sure how the openness thing works.

For cavern height, it seems the best way is to start high.  If I dig down from a flat site where the surface is around sea level, I consistently see caverns that have about half a dozen z-levels total.  But when I start from the mountains, where the surface is well above sea level, the cavern systems seem to be a lot more vertically impressive.

Shiv

  • Bay Watcher
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #6 on: May 27, 2010, 10:55:53 pm »

When you set openness to 100/100, do you get only huge open spaces?  Or some of the twisting corridors too?

I kind of like the twisting corridors really, especially when they connect larger rooms, but I don't like when it's ONLY winding passages.
Logged
I still don't think I'm crazy enough to play this game properly.

Daetrin

  • Bay Watcher
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #7 on: May 28, 2010, 06:35:13 am »

The twisty corridors are under passage density.  If you set passage density to 1/1 you get a few open spaces connected by one or two passages, but it's a pretty significant drop in total open space from 0 passage density.  You could try 0/1 passage density I suppose.
Logged
All you need to know about Ardentdikes
It is really, really easy to flood this place with magma fwiw.

Doors stop fire, right?

Caldfir

  • Bay Watcher
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #8 on: May 28, 2010, 12:33:51 pm »

My first embark in the current version had these massive open areas (like 15 z-level deep grand spanning underground fields) connected to eachother by narrow passageways, and I assumed they would all be like that.  Had no idea how lucky that was :(
Logged
where is up?

Kogan Loloklam

  • Bay Watcher
  • I'm suffering from an acute case of Hominini Terravitae Biologis. Keep your distance!
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #9 on: May 28, 2010, 12:37:38 pm »

My first embark in the current version had these massive open areas (like 15 z-level deep grand spanning underground fields) connected to eachother by narrow passageways, and I assumed they would all be like that.  Had no idea how lucky that was :(

The solution is to explore the cave systems in the vicinity of where you want to embark in adventure mode before you embark.
Logged
... if someone dies TOUGH LUCK. YOU SHOULD HAVE PAYED ATTENTION DURING ALL THE DAMNED DODGING DEMONSTRATIONS!

Retro

  • Bay Watcher
  • o7
    • View Profile
Re: Huge Caverns - How is it done?
« Reply #10 on: May 28, 2010, 12:39:37 pm »

My first embark in the current version had these massive open areas (like 15 z-level deep grand spanning underground fields) connected to eachother by narrow passageways, and I assumed they would all be like that.  Had no idea how lucky that was :(

The solution is to explore the cave systems in the vicinity of where you want to embark in adventure mode before you embark.

That's a bit complicated for me. I usually duplicate the save immediately, embark in one of them, and dig straight down until I hit it (which is usually pretty quickly). Take a look-see, then decide whether or not to move one. Easy.

Djohaal

  • Bay Watcher
  • [PREFSTRING:Utter Insanitiy]
    • View Profile
    • My deviantart
Re: Huge Caverns - How is it done?
« Reply #11 on: May 28, 2010, 09:02:41 pm »

reveal.exe is your friend. DFhack even includes a reversible reveal that unreveals the whole map after you peek, so you don't have to nuke DF's process and savescum.
Logged
I really want that one as a "when". I want "grubs", and "virgin woman" to turn into a dragon. and monkey children to suddenly sprout wings. And I want the Dwarven Mutant Academy to only gain their powers upon reaching puberty. I also have a whole host of odd creatures that only make sense if I divide them into children and adults.

Also, tadpoles.