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Author Topic: How realistic worldgen really is  (Read 42339 times)

Bloogonis

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Re: How realistic worldgen really is
« Reply #45 on: July 16, 2010, 11:33:49 pm »

We need india! I want to embark on Everest!

I saw the Dwarves( at least the southern dwarves) as the Moors. Its suddenly interesting the Dwarves are holding positions of historic entities of conquest While the elves seem to represent the various nations that maintained their identity during roman conquest and were instrumental in its fall (Goths and Gauls) and the Humans I suppose would be the Brits Pre-Normans?.
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Dood

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Re: How realistic worldgen really is
« Reply #46 on: July 17, 2010, 05:48:16 am »

Cant you just modify min and max temperature to avoid that?

Good idea. I fiddled around with the temperature settings last night, but I haven't been able to get convincing results yet. I guess I need to do some more testing. Also, since the British Isles are surrounded by one big ocean, DF tends to make all of it sinister/evil/haunted, which is slightly silly. Maybe some more work with the savagery map is in order.

I like this and am new at changing worldgen stuff.

Whats requireds to use the map with worldgen, perfect world and just change the worldgen txt.?

Irish guy wants to embar/invade places.

If you just want to generate the exact world I showed in the original post, all you need to do is copy the contents of the text file I linked into your world_gen.txt (its in the data/init directory), start up DF, select "Design New World With Parameters", and choose "Europe". That should do it (Haven't tried it myself, but should work).

If, on the other, you want to create a world from another heightmap (Some very good ones can be found here.) you have to open the image with your favorite graphics editor, crop the area you want (It needs to be square), resize this to 257x257 pixels and save as a bmp or png. This heightmap can then be imported into PerfectWorldDF. Everything you can do there (rainfall, drainage, savagery, etc.) is explained in the tutorial that comes with PerfectWorldDF.
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SmileyMan

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Re: How realistic worldgen really is
« Reply #47 on: July 17, 2010, 08:44:36 am »

Also, since the British Isles are surrounded by one big ocean, DF tends to make all of it sinister/evil/haunted...
You seen the North Sea?  Nasty place!
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warhammer651

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Re: How realistic worldgen really is
« Reply #48 on: July 17, 2010, 12:56:00 pm »

heh, genned a world using those parameters and went looking through legends.

The Elves own northern France, Most of Germany and Austria, and a bit to the east of Italy.

The dwarves own the Alps, Spain, and North Africa while the goblins seem to be reenacting the Mongol invasions from the east. The goblins here are led by an elephant Brute/ Forgotten beast named "Risen Paintedgen, Menace of the Earth". The Elves are getting their arses handed to them by forces less than a third as big (one battle has 25 goblins, Risen, & 4 dwarves taking on a force of 100 elves and *gasp* 20 dwarves. Goblins lost ten while the elves were annihilated). A common theme here is that every leader makes a journey "to the depths of the world", and everyone comes back at the head of an army of some sort of animal (Risen Tamed some GCS apparently).
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NewoTigra

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Re: How realistic worldgen really is
« Reply #49 on: August 07, 2010, 10:36:04 am »

Y'know, I went on holiday to western Ireland once, and I never noticed that volcano near Galway.

It's a national secret.

In all due serious though, just because we're a small, wet, peat-infested pair of countries doesn't mean we don't have volcanoes. Northern Ireland has 4 of them, all of them capped now, along with a somewhat notable landmark, that big Causeway made out of volcanic basalt, which came from the eruption of one of said volcanoes. Perhaps you've heard of it. Used to belong to a guy called Fin McCool. No really. He was a really big guy.
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Shagomir

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Re: How realistic worldgen really is
« Reply #50 on: August 08, 2010, 09:31:24 pm »

I've been working on another "country"...

Spoiler (click to show/hide)

If someone points me in the right direction for hosting, I can upload the worldgen file for this one, too.

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Take a look at my fancy North America Worldgen!

yaklin

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Re: How realistic worldgen really is
« Reply #51 on: August 08, 2010, 09:58:59 pm »

wow that is amazing
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Shagomir

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Re: How realistic worldgen really is
« Reply #52 on: August 08, 2010, 10:02:37 pm »

I've been working on another "country"...

Spoiler (click to show/hide)

If someone points me in the right direction for hosting, I can upload the worldgen file for this one, too.

And a fancy "detailed" one, as well. Sorry about the image sizes. I am good at sperging out on worldgens, not as good at finding jawesome webhosting.
Spoiler (click to show/hide)
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Take a look at my fancy North America Worldgen!

NW_Kohaku

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Re: How realistic worldgen really is
« Reply #53 on: August 08, 2010, 10:07:07 pm »

Say, can you post what it takes to worldgen North America somewhere? 

It'd be really cool to play a fort "in my back yard".
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nbonaparte

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Re: How realistic worldgen really is
« Reply #54 on: August 08, 2010, 10:16:10 pm »

somehow I don't think the rocky mountains are that riddled with rivers. and does the game consider the great lakes oceans?
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Shagomir

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Re: How realistic worldgen really is
« Reply #55 on: August 08, 2010, 10:20:24 pm »

Say, can you post what it takes to worldgen North America somewhere? 

It'd be really cool to play a fort "in my back yard".


I will work on posting this worldgen when I get off work. Beware, though, just like the real thing it is littered with aquifers and igneous intrusions. Volcanism is high though, so there should be 3-4 good sites with a volcano, a river, and flux (usually marble).

somehow I don't think the rocky mountains are that riddled with rivers. and does the game consider the great lakes oceans?

The great lakes are oceans because I can't get them to fill in as proper lakes, and the rocky mountains IRL are LOUSY with rivers. The basin and range is a little screwy, but that is a limitation of worldgen. In this particular map, the Colorado River swings north and joins the Snake River up north, which causes a lot of the extra rivers in what is usually a barren wasteland in most of my worldgens. Having that many rivers is needed to force rivers to start elsewhere (they seem to prefer to start at higher elevations, until all the higher elevation tiles are full, and then they will start on low mountains and hills).
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Take a look at my fancy North America Worldgen!

NW_Kohaku

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Re: How realistic worldgen really is
« Reply #56 on: August 08, 2010, 11:08:08 pm »

While I would like a prefabricated one, I'd actually somewhat like just the pre-worldgen setup it takes to make it (even if I have to regen the world until the glaciers are in the right place), so that I could potentially use it with some mods of my own making.
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Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

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Shagomir

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Re: How realistic worldgen really is
« Reply #57 on: August 08, 2010, 11:35:29 pm »

While I would like a prefabricated one, I'd actually somewhat like just the pre-worldgen setup it takes to make it (even if I have to regen the world until the glaciers are in the right place), so that I could potentially use it with some mods of my own making.

I intend to post both a pre-generated world where everything is correct (rivers, ice, surviving dwarven civs), and I will also post the parameters for (semi) random world gen so you can change cavern levels, add mods, etc. The pre-generated world I will be making is 100% vanilla DF, v31.12, but the caverns have been tinkered with so they are deeper (about 150 z-levels underground, total. This may change).

This is a large map, so worldgen takes about 20 minutes or so.

EDIT:

Look what I figured out how to do!

Link to Download!
« Last Edit: August 09, 2010, 08:30:31 am by Shagomir »
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Take a look at my fancy North America Worldgen!

h3lblad3

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Re: How realistic worldgen really is
« Reply #58 on: August 09, 2010, 12:50:23 pm »

EDIT:

Look what I figured out how to do!

Link to Download!
FIXED!
But broken. T_T

Seems problems are on with the website.

EDIT:  And it's working again.
« Last Edit: August 09, 2010, 01:17:27 pm by h3lblad3 »
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Quantum Toast

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Re: How realistic worldgen really is
« Reply #59 on: August 09, 2010, 02:40:14 pm »

Nice! Is the Grand Canyon there, or is that a bit beyond what worldgen comes up with?

Y'know, I went on holiday to western Ireland once, and I never noticed that volcano near Galway.

It's a national secret.

In all due serious though, just because we're a small, wet, peat-infested pair of countries doesn't mean we don't have volcanoes. Northern Ireland has 4 of them, all of them capped now, along with a somewhat notable landmark, that big Causeway made out of volcanic basalt, which came from the eruption of one of said volcanoes. Perhaps you've heard of it. Used to belong to a guy called Fin McCool. No really. He was a really big guy.
I thought that was the honeycomb of a giant bee Forgotten Beast made of basalt? (Beware its deadly sting!)
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That would be as deadly to the wielder as to anyone else!  You'd sever your own arm at the first swing!  It's perfect!
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