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Author Topic: Z-levels seem 'low'  (Read 731 times)

Kate Wissen

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Z-levels seem 'low'
« on: September 06, 2010, 12:16:14 pm »

It seems the forums are filled with stories of 100+ z-levels. Yet I have not found a single embark location near those numbers. I know you can push the caverns down with using the advanced parameters, but why would it not be occurring naturally.

Currently I'm finding 35-45 z-levels with the occasional 55. What could be the reason, other than I'm extremely unlucky and keep finding areas close to the 'basement'?
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Proteus

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Re: Z-levels seem 'low'
« Reply #1 on: September 06, 2010, 12:19:01 pm »

Increase
"z-levels between layer x"

for all the layers...+
but be warned...the more z-levels you use,
the more processor power your game needs
(and the slower it will become ;) )
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puke

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Re: Z-levels seem 'low'
« Reply #2 on: September 06, 2010, 12:24:14 pm »

even in unmodified world-gen, you should find some pretty deep areas.  maybe you are always embarking in the lowlands or near an ocean or something, and the deep areas are by the mountains?  I almost always do mountain (or volcano) embarks, and mine are usually pretty deep.
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JAFANZ

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Re: Z-levels seem 'low'
« Reply #3 on: September 06, 2010, 12:33:20 pm »

It's probably essentially what puke said.

The closer you are to Oceans & Lakes, the fewer z-levels you're likely to see, go closer to Mountains, Peaks & Volcano for more.

I suspect Rivers reduce depth as well.
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Kate Wissen

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Re: Z-levels seem 'low'
« Reply #4 on: September 06, 2010, 12:39:22 pm »

Hmm, not working out. I have a theory, it needs testing.
Would anyone be willing to post a worldgen and a site where they know has high z-levels?
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Rose

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Re: Z-levels seem 'low'
« Reply #5 on: September 06, 2010, 01:05:10 pm »

uh..... that myth about oceans reducing Z levels?

Spoiler: Bull (click to show/hide)
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JAFANZ

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Re: Z-levels seem 'low'
« Reply #6 on: September 06, 2010, 01:09:50 pm »

Hmm, not working out. I have a theory, it needs testing.
Would anyone be willing to post a worldgen and a site where they know has high z-levels?

Spoiler: WorldGen (click to show/hide)

Map is in the 1st spoiler in the 1st post of this thread

Note: Japa, there's a reason I said  "likely", the game uses the RNG too much for me consider any 'Rule' to be truly hard & fast.
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Kate Wissen

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Re: Z-levels seem 'low'
« Reply #7 on: September 06, 2010, 01:24:46 pm »

The world is being constantly rejected for rainfall.
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JAFANZ

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Re: Z-levels seem 'low'
« Reply #8 on: September 06, 2010, 02:43:17 pm »

The world is being constantly rejected for rainfall.

Sorry, I forgot to mention that you need to hit "p" when the massive rejections prompt comes up to get the world on the map.
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Kate Wissen

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Re: Z-levels seem 'low'
« Reply #9 on: September 06, 2010, 04:23:19 pm »

The world worked and the location has 151 z-levels below the surface. Looks like I'm just really bad at picking appropriate embark locations. Thanks for your help.
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Khift

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Re: Z-levels seem 'low'
« Reply #10 on: September 06, 2010, 05:11:20 pm »

From what little testing I did earlier while finding a new embark with specifically shallow z-level count (to see if it increased FPS), I found that by and large z-level count was determined by how much space the feature's asked for. If your features asked for the normal amount of space you end up with ~60 z-levels of rock on normal elevation. High and low elevation was worth rougly +/- 20 z-levels, respectively. However, if an underground feature asked for more space, the map would add additional z-levels for that feature. The largest offenders with this regard appear to be adamantine spires; a map with small spires are half or less the size of a map with large adamantine spires.

In short: Increasing the z-levels between layers count will work, but even with out different embarks within the same world will have wildly different amount of z-levels depending on the size of the layers.
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