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Author Topic: Generating a world with Big rivers  (Read 993 times)

Brandstone

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Generating a world with Big rivers
« on: September 13, 2010, 11:28:17 am »

I'm just starting out with custom world generation, and I'm looking for advice on creating a world with really Big rivers. I'm guessing that maybe reducing drainage and increasing the river mins would be a good place to start?

Dariush

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Re: Generating a world with Big rivers
« Reply #1 on: September 13, 2010, 11:54:20 am »

When I tried the same thing, the best method turned out to be just cranking maximum and minimum number of rivers to 800 (maximum) and hope for the best.

FleshForge

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Re: Generating a world with Big rivers
« Reply #2 on: September 13, 2010, 11:59:40 am »

Yeah it's been extremely random for me as well.  You have pretty good odds of getting a large river, but all the other variables you're looking for can be troublesome - sand, flux, whatever climate you're looking for etc.
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csebal

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Re: Generating a world with Big rivers
« Reply #3 on: September 13, 2010, 02:01:10 pm »

My River heavy worldgen setup:

Code: [Select]
[WORLD_GEN]
[TITLE:CSEBAL'S LARGE]
[SEED:1342]
[HISTORY_SEED:1342]
[NAME_SEED:1342]
[CREATURE_SEED:1342]
[DIM:257:257]
[EMBARK_POINTS:1274]
[END_YEAR:100]
[BEAST_END_YEAR:300:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:3200:3200]
[RAINFALL:0:100:400:400]
[TEMPERATURE:25:75:400:400]
[DRAINAGE:0:100:400:400]
[VOLCANISM:0:100:400:400]
[SAVAGERY:0:100:3200:3200]
[ELEVATION_FREQUENCY:6:0:1:0:0:2]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:6:1:0:0:0:2]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[TITAN_NUMBER:33]
[TITAN_ATTACK_TRIGGER:100:0:1000000]
[DEMON_NUMBER:15]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:200:2000:4000]
[PEAK_NUMBER_MIN:25]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:15]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:0]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:0]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:35]
[CAVERN_LAYER_OPENNESS_MAX:85]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:15]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:25]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:25]
[LEVELS_ABOVE_LAYER_1:20]
[LEVELS_ABOVE_LAYER_2:10]
[LEVELS_ABOVE_LAYER_3:10]
[LEVELS_ABOVE_LAYER_4:10]
[LEVELS_ABOVE_LAYER_5:10]
[LEVELS_AT_BOTTOM:20]
[CAVE_MIN_SIZE:5]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:500]
[MOUNTAIN_CAVE_MIN:100]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:1]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:50]
[TOTAL_CIV_POPULATION:15000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

Its basically high elevation variance / no erosion for really steep cliffs, and a weighting of elevations that go either lowlands or high mountains, but nothing inbetween. This combined with the reduced erosion results in lots of steep mountains to which rivers can spawn, and plenty of valleys where they can converge into major rivers. Note that right now it is set to a rather deep underground, so you might want to tweak the settings a little for your own preference.

The important params are the elevation weighted ranges, elevation variance and erosion settings. The rest are just preferred settings by me. Also fixed seed is set, so you might want to randomize that if you do not find Nilrasil to be a nice enough place to play on :) Plenty of major rivers on that map btw.
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Brandstone

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Re: Generating a world with Big rivers
« Reply #4 on: September 13, 2010, 02:28:20 pm »

Adding more space underground was the second thing I learned to do after adding more volcanoes, and your underground is only 3 levels different than my own preference. I can't wait to get home and start generating some maps.
« Last Edit: September 13, 2010, 02:31:04 pm by Brandstone »
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csebal

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Re: Generating a world with Big rivers
« Reply #5 on: September 13, 2010, 02:54:14 pm »

Just a note: the map gen can take a while with those settings. Mainly the running rivers phase, that can take several minutes even on faster PCs. As for vulcanos i do not like those, mostly because you can't really get a good vulcano and sedimentary layers in the same embark. Might happen, but you better not try to hold your breath until you manage to gen a world for that. You get magma on the bottom of the map anyway.
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Ricky

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Re: Generating a world with Big rivers
« Reply #6 on: September 13, 2010, 03:46:25 pm »

rivers come from lakes and oceans, i have a huge river (just one) that came from a really big freshwater lake

thats about all i can help you with
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Brandstone

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Re: Generating a world with Big rivers
« Reply #7 on: September 13, 2010, 08:43:29 pm »

Csebal, that world gen is excellent. I used a random seed, and the first map I created has some excellent embark locations. Big rivers, interesting cliffs, and a surprisingly large number of elves. I can't wait to find the perfect spot, and commence mass sacrifices to the river God. Complete with pyramid with water running down the sides, canals, drowning chambers, a kiddie pool to train up swimming, and maybe a vertical water column to power a pressurized cannon. Magma is just a child's toy compared to the force that is water.