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Author Topic: World gen - why would I want a large world?  (Read 1766 times)

Farmerbob

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Re: World gen - why would I want a large world?
« Reply #15 on: June 19, 2011, 02:37:23 pm »

I have problems in medium worlds finding good embark points that i like. (i.e. points with flux, metal, and easy access to magma/lava) But you would have a better chance at finding a spot in a larger area.

You could just change the parameters to get those sorts of things all the way down to a tiny map.

I haven't quite gotten the hang of parameters yet. Perfect spots to me are flat volcano's with flux and metal. But those just seem to be so few and far between.

Use these settings for your small region, and you will have just what you need.

The place to put this is in the data / init folder in the world_gen file.

The location of the existing POCKET REGION section will be at the end of that file.  It's a plaintext file, just use notepad.

You will get thousands of failures between each successful world gen using this - but because the world is so tiny, it's still only a couple minutes to generate a world even with all the failures.



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MystRunner

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Re: World gen - why would I want a large world?
« Reply #16 on: June 19, 2011, 03:35:55 pm »

I have problems in medium worlds finding good embark points that i like. (i.e. points with flux, metal, and easy access to magma/lava) But you would have a better chance at finding a spot in a larger area.

You could just change the parameters to get those sorts of things all the way down to a tiny map.

I haven't quite gotten the hang of parameters yet. Perfect spots to me are flat volcano's with flux and metal. But those just seem to be so few and far between.

Use these settings for your small region, and you will have just what you need.

The place to put this is in the data / init folder in the world_gen file.

The location of the existing POCKET REGION section will be at the end of that file.  It's a plaintext file, just use notepad.

You will get thousands of failures between each successful world gen using this - but because the world is so tiny, it's still only a couple minutes to generate a world even with all the failures.



Spoiler (click to show/hide)

Cool I'll have to try this.
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GreatWyrmGold

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Re: World gen - why would I want a large world?
« Reply #17 on: June 19, 2011, 05:36:49 pm »

I have problems in medium worlds finding good embark points that i like. (i.e. points with flux, metal, and easy access to magma/lava) But you would have a better chance at finding a spot in a larger area.

You could just change the parameters to get those sorts of things all the way down to a tiny map.

I haven't quite gotten the hang of parameters yet. Perfect spots to me are flat volcano's with flux and metal. But those just seem to be so few and far between.
I like that, too.
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Montague

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Re: World gen - why would I want a large world?
« Reply #18 on: June 19, 2011, 08:28:38 pm »

I have problems in medium worlds finding good embark points that i like. (i.e. points with flux, metal, and easy access to magma/lava) But you would have a better chance at finding a spot in a larger area.

You could just change the parameters to get those sorts of things all the way down to a tiny map.

I haven't quite gotten the hang of parameters yet. Perfect spots to me are flat volcano's with flux and metal. But those just seem to be so few and far between.
I like that, too.

I've done this. Only do 1 cavern level. Put 20-25 layers between the surface and 1st layer. Put 5 layers between all other layers. You'll have about 35 z-levels to dig down until you hit the magma sea, not 350, or whatever insanity is default. My only real cheaty-face thing is deleting all the [AQUIFER] tags out of the Stone_layer raw because, fuck aquifers, especially on a smaller embark site.

I bring volcanism to 0 minimum 0 maximum. This is because volcanism replaces nice, mineral-rich sedimentary layers with awful volcanic-type layers, like gneiss and felsite. Those types of stone layers suck. Yep, I like all sedimentary layers, all the time and volcanism parameters set above 0 remove them from my world gen. Volcanoes are irrelevant when you can just dig down a few levels and a bit to get magma, cutting out the 2 extra cavern layers does this with no loss at all to the game-play. All the crazy cavern critters, plants and everything just lives on the one cavern layer.


« Last Edit: June 19, 2011, 08:46:50 pm by Montague »
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Stormcloudy

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Re: World gen - why would I want a large world?
« Reply #19 on: June 19, 2011, 10:50:24 pm »

Realistically, an adventurer in this setting would never be able to explore much more than a continent (Legendary swimmer FTW!) or an area banded by impassable mountains.

After all, if you're going 50,000km, you're going on foot, horseback, wagon and river raft/boat. It'll take forever.

That said, I like large worlds for their history, because engravings of circles are cool, but EVERY engraving being of circles is not. Also, more civs means more combinations of people to fight or trade with than in a littler region. Also, if you're really picky, genning one large world is easier than genning six or seven smaller ones.

Oh, and dirty names. Many many many.
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