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Messages - grenedle

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1
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 30, 2017, 08:58:14 pm »
Increasing site cap has DRASTICALLY increased civ survival rates (even without increasing cave amounts). Practically all of them survive and get to an average of 2000-5000 individuals each. By totals, Dwarves or Humans are first/second, then Elves or Goblins are third/fourth. I generated a world up to 250 years and the trend still holds.

I also upped the Rain and Savagery Frequency and the Good/Evil square counts. I haven't really noticed a difference with the former two (although I was already happy with them pre-change) but I really noticed the latter change. I think I might also have more Good than Evil squares when I generate the world I will play.

I noticed that Goblins always seem to have fewer civs than the other sentients. Is this normal, or are they not having enough places to establish civs? I'm worried about running out of goblins. I feel like this is unlikely unless I play in a world for a while, or make an adventurer to deliberately hunt them down. Then again, I've never played long enough to depopulate a civ. If so, how would I go about upping goblin numbers?

Relatedly, when I have 40 civs, the worldgen makes 2-3 goblin civs and 9-10 civs of the other four sentients. I assume that this sort of distribution is common Is it possible to directly affect the distribution of civilizations?

I don't really mind too much about not having a lot of Towers. When I said that I wanted a similar world to Salkryn's request, I hadn't realized he wanted Towers. Although the discussion is useful for when I may want more Towers. As a test, I upped Secrets to 100 and kept all other parameters the same (except for upping uninvited guest numbers as I usually do). I only got 5 towers, versus the 2-3 Towers with the 14 secrets normally in Medium worlds.

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DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 29, 2017, 11:26:24 pm »
Subregion rejection: set it in world_gen.txt to 31000 - some of the limits in in-game gui are soft and this is one of them. For sharing, you want a world without rejections, due worlds with them not generating same way.

There's quite a few differences between quilt and MED MANY SMALL BIOMES, but without generating here's some that jump out just from their respective texts, in order:
MED has larger elevation variance and minimum elevation, but lower other variances; it's ranges are also 25% as prominent and highly focused on making the world more forested as far as biomes go (1000:50 for both rainfall and drainage). All races can eventually build on a neutral forest, though it may take more time...
Quilt has north and south pole, so it's more like 33x65 to MED's 129x129 when it comes to biomes, and makes its biomes further smaller.
Quilt has 240 uninvited guests, MED has 84. Also, megabeasts are blocked off by oceans in MED, plus they generally have a range.
Quilt is 30% evil/good, MED is 11%. Messes with civs on average.
MED has 150 erosion cycles, Quilt has 300, further exacerbating the erosion differences.

And...oh.
Quilt has 18 caves and 132 maximum sites in world (i.e. dozen sites per civ); MED has 300 caves for megabeasts to hide in and 2000 site cap.

PS: Mind that while those 2000-5000 individuals all are potential source for visitors, invasions will only come from 1 site.

Is the subregion rejection the same as [subregion_max:#] in world_gen.txt?

Do you have any suggestions for how to modify Quilt without making it a copy of MED MANY SMALL BIOMES? (When I generate worlds to actually play in, I always set there to be only a North pole).

re:MED's uninvited guests, I haven't been using the displayed in the parameters. I usually set them to megabeasts=70-100, semimegabeasts=200-300, and titans=50+/-10. Even so, I can still generate the amounts of civs (with similar numbers of individuals) that I mentioned. Although you did point out the number of caves. Are UGs predisposed to prefer living in caves rather than wandering about if possible?

re:Caves and sites, I can see how to find the number of caves in a world, but how do you find the site cap?


edit:added rest of QUILT MED parameters. Must have copy/pasted incorrectly before

3
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 29, 2017, 07:37:20 pm »
For many small biomes you could have a look at what I did here http://www.bay12forums.com/smf/index.php?topic=158646.msg7324834#msg7324834.  Then adapt to your needs.  Beware that this will have basically no lakes/seas (will need water edges as recommended a couple of posts following, or decreasing min elevation below 100 depending on preference).  It also generates pretty deep embarks generally (levels_above... settings). You might also play with the temperature min/max as I was finessing that for precisely what I liked. 

A great resource if you haven't found it already is http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation.

It is trivially easy to increase megabeast/titan/semi-mb numbers.  Similarly with civiliations. (Though kobolds and caves go together, don't leave them out in the cold, particularly with extra mb's.) Mineral scarcity=100 gives you more ores than you will ever use... a lot/most embarks will have iron.  It's the towers that will be the tricky part that I can't help with but generally long histories and lots of civ's for conflicts are recommended.  Maybe increasing the evil square count as well, I dunno?  There are a couple of threads that will pop by searching the forum that will be useful, including recently.

I remember seeing some reddit threads (at an earlier date) with some misleading information/assumptions.  Particularly what springs to mind is increasing the subregion count to 20000.  The game caps this at 5000 and increasing it beyond this limit has no effect.  But best to confirm this in practice for yourself as you play with the other variations.

For quickly testing your parameter sets for geography keep the history to the minimum of 2 years to make things go much quicker.  Tweak regenerate, tweak regenerate, until you are pretty consistently getting geographies you like then go for the real ones with longer histories that might get played.  If you find a map with a geography you particularly like it is possible to regenerate it with the main seed but a different history seed for somewhat different (locations can be limited) civilization distribution.  I assume with enough repetitions you might get towers occasionally in desired spots? Best of luck. ;)

I've been testing out your Quilt parameters and they look good, as far as I can tell. I don't mind about the lack of seas or lakes really. They've been more of a nuisance than anything, unless there was some sort of benefit that I'm unaware of.

I learned just before you posted about how the Mineral Scarcity numbers work. Before now, I've been generating worlds with MS set to 25000, under the belief that it would be a lot. I felt pretty dumb after figuring that out, especially because I've been complaining about lack of iron ores :P

I tried to upsize the Quilt parameters to 129x129 (with only minor changes to make the parameters similar to the regular Medium worlds) but the worldgen keeps getting rejections because of too many subregions. I've been able to allow that type of rejection and continue worldgen-ing normally, but I was wondering if there was a way to stop the rejections from happening

Also (regardless of world size) when I try to continue worldgen past 2 years (always up to 100 years for test purposes), practically every civilization gets obliterated by megabeasts by year 30. Is this something you had a problem with? Using the Medium version I made (with megabeasts/titans reduced by half), there are still a lot of worlds with very few civilizations. When I upped the number of civs to 60, more survived, but most had >400 individuals each, except for gobbos (who always seem to flourish unless a megabeast gets them). The parameters I originally posted can get civs with 2000-5000 individuals even with only 20-30 civs and 70+ megabeasts. I'm not sure what's causing the difference, but admittedly, I still don't really understand how all the parameters fit together.

4
DF Dwarf Mode Discussion / Re: Face Palm moments you had
« on: June 28, 2017, 01:20:03 pm »
I'm coming back to DF after a while and I was never that experienced even before. I've generated a few worlds and in each one I've had terrible luck finding iron ore. While looking at the wiki page for advanced world generation (for unrelated reasons) I found the problem. I thought that setting Mineral Scarcity to a high number would make minerals more plentiful. I had it backwards; low numbers means more minerals. So I'd been making worlds with minerals set to between Rare and Very Rare this whole time.

5
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 28, 2017, 12:09:50 pm »
If you change the world's geography, you may change everything that comes after it - pre-set values constrain this, but even the smallest changes I've seen has moved rivers at least 5 local map tiles, with usual effect being erasing their existence entirely in favour of different ones. However, it doesn't seem to always change things - I've increased elevation in one place without it affecting rivers in another place sometimes.

Changing parameter can change the geography to eradicate features completely (including making world where no dorfs can exist). Thus, the amount of change to site abundance is dependent on which parameters you change and how.

So the Fields of Hope won't exist if I generate world and modify the parameters a bit. Unfortunate, but not unexpected. If I don't use the Pre-Set Values, could the DestinedButterfly#730 parameters generate a world with similar locations, or is it still up to chance? At this point, I'm not looking for a specific/perfect single location (although certainly I may want one in the future); I wanted to have a world that has lots of locations with my requirements so that I have options on where I could make a fort.

Added a parameter "megas" check into the above script without which it excludes megabeasts and procedurals, then confirmed adding ogres to gobbos when used before their placement during world gen.

Does this change mean that semi-/megabeasts will show up announced as normal? I don't think I'm ready for megabeasts to show up like normal animals.

Toady recently said the next release will overshoot the one year mark of the previous one slightly (July 5:th). This probably means the next release will appear in the latter half of July or in August (no promises, though). However, if you are dependent upon tools such as DFHack or DT on the LNP (containing the others), and possibly also tile sets, it will take some time for those to catch up, probably a month or two (although DT is a bit iffy, since there is currently nobody who maintains it officially).

I think that I'll probably continue using the present current version until the new LNP is created.

6
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 27, 2017, 01:02:00 pm »
I haven't seen the PS_[etc] parameters before. Are they part of the vanilla game, or is that from a mod?

Are the geomanipulator and regionmanipulator tools updated for the most recent version of DF?

If I change parameters that would affect the world's geography, would places like the location you specified still be common?

I've been hoping to milk 43.05 dry of it's last bits of !!FUN!! before the next version drops an exciting load of utterly madcap bugs on us to enjoy...

Is the next version of DF going to be released soon?

7
DF Dwarf Mode Discussion / Re: DF v0.43.03+ Worldgen Cookbook Thread!
« on: June 27, 2017, 01:08:26 am »
I want to make a Medium sized world very similar to what Salkryn wants, but I also want many different biomes close together (at the local level of the embark screen).

I've recently been playing in a world generated using a modified version of the parameters from the following reddit conversation (btw how do I make a link that doesn't show the whole url?) https://www.reddit.com/r/dfworldgen/comments/524i8b/lots_of_small_biomes/

Here is the version I use
Spoiler (click to show/hide)

From what I've seen this is pretty good regarding what I want but I was wondering if it could be better. I modified to have less volcanoes (so that there would be more iron ore), normal amounts of civilizations, semi-/megabeasts and titans (so that I could modify it to what I wanted), and the pole set to North only.

I was also wondering, If I am able to get parameters that create the many biomes, and I change variables that don't effect the surface environment (eg monster/civilization amounts, cavern variables), will that affect the surface biomes that are generated?

I use the LNP set to stop aquifers, if that helps/changes anything.

8
DF Gameplay Questions / Moving Magma and Misc. Questions
« on: June 04, 2017, 09:53:26 pm »
So, I have magma in my caverns and I'm trying to move it to my main fort area. From reading the wiki, I have 3 options; pump stacks, magma pistons or minecarts.

  • Pump stacks seem relatively simple, but the wiki says that they will be a lag problem. Do they cause a lot of lag, or is it relatively manageable?
  • Magma pistons seem to be faster, but the wiki says that I need 100-200 z levels to drop and my map only has about 70 z levels (-40 to +25). Do I just need to dig deeper to find more z levels? Also, I'm not sure if I understand the concept. What exactly happens when I drop a piston? I thought that cave-in material disappears/falls apart, but I guess the material has to stay as a pillar? Also if I drop a 100 z level piston into 25 z level magma, will the 25 z levels of displaced magma appear at the top?
  • Minecarts appear to be the simplest method (although it is slow). How do I place minecarts so that they can be filled with magma? I couldn't find anything about building them as a building, so I guess I need to make a minecart track and put them on there? After that, how do I get my dwarves to haul them up and dump the magma in the appropriate hole?

Misc. Questions
  • If I want to kill something with caveins, does it matter how many z levels tall the ceiling is?
     Could it be a constructed floor?
  • If I continue to kill siegers, will they eventually stop trying to attack my fort?
  • Candy question
    Spoiler (click to show/hide)

9
DF Gameplay Questions / Re: 40d Civilizations
« on: April 30, 2010, 08:07:40 pm »
Ok, thats good, or maybe bad depending on the goblins. I thought i would only have kobolds to worry about  :P

10
DF Gameplay Questions / 40d Civilizations
« on: April 30, 2010, 07:57:57 pm »
So i created a new fort and i know there is a goblin civ. relativley near by, but it doesn't show up on my Civilazation page. I am very sure that it's there because my old fort had goblins attacks and it's only a few (2-3) spaces aways on the pre-embark screen on the closest-view screen. Do the Civilizations only show up after you interact with them? I'm pretty sure they don't.

11
DF Gameplay Questions / Controls not working
« on: April 18, 2010, 05:52:32 pm »
So, I started 40d to learn how to play again but I can't get get the +/- to work when preparing my dwarves before emarking. I'm not sure why. I'm using a laptop now, but it worked on another laptop i was using before. Please help me!

12
DF Gameplay Questions / Re: warm stone no lava
« on: April 17, 2010, 08:05:30 pm »
So, how am i supposed to get the task manager (the same as dawrf therapist?) into my game?

13
DF Gameplay Questions / Re: Best way to learn DF2010? Or not?
« on: April 17, 2010, 07:56:26 pm »
I'm also relearning how to play DF, but i've already downloaded and moddified the init the way i like it. Should i deleat this and download the 40d?

Also hello to (former?) fellow KoL player.

14
DF Gameplay Questions / Re: warm stone no lava
« on: April 17, 2010, 07:50:48 pm »
Ok, so i'm pretty noob when it comes to some stuff.

How do you crash the game? Doesn't that mess it up or somithing? I mean i'm guessing it doesn't because others do it regularily enough to suggest it to others.

Also, how does one go about getting and/or installing Dwarf Therapist into ones game?

15
DF Gameplay Questions / Re: FPS in 2010 version
« on: April 16, 2010, 04:19:34 pm »
Are youd doing anything to boost the FPS?

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