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Messages - Bjiip

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16
DF Dwarf Mode Discussion / Re: River Generation
« on: May 10, 2013, 10:38:26 pm »
I would be happy to share the worldgen (or the latest version, which is somewhat modified), but when I tried to post it in a spoiler it says that it surpassed the 40k character limit.  What's the best way for me to post it?
http://pastebin.com/

Okay.  Here's the pastebin link.

It's just my whole world_gen.txt file.  If you want to only add my new world gen, it's "Masterworld" at the top.  (It takes about half the file).  The rest of it is just the standard Lazy Newb Pack worldgen file.

The world is slightly different than the one in the original post:

17
DF Dwarf Mode Discussion / Re: River Generation
« on: May 09, 2013, 10:01:01 pm »
You did that by hand? Impressive.

Could you post the worldgen file for it?

Well, not by hand, no.  I wrote scripts to do it for me.  You could say I did it from scratch, I suppose.

I would be happy to share the worldgen (or the latest version, which is somewhat modified), but when I tried to post it in a spoiler it says that it surpassed the 40k character limit.  What's the best way for me to post it?

(It's custom-painting every characteristic of a 129x129 map, so there's a lot of text.)

18
DF Dwarf Mode Discussion / Re: River Generation
« on: May 07, 2013, 12:37:00 am »

what am I even looking at here?  It looks like a world-gen map with a custom shape landmass?  I didn't know you could even do that.

Yeah, it's a custom worldgen.  It's...

I beleive that is world smith. 8)

Never used advanced world gen without going , toooo many numbers hbgffgbi.

I'm not sure what world smith is.  Anyway, it's...

Its perfect world.

No, not that either.  Actually, it's the resurrection of an old project of mine.  I first posted it a couple of years ago, here.  I lay out the world with a text file, then turn that into elevations and so forth with a python parser.  In this case, I'm also using a python script I wrote to do the geometry of the masterwork symbol.

But it's not giving me enough rivers!

I just crank up rainfall as high as it'll go and set start and end rivers to 800. It gives me a ton of waterways to work with.

In the picture above, RIVERS_MIN was set to 800, I think.  However, I did disable periodic erosion, because it'll mess up my patterns of biomes that I use to generate very unusual embark sites.  Without it, you wouldn't have the opportunity for a single embark to have mountain, forest, plains, desert, and glacier, and I enjoy embarks like that.

I don't think it's a factor, but I use a rainfall of 100 for the forests.  But I still see very little in the way of rivers.

I think in previous versions of Dwarf Fortress I just set the RIVERS_MIN parameter high and it worked straightaway.  It just seems like maybe that's changed, and now there's more to it.  I'd like to have an embark with a minor river, at least; but they're few and far between.

19
DF Dwarf Mode Discussion / River Generation
« on: May 05, 2013, 11:52:46 pm »
What makes rivers generate?

I've set RIVERS_MIN to high numbers.  I've put scattered mountains around so that there are spots where rivers can start.  And yet, there just don't seem to be many rivers.  I'll occasionally get one minor river; but I want bigger rivers, and more of them.

Here's my intermediate result, for reference:



(Edit: This is the world generation image dump, using the Phoebus tileset, I believe.  Whichever tileset comes default on Lazy Newb Pack.)

Why do I get fewer rivers than the setting for RIVERS_MIN?  How can I get more rivers?  And how can I get more non-minor and major rivers?

20
Curses / Re: LCS 4.01.4 Download - It's The Latest Release
« on: September 04, 2010, 04:28:45 pm »
To all who've worked on the game: I'm really enjoying it!  Thanks for your work.  I've got some suggestions/requests for changes to the game, in order of most to least important:

I've got a reproducible bug: if I release the last member of a squad, and then start tabbing through squads, my game crashes.

And a more elusive bug: I rarely seem to be able to send out more than one squad a day.  After the first one exits its location, the game usually crashes.

And a design recommendation: I'd modify the policy on profit from pawning clothes somewhat.  Right now, the pawn shop price is capped at 50 above the production price.  I think this has a few bad effects:
-It removes the choice of which clothes to make for money: there's no risk/reward tradeoff, so there's no reason to produce past Cheap Suits.
-It removes most incentive to try to get your tailors past a certain level- which usually means there's no reason to juice them past 50, which means you never have any reason to otherwise develop them by taking them on riskier, juicier missions.
-It removes a sense of progress when you get high-level tailors.
For these reasons, I'd suggest a compromise: for clothing with a cost of more than 50, have the profit per unit scale with the square root of the cost.  So an item twice as expensive to make would make sqrt(2) as much profit (about $70 for a $100 item), an item four times as expensive would make double the profit ($100 for a $200) item, etc.  Of course, in actual practice, that'd mean a sale price of $115 for $60 items, or $425 for $300 items.  That rewards risk with slightly higher reward, without being too powerful.

Finally, I have two interface requests: When prompted for a nickname for a recruited, dated, or captured person, could you have it display their name, age, and some statistics?  As it is now, I usually defer naming them until I can get into the r-screen.  And when you're in the r-screen (R-1-A), could you have an option to strip them?  That way I don't have to put them into a squad if I want their clothes for someone else.

Thanks again!

21
DF Bug Reports / Re: [40d] World changing unexpectedly
« on: September 06, 2009, 09:39:22 pm »
Yeah, the second picture shows the same world, already generated, being played on two different copies of Dwarf Fortress (with only the creature mods, mentioned above, different between the two).

That's the weirdest part.  Even after the world has been generated, you see two different versions of the terrain.

22
DF Bug Reports / Re: World changing unexpectedly
« on: September 03, 2009, 02:39:47 am »
Caught in the act: two versions of Dwarf Fortress, looking at the same region.

23
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: September 03, 2009, 02:28:04 am »
I've posted my problem as a bug in the bug reports section.  Hopefully they can help me sort it out.

24
DF Bug Reports / [40d] World changing unexpectedly
« on: September 03, 2009, 02:26:03 am »
I've noticed two problems on a near-vanilla copy of DF.

Download link:(my entire folder)
Known modifications: I've changed megabeast size to 200 and GCS frequency to 100.

Symptoms:

1)I've found worlds I liked, exported their seeds during worldgen, and had the game create a different world when using them.  Always the same different world every time- I've re-exported the seeds and everything, and it's always the same world.  Always wrong.  Note that this is a fully-painted world.

2)I've embarked on a site in a particular region, abandoned, and come back to the region block, only to find it's been regenerated.  In the screenshots below, I embarked on a(n awesome) site with a magma pipe, but looking at the same region, it now shows another magma pipe outside.  Interestingly, if I load the original world (before embarcation) into another copy of Dwarf Fortress, this region block will look like the post-embark version on the initial Dwarf Fortress copy.

The first image shows the magma pipe circled in yellow on Visualfortress.

The second shows that same site abandoned- and a new magma pipe.


The world is regionX.  But when you load it up you'll see that it matches the second picture, and not the first.

25
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: September 02, 2009, 01:35:58 am »
You should be able to download the zip, and put the "Masterworld" folder into your data/save directory.  It should then show up alongside region1, region2, etc.

Also: I've found a site that I like.  I think other people will like it too.  But a problem is standing in my way: (link to another thread)

26
DF Modding / Random Seed Inconsistency
« on: September 02, 2009, 01:31:51 am »
I'm in the process of generating lots of new worlds to find one site I like.

I found one.  I abandoned, exported the gen info in legends.  Copied it to the end of my world_gen.txt.  Genned and started it up...

And it's a DIFFERENT world.  The same different world every time, but it's undeniably wrong.

It's the same copy of the game.  What could be wrong?  I've modded some creature raws- megabeasts with increase size and GCS with upped frequency.

EDIT: Not only that, but when I go to reclaim, the region now has a new HFS, magma pipe, etc., even though those were originally part of the embark site.

So when I regen, it changes the whole world- most importantly, a different set of biomes are evil.  When I abandon, it changes the region.  But if I reclaim, the magma pipe and things are still there.

27
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: August 30, 2009, 11:48:03 am »
You realize you'll never get past step 3 due to a bug that causes lots of creatures, goblins notably, already present at a site to be friendly until their civilization sends a siege or ambush your way, right?

...No.  I didn't know that.  Guess I'll check in legends for dwarves and goblins to be enemies, instead.

28
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: August 30, 2009, 03:49:18 am »
I've tweaked the world again a bit, getting a better site density in the center area (just gives you more chances at a good fortress spot).

But the thing that I'm really working on, to make this special, is to have goblins with both trolls and beak dogs.

My process goes like this:
1. Start a world with the correct init profile.
2. Check that both the swamp and mountains in the goblin spokes are evil, and that the goblins have in fact settled there (goblins seem to like the dwarven lands too).  Check that no other subregions are evil, and that elves and humans are present.  If failed, restart.
3. Load up world and go to the goblin tower's region.  If you can see the bottomless pit and chasm clearly don't intersect the goblin area, restart.
4. Embark on the goblin tower.  Check to see if the chasm or bottomless pit is present, and that the goblins are hostile.  If either condition fails, restart.
5. Abandon and use the site finder to find an interesting site- underground river, sand, ice, forest, gabbro, magma pipe, HFS.  If not found, restart.
6. Embark on site and use reveal to check for bauxite and magnetite.  (Optional: use a utility to check for giant cave spiders.)  If not found, restart. 

The closest I've gotten is step 3.  And that was a lot of work!  (And I probably won't use the site myself, because I want to use some modded materials in my next fortress- guess I'll do it twice!)

Now: can anybody confirm this from experience- that the tower itself must include an evil swamp block (for beak dogs), and that the tower itself must include a chasm or bottomless pit block (for trolls)?

29
DF Dwarf Mode Discussion / Re: This is a ☼World☼
« on: August 30, 2009, 02:41:33 am »
EDIT: Problem solved- it was just a matter of region size.  I needed to pump up the "medium" numbers at worldgen.
Spoiler: The problem (click to show/hide)

30
DF Dwarf Mode Discussion / Re: Maps tending toward one dominant ore/gem
« on: August 30, 2009, 01:58:32 am »
More anecdotal stuff:

I recall reading somewhere that on generation the game picks 36 stone/gem types and then populates the rest of the world with them.  Microcline and certain gems that appear in all layers are heavily over-represented because they always have a changed to be picked, leaving things like rock crystal out in the cold.

For this reason, I'm thinking of doing some condensing for my next fortress- maybe removing a few unremarkable rocks, condensing gems down to 1 type of opal and 1 type of tourmaline, etc.

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