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Messages - ral

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301
The evil/good thing seems to behave in a strange unintuitive manner.

I think that what you probably want to do if you want, say. 1/5th of the ocean to be evil is go crank up the "minimum final region count" for oceans to at least 5, the minimum ocean square count to however much ocean you want, then set "evil for large regions" to the approximate size of the evil region you want. I *think* that the thing will pick the ocean region that's closest to the size of whatever you set for large region evil squares.

So, I think that if you have large ocean regions with 1500, 2500, and 3500 squares each, and no other large regions other than oceans, and you set evil squares for large regions to 2100, I think it will pick the 2500 region to make evil.

Of course you have to make sure you have enough elevations in the range 0-99 that are separate from each other so you'd probably also need to crank up elevation variance and maybe adjust the mesh to be a large size and increase the weighted range for 0-20.

Of course the parameters don't let you specifically say "only make oceans evil" so you're probably still left to chance and may have to manually reject a few worlds before you get what you want.

As you can see this crap is complicated and that's why I was getting kind of sick of not having good docs to refer to. Heck, I wrote most of the docs at this point and I still need it as a reference.

If you come up with something good, please post it to the Worldgen Examples page talking about how you had to adjust the parameters to get this to work. Sometimes the only way for people to figure out complicated stuff like this is to look at what other people came up with.


Anyway, things are improving but we could still use people to look over the docs and try to identify anything that's incorrect. (For example, I had the mesh size thing wrong and recently fixed it.) So anyone who has time please read over the docs. You'll probably end up learning something anyway....

302
I looked at the good/evil thing and I think I see how it's working now. Basically if you have even one "desired" evil square in large regions, you'll end up with at least one entire large region being evil. I think this is what Misterstone was trying to say.... Anyway, docs updated.

wuphonsreach: I'm pretty sure you have to load the world up in legends mode and do the export/map info option, but you can still do that with worlds from the basic generation thing. I just don't want to have to do this 25 times to retrieve all of the configuration values.

Also fixed up this page:
http://df.magmawiki.com/index.php/DF2010:Worldgen_examples

303
DF Dwarf Mode Discussion / Re: Wind
« on: April 02, 2011, 03:08:57 pm »
Does anyone know if there's some way to intentionally generate areas with wind on the map or is it just random per region or random per embark zone?

If you're on a biome boundry, can one biome have wind and the other not?

304
I messed with the good/evil square counts and it looks like rejections won't occur if the required number of squares can't be placed, so the numbers aren't minimums, they just "try to place this many but never mind if you cant".

Messing with small/medium/large it's still not clear to me exactly what defines these sizes but I guess it doesn't matter too much.

I think I'll include a table showing the squares of the standard map sizes to advise people on how to avoid exceeding the number of squares on the map with the minimum biome requirements.

305
That has the defaults for advanced world generation, not the ones for the "Create World Now!" thing.

306
Thanks!

I just wrote a long reply, but it was eaten due to some sort of http server error.

How would I figure out what the various options in the "Generate New World!" screen mean in specific parameter terms? I didn't get what you meant with the savagery tokens.

re rainfall
Right now I'm mostly interested in how rainfall impacts soil, aquifers, and tree growth as well as anything else that affects those.

Cool, I just found the string dump on the wiki. This ought to help with some stuff, but I can't find any basic world gen defaults. Are they in the raws somewhere?

307
Ok, awesome. Thanks for the info everyone.

I seem to not be too busy today so I've updated the wiki with this additional info and corrected a few things.

Keep things coming and don't hesitate to update the wiki yourself if you want, though I don't mind doing it if you just want to post here.

In particular, I've noticed that some of these parameters behave differently if you've done any modding, but I haven't done any modding myself so I don't know what all of these are. If you happen to see anything that's incomplete due to lack of modding info, please update or let me know.

I'm going to go back and edit the original post to delete questions that I'm pretty sure have been answered conclusively at this point.

308
DF Dwarf Mode Discussion / Re: My First Fell Mood!
« on: April 01, 2011, 11:21:24 am »
I'm wondering... did this happen in an evil biome? I have this suspicion that certain evil things might happen more often in evil biomes. Certainly the ghosts seem to be a bit more murderous, in my experience.

309
Ok, stuff about temperature added. If anyone does any !!science!! to better quantify this stuff please post.

If you fiddle with worldgen parameters to get huge elevation differences, there seems to normally be a cap of about 100 z-levels between the highest and lowest section of ground on any given embark site (in my experience), resulting in a plateau if your mountain would otherwise be even higher. Peaks seem to ignore this cap; the game seems to want to force the mountain to be pointy.

Ok, so.... Given that the maximum Z-height (according to what was already on the wiki before I started) for a whole region is determined by the highest point in the region and not the embark zone, simply embarking in a small zone in a region with a mountain peak should result in a lot more z-levels above ground?

Can anyone verify? Is there any reason to embark near a peak rather than just up the LEVELS_ABOVE_GROUND?

310
DF Adventure Mode Discussion / Re: Night monsters
« on: April 01, 2011, 01:08:56 am »
Can anyone confirm that setting the number of night creature types to 0 in world gen will eliminate bogeymen?

311
Awesome! I added your screenshots.
http://df.magmawiki.com/index.php/DF2010:Advanced_world_generation#Cavern_Parameters

I wouldn't be sure that you were wrong about anything because, at this stage, a lot of information is still unverified and I wouldn't consider the article to be 100% accurate.

Keep the info coming folks....

312
Ok, massive updates including an image to illustrate mesh size and a graph to show mineral scarcity results:
http://df.magmawiki.com/index.php/DF2010:Advanced_world_generation

Also, this page was merged into the above page and replaced with an index of tokens into the page above:
http://df.magmawiki.com/index.php/DF2010:World_token

World rejection troubleshooting was moved to here:
http://df.magmawiki.com/index.php/DF2010:World_rejection

These could use some spelling/grammar checks and checks for bogus redlinks and such so please volunteer if you have any interest in adv wold generation. Also please verify anything marked and add any additional detail you can think of.

313
DF Dwarf Mode Discussion / Re: Mineral Occurrence Setting
« on: March 31, 2011, 06:57:10 pm »
Thanks! This is what I have put on the wiki.

http://df.magmawiki.com/index.php/DF2010:Advanced_world_generation#Mineral_Scarcity

BTW, let me know if this statement is still valid:

"The default value will result in a maximum of 2-4 metal ores per map (assuming you choose a good embark location) which may be limiting until the economy is fully implemented and desired metals can be traded for."

314
DF Dwarf Mode Discussion / Re: Very Specific Embark
« on: March 31, 2011, 04:56:15 pm »
ninja: Could I get the parameter set that you're currently using for this? I want to mess with it in order to learn more about the effects of various settings as I'm currently trying to improve the docs on advanced world generation. (I'm a bit frustrated with the lack of info on exactly how this works and having to constantly do all this trial and error to get specific conditions like these.)

Let me know if anything that I've compiled so far helps at all:
http://df.magmawiki.com/index.php/Advanced_world_generation
(This was extensively updated just last night.)

315
Ok, I have attempted to document all parameters to the best of my knowledge:

http://df.magmawiki.com/index.php/DF2010:Advanced_world_generation

I will update with information based on answers to questions as they come in. If you see anything marked "Verify" please let me know if you can verify the claim one way or the other.

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