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Author Topic: DF2012 (v34.01+) Worldgen Cookbook Thread!  (Read 285226 times)

nekoexmachina

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #810 on: November 16, 2013, 04:04:16 am »

Is it possible to predict/gen history that I want?
I want to have wars with Elves & Goblins (not ---, but wars) from the very beginning. Is that possible?

Also I have one world that has war at yr 402, but lacks vampires.
My second worldgen with everything same (incl. hist. seed) but much, much more vampires gave me no war :(
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Whenever i read the "doesn't care about anything anymore" line, i instantly imagine a dwarf, sitting alone on a swing set. Just slowly rocking back and forth, somberly staring at the ground, and stopping every once in a while to sigh.
It's mildly depressing.

Bihlbo

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #811 on: November 16, 2013, 05:57:57 am »

Unless I'm mistaken, the only way to influence who goes to war is through ethics. And the reason goblins survive in the world is because no one really hates them. The way ethics work, not a lot of hate is produced if your race forbids something and another permits it. Restrictions make a permissive race very angry, however. Goblins permit almost everything, so they hate everyone else a lot more than everyone hates goblins. For instance, when calculating the weights, dwarves like dwarven ethics at a value of 39, and hate goblin ethics at a value of -36. Goblins like goblin ethics at a value of 23 and hate dwarven ethics at a value of -176.

If you want elves to get along with humans and dwarves better, but be much more hated by goblins you can set elven ethics for EAT_SAPIENT_KILL to 15.
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #812 on: November 16, 2013, 08:36:00 am »

Hey there im new on the forums, nice to meet yall. Now to the point...

I had that vision for a fort but i cant seem to find the embark i need for it. Heres roughly how im seeing things: a fort made entirely out of glass and id like some war leopards guarding it and other beasts (my first idea was giants scorpions but it looks like you cant train those). So here a list of what im looking for:
Embark size: 4x4
Biome: Desert
Volcano: Yes
Clay: Dont care/Doesnt matter
Aquifer:Dont care/Doesnt matter
Evil?: No
River/brook:Dont care/Doesnt matter
Trees:Dont care/Doesnt matter
Oher vegetation:Dont care/Doesnt matter
Savagery: High as hell
Temperature: Hot (i can live with scorching but id rather not if possible)
Minerals: I only need iron.
Flux Stone: Yes
Gems: Anything will do just dont leave me gemless.

I think thats covers about everything. Its probly not even that hard to gen but im a scrub when it comes to the advanced world gen, i always get like 10k rejects, i might be doing something very wrong lol. Thx in advance.
Pretty sure this one matches, NSlasher.
also:    11442 giant leopards and 7628 leopards, and flat/surface volcano at the embark level.

Spoiler (click to show/hide)

NSlasher

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #813 on: November 16, 2013, 10:57:10 am »

Yup, looks perfect!
Thx vjek. Now i just need to survive all thoses leopards on embark and ill be set.
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xcorps

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #814 on: December 02, 2013, 02:33:49 pm »

Hi Vjek, in response to our PM exchange:
 (And thanks for the link to this thread)

size                              4x4 not really sure if 5x5 is safe for framerate yet.
evilness/goodness          Low evil, moderately high goodness
temperature                  mostly temperate, cold ok
savagery                       Low-medium
steel friendly?                Doesn't matter
iron required?                Iron. And Sand. Fire clay would be a bonus.
surface volcano              Yes
candy?                          don't care
flat embark?                  Steep cliffs preferred, but a flat embark wouldn't be the end of the world
Civs/Creatures               Dwarf, Goblin, Kobold, Human, Elven..Unicorns, Giant Eagles eventually
world size                      129x129
river/aquifer                  River (not brook), preferably more than one. Aquifer ok, partial aquifer ideal.

Very small number of titans and megabeasts
Very limited Haunted/Towers
Very limited Desert
1 curse each of vamp/were
10-15 z levels between surface and level 1
Big open caverns with big open passages


Much appreciated!
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #815 on: December 02, 2013, 06:52:08 pm »

Hi Vjek, in response to our PM exchange:
 (And thanks for the link to this thread)

size                              4x4 not really sure if 5x5 is safe for framerate yet.
evilness/goodness          Low evil, moderately high goodness
temperature                  mostly temperate, cold ok
savagery                       Low-medium
steel friendly?                Doesn't matter
iron required?                Iron. And Sand. Fire clay would be a bonus.
surface volcano              Yes
candy?                          don't care
flat embark?                  Steep cliffs preferred, but a flat embark wouldn't be the end of the world
Civs/Creatures               Dwarf, Goblin, Kobold, Human, Elven..Unicorns, Giant Eagles eventually
world size                      129x129
river/aquifer                  River (not brook), preferably more than one. Aquifer ok, partial aquifer ideal.

Very small number of titans and megabeasts
Very limited Haunted/Towers
Very limited Desert
1 curse each of vamp/were
10-15 z levels between surface and level 1
Big open caverns with big open passages


Much appreciated!

Think I hit all the buttons on this one: (except fire clay)
Spoiler (click to show/hide)
You may be able to find a better embark, I found 6 really good ones that almost matched.  And of course, I've only got a 2x2 shown, but you could make it as large as you wish.

xcorps

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #816 on: December 02, 2013, 07:42:03 pm »

Wow, thanks so very much!

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jocke the beast

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #817 on: December 04, 2013, 12:44:48 pm »

Hi, looking for something similar as the embark below but I also need a necro tower...



Even MOAR Goblins, Candy, and Ore.  :o

This vanilla 34.11 , 3x3 embark features:
Civilized World Population

   346 Dwarves
   872 Humans
   872 Elves
   30386 Goblins

   Total: 32476

28k Tetrahedrite (copper/silver)
22k Gold
18k Galena (lead/silver)
9k Candy (three spires)
8k Hematite (iron)
80k Marble (flux)
6k Cassiterite (tin)
5k Silver
4k Copper
4k Sphalerite (zinc)
4k Garnierite (nickel)
3k Malachite (copper)

NO SAND (sorry!)

8/9 regions in the embark are Mountainous Untamed Wilds.  1/9 regions in the embark is Tropical Moist Broadleaf Forest Wilderness.  3 Caverns underground.

A surface level Volcano (at embark level), a brook, and Dwarves, Elves, Humans and Goblins as Neighbors.

Spoiler: prospect (click to show/hide)

Spoiler: worldgen (click to show/hide)

This world was generated in an effort to disprove the theory that lowering the Mineral Scarcity makes flux impossible to find on Volcano embarks.  This world has a Mineral Scarcity of 100 (one hundred), and both iron and flux for steel on this volcano embark.   :D

I feel like a vacation salesman.  Enjoy your stay at "The Grand Forest" today! heheh.
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #818 on: December 04, 2013, 02:41:04 pm »

Hi, looking for something similar as the embark below but I also need a necro tower...
Use that same seed & worldgen, but change things thusly and see how it goes:

Population Cap After Civ Creation: 50
Site Cap After Civ Creation: 50
Number of Civs: 16 (might need to go higher, it depends, but start there)
Cull Unimportant Historical Figures: No
Reveal All Historical Events: Yes
Number of Secret Types: 100

That might work.  If you can't get good results with those, I'll take another look.

jocke the beast

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #819 on: December 04, 2013, 03:28:58 pm »

Thanks alot. I'll try it out.
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #820 on: December 09, 2013, 02:41:10 pm »

Created a vanilla 34.11 world and found an embark folks might enjoy.

World is (almost) entirely badlands, 17x17, and at war with 8k+ goblins.  The original dwarven civ has been wiped out, but Armok will see to it you get all the dwarves you need! :)

There are no trees, rivers, lakes, or other surface water.
There is no cavern water in this particular embark, and underground water is very scarce, in general.
The embark features:
  • A tiny aquifer (168 tiles) of only 1 z-level, and is clearly marked by an intruding biome on the surface.  Trivial to use, bypass, or weaponize.
  • no surface vegetation of any kind.
  • sand
  • flux (three types!)
  • iron bearing ore (also three types!)
  • coal & lignite
  • gypsum
  • A shallow world (23 Z from embark to magma)
The world generates without rejections, so it should be identical, cross-platform.
Enjoy!
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ImagoDeo

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #821 on: December 10, 2013, 02:25:14 pm »

I lack the time and patience at the moment to figure out a good generation set myself, so I'll just ask -

I'd like:
a Terrifying Tropical Moist/Dry Broadleaf 3x3 embark with shallow metals, deep metal/s, flux stone, and preferably but not necessarily no aquifer. Don't need a stream on the surface. Don't care about necro towers. Don't care whether it straddles multiple biomes.

Thanks in advance to whoever decides to find this for me. :)
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vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #822 on: December 10, 2013, 06:15:13 pm »

I lack the time and patience at the moment to figure out a good generation set myself, so I'll just ask -

I'd like:
a Terrifying Tropical Moist/Dry Broadleaf 3x3 embark with shallow metals, deep metal/s, flux stone, and preferably but not necessarily no aquifer. Don't need a stream on the surface. Don't care about necro towers. Don't care whether it straddles multiple biomes.

Thanks in advance to whoever decides to find this for me. :)
Regarding the Terrifying part, do you want just the evil biome and high savagery, or what about evil rain, evil clouds, re-animation, undead by default, etc?  Just how terrifying do you want your Terrifying?  :o

ImagoDeo

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #823 on: December 11, 2013, 03:44:23 am »

Regarding the Terrifying part, do you want just the evil biome and high savagery, or what about evil rain, evil clouds, re-animation, undead by default, etc?  Just how terrifying do you want your Terrifying?  :o

The evilness of the locale makes no difference to me, actually, so long as it won't instakill my dwarves and provided the biome spawns living creatures. To that end, perhaps terrifying is not a good option. How about untamed wilderness instead?
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What would it be like to live in a world that was copy/pasted? Would we even notice? If not, how many times have we switched celestial harddrives or whatever?

vjek

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Re: DF2012 (v34.01+) Worldgen Cookbook Thread!
« Reply #824 on: December 11, 2013, 11:16:01 am »

The evilness of the locale makes no difference to me, actually, so long as it won't instakill my dwarves and provided the biome spawns living creatures. To that end, perhaps terrifying is not a good option. How about untamed wilderness instead?
Awww...  :D  I had a really good embark with Heinous Gloom zombie-clouds , re-animating biome, and always undead wildlife (Tapir corpses!).  Such a shame..

Ok, I'll have an updated embark this morning and will post it shortly.
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