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Author Topic: custom world gen: more necromancer towers  (Read 12967 times)

steel jackal

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custom world gen: more necromancer towers
« on: November 01, 2016, 06:37:43 pm »

so ive been generating worlds trying to get the perfect embark, and im having an issue where i get 1, sometimes not even any, necro towers in a large world

how do i get more necro towers to spawn?

i gen the world to 300 years and i have set the secretes to max.
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pisskop

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Re: custom world gen: more necromancer towers
« Reply #1 on: November 01, 2016, 06:38:30 pm »

More secrets and death gods.


Towers seem to be a civ thing.  An entity from a civ wont build a tower if the civ is poor or always at war.
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wierd

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Re: custom world gen: more necromancer towers
« Reply #2 on: November 01, 2016, 07:06:43 pm »

I set secrets at 1000, and put as many civs as the world can safely handle.
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steel jackal

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Re: custom world gen: more necromancer towers
« Reply #3 on: November 01, 2016, 07:28:08 pm »

I set secrets at 1000, and put as many civs as the world can safely handle.

how many civs for a large world?
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i am a dwarf and im digging a hole, diggy diggy hole

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gchristopher

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Re: custom world gen: more necromancer towers
« Reply #4 on: November 01, 2016, 07:39:51 pm »

DFHack is good for moving all the necro towers near your desired embark site, too.
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steel jackal

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Re: custom world gen: more necromancer towers
« Reply #5 on: November 01, 2016, 07:42:52 pm »

DFHack is good for moving all the necro towers near your desired embark site, too.

it can do that? how?
i know that it can spawn a siege on command, but ive never heard that it can spawn a tower
« Last Edit: November 01, 2016, 07:45:57 pm by steel jackal »
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wierd

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Re: custom world gen: more necromancer towers
« Reply #6 on: November 01, 2016, 08:57:28 pm »

Depends on your other settings. There needs to be enough starting places for the civs, in order for worldgen to place them.

For large worlds, I usually do 120 to 160 civs.  This ensures lots of starting places for gobbos, elves, and humans. Dwarves will always send caravans as long as there is at least one site, and there is a land path to your site.  Typically, humans are the most enamored of immortality, so lots of humans starting with lots of secrets tends to make towers early. Often within 200yrs if pushing go, with high settings.
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gchristopher

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Re: custom world gen: more necromancer towers
« Reply #7 on: November 02, 2016, 01:44:14 am »

DFHack is good for moving all the necro towers near your desired embark site, too.

it can do that? how?
i know that it can spawn a siege on command, but ive never heard that it can spawn a tower
I've never tried to create them, but you can move existing sites around without harming fortress mode. I bet it'd be bad news for adventure mode, though.

Tweaking various stuff about the world is something best done after generating the world, just prior to embarking, while viewing the world looking for an embark location.

Once you find the site ID of a tower, you can move it to a specified X/Y on the map using lua. Here's a function I used.

Code: [Select]
function move_tower(id, x, y)
  curr_x = df.global.world.world_data.sites[id].pos.x
  curr_y = df.global.world.world_data.sites[id].pos.y
 
  df.global.world.world_data.sites[id].global_min_x = df.global.world.world_data.sites[id].global_min_x + (x - curr_x) * 16
  df.global.world.world_data.sites[id].global_min_y = df.global.world.world_data.sites[id].global_min_y + (y - curr_y) * 16
  df.global.world.world_data.sites[id].global_max_x = df.global.world.world_data.sites[id].global_max_x + (x - curr_x) * 16
  df.global.world.world_data.sites[id].global_max_y = df.global.world.world_data.sites[id].global_max_y + (x - curr_y) * 16

  df.global.world.world_data.sites[id].pos.x = x
  df.global.world.world_data.sites[id].pos.y = y
end

Ummmm, how did I find the site ID for towers? Umm, I don't remember 100% (and I'm procrastinating a long writeup on topics like this, but my excuse of no dfhack for 43.05 is rapidly vanishing.)

I think one way is to look up the names of the towers by exporting all the sites and pops, (which is also a nice quick way to check how many towers are in a world without scrolling around.) Once you have the names of each tower, you can search for their site ID with something like: (for a tower named "Cobalthailed")

Code: [Select]
for ii = 0,#df.global.world.world_data.sites -1 do
  if(dfhack.TranslateName(df.global.world.world_data.sites[ii].name, true) == "Cobalthailed") then
    print(ii)
  end
end

There's probably smarter ways.

So, some comfort with lua is required, but once you're there, proximity towers are one thing you can scratch off your "to find" list when looking for an embark. Moved towers should appear in their new position in the site finder, show up as neighbors, and send invaders to fortresses in range of their new position.
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Evans

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Re: custom world gen: more necromancer towers
« Reply #8 on: November 02, 2016, 10:01:38 am »

Just generated a world where on embark I have 7 neighbor towers.
Spoiler (click to show/hide)

I will definitely keep this save to play as an adventurer.
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

steel jackal

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Re: custom world gen: more necromancer towers
« Reply #9 on: November 02, 2016, 10:27:18 am »

Just generated a world where on embark I have 7 neighbor towers.
Spoiler (click to show/hide)

I will definitely keep this save to play as an adventurer.
thats masterwork though isnt it?
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i am a dwarf and im digging a hole, diggy diggy hole

my art: http://www.furaffinity.net/gallery/tylerrobotnik/

Melting Sky

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Re: custom world gen: more necromancer towers
« Reply #10 on: November 03, 2016, 06:44:08 pm »

If you turn up savagery too much it can be difficult for towers to form.
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steel jackal

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Re: custom world gen: more necromancer towers
« Reply #11 on: November 03, 2016, 06:46:52 pm »

ive gotten my gen settings to produce a good 10 towers every world, i just needed to change the number of civilizations
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i am a dwarf and im digging a hole, diggy diggy hole

my art: http://www.furaffinity.net/gallery/tylerrobotnik/

Evans

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Re: custom world gen: more necromancer towers
« Reply #12 on: November 04, 2016, 04:53:54 am »

Yes, that is masterwork.
I have the save somewhere, you can get seeds from it if you like.
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getlost.lua # How to get rid of tavern guests
function getlost ()
   local unit = dfhack.gui.getSelectedUnit (true)
   unit.flags1.forest = true
end
getlost ()

Thisfox

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Re: custom world gen: more necromancer towers
« Reply #13 on: November 08, 2016, 04:40:07 pm »

....and here I am rejecting world after world because they have too many sodding towers... (Playing vanilla)
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wierd

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Re: custom world gen: more necromancer towers
« Reply #14 on: November 08, 2016, 04:49:03 pm »

If you want fewer towers:

Reduce secrets types
Increase forest and mountain starting tile count
Reduce # civs

That will reduce tower potential on nearly every level.
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