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Author Topic: Figuring out the world-gen parameters  (Read 39054 times)

Greiger

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Re: Figuring out the world-gen parameters
« Reply #15 on: July 14, 2008, 02:28:52 pm »

I've been messing around with it a bit and discovered that it is possible to create extreme worlds.  I made a map that was mostly desert, by setting almost all of the other biomes to no minimum(0) And generating a very dry world.

Unfortunately however it seems to freeze a bit into th civ generating.  Not sure if it has to do with my modding, my below average system, or the elves nagging the world gen for some forests.
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Killy

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Re: Figuring out the world-gen parameters
« Reply #16 on: July 14, 2008, 02:30:11 pm »

What about the caves?
I played around with the max cave size option, but all the beasts stood outside and there was no "inside".
Didn't they made it in this version?
Would be not a bad thing, I never liked them.

Did you know you can play a goblin adventurer if the goblins are the last existing race?
 
« Last Edit: July 14, 2008, 02:32:40 pm by Killy »
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Jingles

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Re: Figuring out the world-gen parameters
« Reply #17 on: July 14, 2008, 03:28:28 pm »

I set both the cave settings to 800 and let it run till the year 1000 (it took like an hour on a 257-129 sized map)  and all 1600 caves have ettins, minotaurs, dragons, titans, or giants.   The cave size is also set to 50 rather then whatever it starts out as.  So I'm not sure which of these paramaters affects it.  (note: that when I ran generation to 1000 in vanillia every megabeast died)

In addition to get volcanoes edit the min volcano number you'll have as many as you like.

Edit: It may also be affected by the fact that I set the civ pop cap to 5000, but I have a fealling this is less likely then the cave numbers and size.
« Last Edit: July 14, 2008, 03:31:31 pm by Jingles »
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Calenth

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Re: Figuring out the world-gen parameters
« Reply #18 on: July 14, 2008, 06:54:29 pm »

I set both the cave settings to 800 and let it run till the year 1000 (it took like an hour on a 257-129 sized map)  and all 1600 caves have ettins, minotaurs, dragons, titans, or giants.   The cave size is also set to 50 rather then whatever it starts out as.  So I'm not sure which of these paramaters affects it.  (note: that when I ran generation to 1000 in vanillia every megabeast died)

In addition to get volcanoes edit the min volcano number you'll have as many as you like.


Every time I set the number of caves that high I just get  a crash, usually because "The Enchanted Realms, region7: No controllable entity definitions available"
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Misterstone

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Re: Figuring out the world-gen parameters
« Reply #19 on: July 14, 2008, 08:04:01 pm »

I've been messing around with it a bit and discovered that it is possible to create extreme worlds.  I made a map that was mostly desert, by setting almost all of the other biomes to no minimum(0) And generating a very dry world.

Unfortunately however it seems to freeze a bit into th civ generating.  Not sure if it has to do with my modding, my below average system, or the elves nagging the world gen for some forests.

I came across the same problem with world gen.  I got the thing to whip up a nice hellish desert world, but when it started initializing civs it would reject and start over.  I guess it might involve a lack of forests.  What would be the best way to have a few oases of forests appear here and there, while keeping the map mostly desert?
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Jingles

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Re: Figuring out the world-gen parameters
« Reply #20 on: July 14, 2008, 08:12:39 pm »

There should be an option for forest region and square counts have you tired playing around with that?  it seems to work for savagery but I dont know about tghe rest of them.  That and rain fall might help.

Edit: Here's the params I did the caves with: (the map is set on medium but the DIMs are changed)

Created in DF v0.28.181.39a.

[WORLD_GEN]
   [TITLE:MEDIUM]
   [SEED:682539469]
   [HISTORY_SEED:1528933170]
   [NAME_SEED:2380567270]
   [DIM:257:129]
   [END_YEAR:1050]
   [BEAST_END_YEAR:1000:80]
   [END_YEAR:1050]
   [REVEAL_ALL_HISTORY:1]
   [CULL_HISTORICAL_FIGURES:1]
   [ELEVATION:1:400:800:401]
   [RAINFALL:0:100:400:200]
   [TEMPERATURE:15:85:400:200]
   [DRAINAGE:0:100:400:200]
   [VOLCANISM:0:100:400:200]
   [SAVAGERY:0:100:400:200]
   [ELEVATION_FREQUENCY:1:1:1:1:1:1]
   [RAIN_FREQUENCY:1:1:1:1:1:1]
   [DRAINAGE_FREQUENCY:1:1:1:1:1:1]
   [TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
   [SAVAGERY_FREQUENCY:1:3:3:3:3:3]
   [VOLCANISM_FREQUENCY:1:1:1:1:1:1]
   [GOOD_SQ_COUNTS:50:501:1003]
   [EVIL_SQ_COUNTS:100:750:1500]
   [PEAK_NUMBER_MIN:30]
   [OCEAN_EDGE_MIN:2]
   [VOLCANO_MIN:100]
   [REGION_COUNTS:SWAMP:518:3:3]
   [REGION_COUNTS:DESERT:518:2:2]
   [REGION_COUNTS:FOREST:2072:6:6]
   [REGION_COUNTS:MOUNTAINS:4144:4:4]
   [REGION_COUNTS:OCEAN:4144:3:3]
   [REGION_COUNTS:GLACIER:0:0:0]
   [REGION_COUNTS:TUNDRA:0:0:0]
   [REGION_COUNTS:GRASSLAND:4144:6:6]
   [REGION_COUNTS:HILLS:4144:6:6]
   [EROSION_CYCLE_COUNT:250]
   [RIVER_MINS:350:300]
   [PERIODICALLY_ERODE_EXTREMES:1]
   [OROGRAPHIC_PRECIPITATION:1]
   [SUBREGION_MAX:2750]
   [CAVE_MAX_SIZE:50]
   [MOUNTAIN_CAVE_MIN:800]
   [NON_MOUNTAIN_CAVE_MIN:800]
   [ALL_CAVES_VISIBLE:1]
   [TOTAL_CIV_NUMBER:20]
   [TOTAL_CIV_POPULATION:5000]
   [PLAYABLE_CIVILIZATION_REQUIRED:1]
   [ELEVATION_RANGES:4144:8288:4144]
   [RAIN_RANGES:4144:8288:4144]
   [DRAINAGE_RANGES:4144:8288:4144]
   [SAVAGERY_RANGES:4144:8288:6000]
   [VOLCANISM_RANGES:4144:8288:6000]
« Last Edit: July 14, 2008, 08:21:00 pm by Jingles »
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Nukeitall

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Re: Figuring out the world-gen parameters
« Reply #21 on: July 14, 2008, 10:15:26 pm »

My theory, if you will, is that this doesn't make the world specifically tailored to what you want. No, it merely eliminates worlds that are generated and do not meet the requirement - hence all the rejects.

More leeway apparently helps, but I dunno.
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Jingles

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Re: Figuring out the world-gen parameters
« Reply #22 on: July 14, 2008, 10:51:49 pm »

I think it does both actually, from the options screen alone it seems apparent that there are both positive and negative modifiers.  Though I could be wrong.  It would appear to me that the positive modifiers dont appear to work as well as the negative modifiers though... although that is mere conjecture.

umiman

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Re: Figuring out the world-gen parameters
« Reply #23 on: July 14, 2008, 11:56:25 pm »

Here's some things I found:

You can't gen a world when savagery is too high. Here's the error log:
Code: [Select]
Duplicate Object: shape DESERTHH
Duplicate Object: shape DESERTHH
Duplicate Object: shape DESERTHH

Also, creature raws affect their fights in some way, but not fully. My enders do appropriate burning damage and fireball attacks in the legend duels, but they can still die to things like bleeding to death when they can't bleed. Go figure.

Asehujiko

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Re: Figuring out the world-gen parameters
« Reply #24 on: July 15, 2008, 05:51:24 am »

No matter what i do i always get stuck on either temperature or spawning civs. I'm trying to make a tagia/tundra world with alot of z level variance.
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Asehujiko

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Re: Figuring out the world-gen parameters
« Reply #25 on: July 15, 2008, 09:43:17 am »

Figured out the first part but now sure on how to allow the sentient races to start in frozen areas.
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Code: [Select]
Tremble, mortal, and despair! Doom has come to this world!
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Gantolandon

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Re: Figuring out the world-gen parameters
« Reply #26 on: July 15, 2008, 10:24:02 am »

Quote
I came across the same problem with world gen.  I got the thing to whip up a nice hellish desert world, but when it started initializing civs it would reject and start over.  I guess it might involve a lack of forests.  What would be the best way to have a few oases of forests appear here and there, while keeping the map mostly desert?
1. Set all terrain minimum to null.
2. Set minimum temperature to 45.
3. Set maximum rainfall to 20.
4. Set desert minimums as you want it to be.
5. It may be neccesary to increase number of distinct regions.
6. Decrease quantity of starting civilizations (I set it to 40).
7. Increase weight of low moisture and low rainfall regions.

It should work. If not, try to modify the settings accordingly to reasons of rejections.
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Oneir

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Re: Figuring out the world-gen parameters
« Reply #27 on: July 15, 2008, 11:15:24 am »

Has anyone figured out a way to decrease/remove aquifers in the map? I'm fiddling around with stuff right now (just to see if I can find anything interesting, really) and that seems like something that would be nice to know... perhaps if anyone here knows the actual geographic processes that form aquifers?
EDIT: Also, just so people know, don't mess with drainage all on it's own. It seems to drop you into a rejection loop due to "Flat/rough areas not evenly distributed" (taken from rejection log) and seems to generate worlds with either abnormally large seas or mountain ranges, but that latter is something that goes by to fast for me to properly quantify.
« Last Edit: July 15, 2008, 11:19:05 am by Oneir »
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Areyar

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Re: Figuring out the world-gen parameters
« Reply #28 on: July 15, 2008, 11:51:41 am »

Going to try to generate a world of mesas. :D

I think it will need erosion very low ... or maybe very high.
Maybe no intermediate erosion.

height meshes for high very broad, no middle ground and lots of lowland but applied with a narrow mesh.

Don't really care about the climate. no volcanoes though, not in this setup.
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Calenth

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Re: Figuring out the world-gen parameters
« Reply #29 on: July 15, 2008, 01:21:46 pm »

Is there a way to make all your terrain types extremely mixed?

I find that sites bordering on multiple biomes generally make the best fortress sites; I'd also like to play a map that had both evil and good biomes. But finding all those different things within range of each other is difficult, in part because regions tend to be huge and undifferentiated -- i.e., massive mountain region, massive good region, etc.

Is there a way to make the map generate lots and lots and lots of tiny regions intermixed with each other, rather than large monolithic mountain zones, forest zones, evil zones, etc. ?
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