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Author Topic: Figuring out the world-gen parameters  (Read 39079 times)

Areyar

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Re: Figuring out the world-gen parameters
« Reply #30 on: July 15, 2008, 01:49:48 pm »

I think setting the 'mesh'-type settings to 2x2
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Asehujiko

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Re: Figuring out the world-gen parameters
« Reply #31 on: July 15, 2008, 02:00:57 pm »

Also, does anybody have any idea where that map editor utility went?
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revlob

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Re: Figuring out the world-gen parameters
« Reply #32 on: July 15, 2008, 02:02:19 pm »

Also, does anybody have any idea where that map editor utility went?
Yes, Toady mentioned something about painting with the mouse, but I haven't seen anything in the world design menu like that yet.
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Nazush Ebsas

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Re: Figuring out the world-gen parameters
« Reply #33 on: July 15, 2008, 02:03:52 pm »

press p when in the advanced parameters window.
windowed mode can use mouse as normal, fullscreen hold shift to enable cursor.

note that the default is for all brushes to be on, which you likely won't want.
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revlob

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Re: Figuring out the world-gen parameters
« Reply #34 on: July 15, 2008, 02:07:35 pm »

press p when in the advanced parameters window.
windowed mode can use mouse as normal, fullscreen hold shift to enable cursor.

note that the default is for all brushes to be on, which you likely won't want.

Ah, thanks.
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Misterstone

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Re: Figuring out the world-gen parameters
« Reply #35 on: July 15, 2008, 02:18:08 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.

I realize that I should probably be able to figure this out, but I haven't been able to... how do you produce/where do you find the world gen error log?  Thanks for your help...
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Asehujiko

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Re: Figuring out the world-gen parameters
« Reply #36 on: July 15, 2008, 02:21:20 pm »

Next dumb question because i've been awake 72 hours: How do i move the screen when in painting mode?
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revlob

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Re: Figuring out the world-gen parameters
« Reply #37 on: July 15, 2008, 02:38:26 pm »

Next dumb question because i've been awake 72 hours: How do i move the screen when in painting mode?

Right-click drag.
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revlob

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Re: Figuring out the world-gen parameters
« Reply #38 on: July 15, 2008, 02:39:14 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.

I realize that I should probably be able to figure this out, but I haven't been able to... how do you produce/where do you find the world gen error log?  Thanks for your help...

set [LOG_MAP_REJECTS:YES] in init.txt and restart. It should create a new logfile in the game's root folder.
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revlob

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Re: Figuring out the world-gen parameters
« Reply #39 on: July 15, 2008, 02:47:42 pm »

Right, after several failed attempts, infinite rejections, and numerous gazes at the worldgen log, I've finally managed to paint my first world! Here's my rather slapdash attempt at recreating Middle Earth's coast:



Most of the control over what you're painting is done with the elevation brush. Setting it to 1 paints water, 100-200 paints grassland, 300 paints low hills, up to 400 is mountain peaks.

I found I needed a sizable area of each type of elevation before it would start plotting rivers and generate a map. I haven't started to play with the rain, volcano or other brushes yet though, so I'm not sure what effect they have.
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Kennel

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Re: Figuring out the world-gen parameters
« Reply #40 on: July 15, 2008, 02:51:38 pm »

Right..

Looks pretty nice.

I still haven't figured how to use painting tool. Is it possible to create coastal extreme cliffs (>20) with it?
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Zemat

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Re: Figuring out the world-gen parameters
« Reply #41 on: July 15, 2008, 03:06:02 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 have been playing a lot with world gen and figured out a lot of things. First, like greiger said, it's possible to generate extreme worlds, but there are caveats.

First, if you want almost zero rejections you need to nullify all worldgen values that start with "minimum" or "maximum" on their description. Those work as rejection criteria and by nullifying them you are telling the worldgen to bypass their validation. If they can't be nullified then they don't work as rejection criteria and instead are genuine world shaping parameters (like temperature and altitude). You should tweak them until you get the desired result.

The one caveat is that worldgen will continue to reject worlds if it sees no way to place civs in them. You will need to check the raws to see which biomes are preferred for each civ and insure your world can generate them. Otherwise you'll need to mod the civs to give more leeway to their placement.
« Last Edit: July 15, 2008, 03:08:09 pm by Zemat »
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Zemat

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Re: Figuring out the world-gen parameters
« Reply #42 on: July 15, 2008, 03:19:57 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. ?

Look at the parameters that define minimum region size and maximum region count. Also set all X/Y variance parameters to their maximum value. This will generate more randomly intermixed regions. Also modify the evil/good cell counts and set them to their minimum so that they appear in your smaller regions too.
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PTTG??

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Re: Figuring out the world-gen parameters
« Reply #43 on: July 15, 2008, 03:23:58 pm »

Next dumb question because i've been awake 72 hours: How do i move the screen when in painting mode?

Right-click drag.

!!!*
Toady One added RIGHT CLICK support?!?!
This cannot be!
This game gets better all the time...

*(Exclamation!)
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Calenth

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Re: Figuring out the world-gen parameters
« Reply #44 on: July 15, 2008, 03:27:19 pm »


Look at the parameters that define minimum region size and maximum region count. Also set all X/Y variance parameters to their maximum value. This will generate more randomly intermixed regions. Also modify the evil/good cell counts and set them to their minimum so that they appear in your smaller regions too.

Ok, I'll try this. I was setting the evil/good cell counts to very high, thinking that meant more evil/good tiles, but wasn't sure how to allocate the small regions / large regions etc.
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