Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 42

Author Topic: Worldgen cookbook  (Read 160242 times)

Blacken

  • Bay Watcher
  • Orange Polar Bear
    • View Profile
Re: Worldgen cookbook
« Reply #30 on: July 16, 2008, 06:19:01 pm »

That seems to be somewhat correct. X variance corresponds to what you're talking about, but for me at least Y variance seems to do very little.
Logged
"There's vermin fish, which fisherdwarves catch, and animal fish, which catch fisherdwarves." - Flame11235

Misterstone

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #31 on: July 16, 2008, 09:44:50 pm »

So, does "Not enough entity placement locations" generally mean that there are enough suitable locations for placing civilizations, or is it an issue with caves?  I've made some pretty nasty worldgen params that I want to share, but they have a hard time genning due to this problem.
Logged

Erk

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #32 on: July 16, 2008, 09:49:56 pm »

Finally made a screenshot of my generated world. It is very colourful.
Spoiler (click to show/hide)

this really chaotic style leads to a lot of areas where a volcanic mountain will clump right into a major river, so you can have mountain, volcano, and a full scale river all in one fortress.
« Last Edit: July 16, 2008, 09:51:31 pm by Erk »
Logged
'River' cancels eat: Food is problematic.

Misterstone

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #33 on: July 16, 2008, 11:49:52 pm »

Here is a world that I finally got after a messing with worldgen for a long time. 

It is a hellish world covered mostly in sand desert, with lots of small mountain ranges, apparently no rivers (but there are aquifers plenty), and a good bit of volcanism.  All human civilizations exist in round oasis areas surrounded by desert and evil/terrifying areas which make up the majority of the map... each area has two or three pathetic little human cities struggling for survival.  ON the map I made with this, there was one oasis area that had only two or three ruins connected by roads.   ;D

I had to set the number of civs low, to like 27 or something, in order to get a map, because otherwise the parameters simply could not support more civs.  Probably someone with a more powerful computer could get it to gen a world with more civilizations... if they are patient enough. 

The goblins and kobolds mostly rule the map.  The world made it all the way into the 800s I think before 95% of all megabeasts died off, so that should leave some around to have fun with. 

In short, it seems to be a pretty un-diverse, miserable place to live, but it might be fun to adv. mode or even fortress mode if you are sadistic.

Maybe someone who is better at tweaking worldgen can improve a bit on this?

Code: [Select]
[WORLD_GEN]
[TITLE:Hell World]
[DIM:257:257]
[END_YEAR:1500]
[BEAST_END_YEAR:300:95]
[END_YEAR:1500]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:15:400:1000:1000]
[RAINFALL:0:45:50:50]
[TEMPERATURE:50:100:50:50]
[DRAINAGE:0:55:50:50]
[VOLCANISM:20:100:0:0]
[SAVAGERY:45:100:400:400]
[ELEVATION_FREQUENCY:5:300:2500:1:1:1250]
[RAIN_FREQUENCY:6:2500:1:1:1:300]
[DRAINAGE_FREQUENCY:6:2500:1:25:100:25]
[TEMPERATURE_FREQUENCY:1:0:0:200:2500:5000]
[SAVAGERY_FREQUENCY:2:50:200:500:1500:4000]
[VOLCANISM_FREQUENCY:6:1:50:100:200:1000]
[GOOD_SQ_COUNTS:1:1:11]
[EVIL_SQ_COUNTS:2500:5000:8000]
[PEAK_NUMBER_MIN:50]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:35]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:200]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:4000]
[CAVE_MAX_SIZE:20]
[MOUNTAIN_CAVE_MIN:190]
[NON_MOUNTAIN_CAVE_MIN:190]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:26]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
Logged

Shadowlord

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #34 on: July 17, 2008, 01:13:17 am »

I've rigged up one that's partially based on Erky's and partially my own experimentation before reading most of this thread. I had gotten DF to make a ton of small mountain ranges and single-tile mountains in order to make finding "perfect" sites more likely - I then used several things from his to improve it further, such as the higher amounts of rivers and volcanos (I hadn't quite figured out how to make volcanos more common without getting infinite rejection loops).

This seems to result in extremely small dwarf civs, however. On my first map, all three dwarf civs were still only one tile in size in the year ~330 or so (which is when 80% of the megabeasts had died, and 50% of them died by the year 50, with checking beginning in the year 10).

The goal of this was to make sites like this more likely: I found this after looking through only about half of my first map:
A mountain tile with a 6x6 embarkable area containing surface water, trees, plants, sand, all four kinds of stone, flux, and all the mountain/rock tiles fit into a 7x7 area (guaranteeing all manner of Hidden Fun Stuff, if embarked to that area, even if you didn't use the prospector to find them prior to embarking). The only thing missing was surface magma, but the prospector shows that it does have underground magma (one source in the 7x7 area, luckily). (It's also untamed wilds)

I don't know if it's common, but the first map I generated with it also generated without any failures, too (You'd think it COULD have failures, since I left some limits enabled).

World gen code:
Spoiler (click to show/hide)
Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

penguinofhonor

  • Bay Watcher
  • Minister of Love
    • View Profile
Re: Worldgen cookbook
« Reply #35 on: July 17, 2008, 09:24:09 am »

So I'm in the mood for an evil desert without an aquifer and with a river/stream, but I still can't figure out how to work the Good/Evil options. No matter what I do, it seems I can only decrease the amount of Good and Evil squares, but not increase them.
Logged

Erk

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #36 on: July 17, 2008, 04:10:40 pm »

increase one or all of these:

[EVIL_SQ_COUNTS:2500:5000:8000]
Although these numbers are very high already, so just using these should be fine.
Logged
'River' cancels eat: Food is problematic.

Misterstone

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #37 on: July 17, 2008, 04:48:19 pm »

I also noticed that if you have good squares set to none, it does not seem to gen evil ones. So set good squares to something like 10 50 100 or something.  Bug?
Logged

Erk

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #38 on: July 17, 2008, 04:49:45 pm »

Nice spotting, Miserstone. That could explain a lot of the troubles people are having
Logged
'River' cancels eat: Food is problematic.

AlexMax

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #39 on: July 17, 2008, 06:54:14 pm »

This is pretty much the thread I was looking for.  I have no imagination, so seeing people finally posting worldgen params that result in unique worlds is a big relief.

Perfect wiki material too, what do you guys think?
Logged

Jingles

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #40 on: July 18, 2008, 04:19:05 pm »

Spoiler (click to show/hide)

This creates this: awesome world: http://mkv25.net/dfma/map-3086-karkodor

regardless this set of Params has been very successful for me, creating worlds with discernable but not cut off continents, forests, volcanoes, evil, megabeasts, and pretty much everything you might want.  (except Kobolds but Im tired of testing the gen params anymore)
Here's the generic world gen stuff:
Spoiler (click to show/hide)

Calenth

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #41 on: July 18, 2008, 04:23:33 pm »

increase one or all of these:

[EVIL_SQ_COUNTS:2500:5000:8000]
Although these numbers are very high already, so just using these should be fine.

I'd like to have a site that was half good, half evil. Does anyone know what the maximum number of good/evil squares I can set on a large map is without causing a game crash/endless rejections?
Logged

Teldin

  • Bay Watcher
  • Canadian Bacon
    • View Profile
Re: Worldgen cookbook
« Reply #42 on: July 19, 2008, 12:10:10 am »

I've spent pretty much every day since the new version came out tinkering with worldgen parameters, and I cooked up the World Token wiki page here: http://www.dwarffortresswiki.net/index.php/World_tokens. Some of the values are probably wrong and some I had no idea about, so if anyone can fill those in, that'd be great.
Logged

Dr. Melon

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #43 on: July 19, 2008, 07:46:54 am »

I have a pretty cool world;
It's all cold, but one half mountainous, and the other half flat plains.
Code: [Select]
[WORLD_GEN]
[TITLE:FROZEN]
[DIM:65:65]
[END_YEAR:1050]
[BEAST_END_YEAR:100:80]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:202:202]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:35:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[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:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MAX_SIZE:10]
[MOUNTAIN_CAVE_MIN:2]
[NON_MOUNTAIN_CAVE_MIN:30]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:4]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
and the particular world I am in is
Code: [Select]
[WORLD_GEN]
[TITLE:FROZEN]
[SEED:1110866297]
[HISTORY_SEED:2320893075]
[NAME_SEED:975934085]
[DIM:65:65]
[END_YEAR:1050]
[BEAST_END_YEAR:100:80]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:202:202]
[RAINFALL:0:100:101:101]
[TEMPERATURE:25:35:101:101]
[DRAINAGE:0:100:101:101]
[VOLCANISM:0:100:101:101]
[SAVAGERY:0:100:101:101]
[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:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:0:0]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MAX_SIZE:10]
[MOUNTAIN_CAVE_MIN:2]
[NON_MOUNTAIN_CAVE_MIN:30]
[ALL_CAVES_VISIBLE:1]
[TOTAL_CIV_NUMBER:4]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
Logged

Goran

  • Bay Watcher
    • View Profile
Re: Worldgen cookbook
« Reply #44 on: July 19, 2008, 07:50:25 am »

Has anyone figured out what factors affect the likelyhood of various civs becoming dominant during history generation? I am having some difficulties in creating balanced growth. Usually its either elves or goblins that stomp down everyone else.
Logged
Pages: 1 2 [3] 4 5 ... 42