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The remaining civs and civ sites are ones that have maintained a position around the perimeter of the island. You can also see that my mountain and cave dwelling civs (dwarves and kobolds) have been, essentially, wiped from the world usually due to large beast attacks. The lair concentration which contain the more deadly beast are much higher in concentration around the mountain areas. Often I'll get unique terrain features such as oasis style biomes in the center of the mountains and valleys which you can see in the screen shots included below. This combination in particular, places the deadlier cave dwelling beast around and in mountainous regions only, along with a large semi megabeast number, to allow for less deadly creatures to inhabit the rest of the world, is what allows for this tiered difficulty to happen. I also defined less terrain variability to give me mountains which are usually centrally generated in the middle of the islands. I defined a large mountain cave number to allow for the amount of beast I was looking for and removed non mountain caves entirely. Starting with typical island formation parameters and ending with a high variability for randomly generated in game things like curse and what not. I took what I learned from trying to create vast almost water less worlds to maximize playable area, terrain variability, civ placements, beast counts, etc. numbers instead of one or two sites with 10,000 plus pop. So, I instead began making Large Islands instead to push civs closer, but, not to close, not to large in population and, had more sites with smaller pop. Again running into issues with where civs were being placed and how their pops were generated. I was using a high degree of variability in terrain to create numerous amounts of individual sub regions. caps, that wouldn't give me civs that sprawled the whole map or were so few in number and sites the map was unusable. I found it difficult to find a good civ count, in combination with site and pop. This is all to make Dragons the more dominant and prevalent mega beast life form. This way reducing the age they reach full size isn't so cheaty, but, allows for reasonable world gen times since most dragons spawned at world gen are any where from 150-300 years old. and reducing the age for dragons to reach full size to 400 years. I also was cranking up dragons frequencies, pop ratios, cluster size, etc. I started trying to make large worlds with minimal ocean and lake areas to maximize playable area. Today I made an interesting discovery I thought would be worth sharing. Whilst trying to create unique worlds I'd actually like to play on I've learned quite a bit trying to make world gen ideas come into a playable form. Well, I've been messing around under advanced world generation more than I have actually been playing. TLDR I've created a World Gen parameter that creates large islands, which, increases in difficulty as you move towards the center of the island. Kitfox Discord #modding-discussion channelīronzemurder and Oilfurnace (illustrated) A three step guide:ĭownload DF Classic or install the premium version from Steam or Itch.ioįollow the quickstart guide on the wiki, or see other learning resources (below)Īsk any questions in the ☼Bi-weekly DF Questions Thread☼ - it's always active See the reasons for our rules here, and please report any problems!ĭF can be intimidating, but we're dedicated to helping new players. Updates and releases will still be posted, as will the questions thread for those needing help. Please note, the subreddit is currently closed to new user submissions, as part of the ongoing Reddit fiasco. Want to start playing? Read this sidebar!
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