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Difference between revisions of "40d Talk:Pregenerated worlds"
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== Standardization == | == Standardization == | ||
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set. It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images. --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST) | Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set. It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images. --[[User:Geofferic|Geofferic]] 17:39, 10 December 2007 (EST) | ||
− | + | ---Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --[[User:KaelGotRice|KaelGotRice]] 18:07, 10 December 2007 (EST) | |
== Clean up? == | == Clean up? == |
Revision as of 23:07, 10 December 2007
Standardization
Along with creating a template for the entries, the images need to all be with the standard character sets and not with a graphical set. It's not very useful to be looking at images one is unfamiliar with - may as well not upload the images. --Geofferic 17:39, 10 December 2007 (EST) ---Definitely something to work on with standardizing the information on seeds. Though maybe later, as all you really need to be able to look at is the X marking locations and size of the box on the local map. I finished categorizing the seeds, and later will be trying to work out a general format for seed entries/later submittals. --KaelGotRice 18:07, 10 December 2007 (EST)
Clean up?
It was asked why I deleted a seed earlier, and I may just go back and edit it so that it mentions that I tested the seed on two different machines and got vastly different results on the seed than the original seed poster did (see history for seed number). Also, what is your guy's opinions on deleting/redoing entries without maps/pictures or without any major sites of interest? Example: Seed 0 mentions a spot to start at a terrifying volcano but you cannot even embark there.
PS - I'm going to move seeds according to quick creation time (low rejects) and features if possible.
Also, added a nice find to the pre-generated world's list. --KaelGotRice 16:42, 10 December 2007 (EST)
- Unless we are speaking at cross purposes ... I am playing a game right now at the suggested start spot from Seed 0. --Geofferic 17:27, 10 December 2007 (EST)
- I'll just nuke the useless volcano in the tundra image for now as this is fairly common and taking up room - and you cannot embark anywhere near there. I understand that the seed is worth keeping because of 0 rejects. But in terms of useless information taking up space, that was the point I was trying to make. --KaelGotRice 17:30, 10 December 2007 (EST)
Logging sites
I like the idea of logging specific sites to seeds, but how is the best way we can organize this? for a good location explaination you probably need a picture. But if we add a lot of pictures to each seed we get a large cluttered page. What shall we do? Add subpages for specific seeds? Try to think of a generic way to log nice sites (for example: Seed: 12323241 coords:12,13 has: ruins, vent, pit, trees, iron , gold, undead elephants of death, more eagels than the US has fighter planes, etc). (Is it possible to determine the coords of a site on the world map?)
And also, I think it is possible to create non number seeds. I'm going to test this. --Soyweiser 08:34, 2 November 2007 (EDT)
- No for non numbers. --Soyweiser 09:10, 2 November 2007 (EDT)
The forum had a good suggestion. Lets store all the seeds that reject few regions while you create them. (Or at least reject as few regions as possible). The first one with the vulcano in the woods rejects 9 regions. The seed 2 gives a world after 3 rejects according to the forum. http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001234 --Soyweiser 09:10, 2 November 2007 (EDT)
This thread should be interesting. There's even a world with zero rejects.
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=2&t=001247 Death Dragon 02:34, 3 November 2007 (EDT)
Does anybody know how to link to a specific post of the forum? Death Dragon 12:38, 3 November 2007 (EDT)
- As far as I know, there isn't a way. This version of the bulletin board code does not place "name" links within the generated forum thread tables as some others do, so no appending of a "#name" to the URL can possibly scroll the browser directly to the post. The best we can do is link to the correct page of the thread and rely on the reader to scroll to the correct post him/herself. --Alfador 12:55, 3 November 2007 (EDT)
Coordinates
This was mentioned briefly on the forum, but we should make some rules for finding specific locations on the map, As in there is a magma vent in a tile with no volcano near at this position The question is whether or not to use coordinates that refer to the map you get when you export your map (the big one), or to refer to coordinates in the 3 sections thats show up when you are selecting were to embark to. I'm actually not positive, they match up. I'm pretty sure the map you get from exporting is 257x308, and I'm not 100% on this, but I think the middle map of the embark mode is exactly the same, I just looked through it, and it seems this way, but I thought (and maybe this was a remnant from 32a) that it didn't if someone else can confirm or deny it that'd be nice.
Anyhow I propose using that middle map as the basis of coordinates: we use the most general map (which is 15x16) and follow it by actual map position, and lastly where in the local map it is. also I propose using what tile it is to define it on each map as well.
here's an example (which you can verify using [SEED:2260691361])
General: (yellow n)
14 Lat, and 2 lon
Coordinates: (yellow i)
220 lat, and 33 lon
Location: (green i)-(green i)
1-3 lat, and 5-7 lon
You have here a elf forest retreat.
--Bevilr 22:03, 3 November 2007 (EDT)
Can't use the middle map sorry
It's always centered on the cursor. Also the large exported map - it may be bugged presently as it seems possible to find regions that are off the edge of what's exported. What would be possible would be to count the steps past where the position on the world (right-most) map changed, this seems to happen every 16 X or Y steps. Suggest indexing from the bottom left (top right if negative values used). Djp 01:10, 22 November 2007 (EST)
- Use the world map to see where the approximate location is on the full map and the middle map for landmarks in that vicinity to figure out where the exact site is.--Maximus 00:45, 23 November 2007 (EST)
Individual entries
I like the way #3089130238 laid out the information for that seed. We could definitely use a standard layout for this page. Is there anything else we should be including for each seed, besides the number of map rejections?--Xazak 19:05, 3 November 2007 (EDT)
- I definitely agree with this, and would love to see some sort of template, for (A) each world, and (B) sites of interest in each world--Bevilr 22:06, 3 November 2007 (EDT)
- A layout would be good, but keep in mind that the required bits should be accessible from either the exportable world map or fortress mode site selection. Otherwise, it could become an ungodly hassle to fill out the form and then there'd be no more additions. --BDR 07:22, 4 November 2007 (EST)
Seed 92003: I like the volcano named "The Big Flame." It makes me laugh! --Alfador 13:56, 17 November 2007 (EST)
Can we please put in seed 1337? (it has 2 or 4 rejects... i cant remember which, if absolutly nothing else... and it has lots of good stuff on it to... i found so many good sites... it was hard to pick which one to... well pick.) but really, its seed 1337, check it out. --pbhead 18:20 November 2007 (EST)
- What was good about the sites? People sometimes have very different ideas of what makes for a good world.--Maximus 18:56, 21 November 2007 (EST)
Paul's Sand?
"This map has just about anything you could ask for, all in a neat 4x5 area. The low cliffs and small area make for good fps. It was first mentioned on the forums by Paul. The only thing it is really lacking is sand, unless you grow your starting area eastward by 2 more spaces, in which case you'll get some spaces of red sand. Note that it was generated on windows XP, and may be different on another OS. "
I can't seem to find the sand... And I've tried extending it all the way east AND west. What I CAN find is plenty of clay and clay loam...
Anyone know what I'm doing wrong? KiTA 15:10, 24 November 2007 (EST)
I had this same problem. No sand to the east. Also, where's the cave river exactly? --DDouble 01:52, 25 November 2007 (EST)
Bad news: Possibly seeds will generate slightly different worlds... in differently updated versions. --Alfador 11:35, 28 November 2007 (EST)
Paul's Sand?
In regard to the map I submitted, I never had sand in the older versions either and was equally curious how people had sand. But I just generated it in 33d and it came out with entirely different minerals and soils. The funny thing is, it came out with SIGNIFICANTLY better minerals and soils. The only editing I did to minerals which I assume MAY have affected this was changing kimberlite to form in a cluster instead of a vein. But I did this in the older version and didn't notice the changes, so that may have been unrelated.
Exact same location pictured in the image has an area with basalt and 2 layers of gabbro on the lower area, chalk gneiss and diorite on the upper area, and black sand/dolomite/granite/diorite on the rightmost square with sparse trees. I think I just found my dream site :D
I haven't checked if it still has the cave river, but I dug down and it does still have the magma and adamantine in the exact same spot and probably has the river too. --Paul 5:13, 4 December 2007 (CST)