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spud42

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Everything posted by spud42

  1. SORRY PAUL. aparently its a unity thing to mix the co-ordinate system by making y = height!! i fixed it and reuploaded the file link.
  2. yes i manually edited the spawn point xml. well thats a stupid way to do it. what happened to x,y,z ? this is x,z,y ??? will have to edit the xml again. i manually wrote Gcode for a laser cutter back in 1982... co-ordinates were always x,y,z..... x=e/w,y=n/s z= height( always!!!) B U G G E R ! ! (because the filter wno let me type it)
  3. link to world..... http://gofile.me/6ZBka/janRDv0AA this time you dont start at 0,0 ( i hope i got it right) you should start in the forrest on the east side of the map. EDIT: fixed the spawning point in the xml file, updated file link to corrected version of the map.
  4. @Pille is there a way for teragon to append something to the end of the world save name if the name already exists? cant remember how many times i started a new world generation and forgot to change the save name... today i overwrote the world i am playing in !! lol i managed to copy the original before it was completed then renamed both worlds... still playing that world and so far it seems i got away with it.
  5. updated to 0.42.0 craters are fun to play with...lol the novelty might run out quickly though. 2 craters added to this map. craters after create rivers... interesting affect on the rivers... Added a third crater, this is a bigger one before the rivers are created... I may have over tweaked some parameters...lol
  6. is that released yet or work in progress? ok, this is the last for a while.. back to work tomorrow. http://gofile.me/6ZBka/p7YIsfqCK this is the INI used to generate this world.
  7. thanks, i tried .3 and .4 but didnt seem to get any increase in tier 5 . just doing a map now that has 16 tier 5 poi's and 17 traders. will try dropping the value tomorrow, its nearlt 3 am here in Aussie..lol
  8. ok... changed extra_link a few times.. this is at 0.99 i think 0.1 is the default. corrupted my ini file by thick thumbs..lol had to start from last save and forgot to adjust the steepness in the "filter logistic square mask" . This map has nice HUGE citites and lots of square roads. It has 14 tier 5 POI's and 15 traders.. funny the 2 biggest cities dont have a trader
  9. ok, where are these exposed in the teragon software? opening the ini file in notepad++ , i find extra_link in the opSettings_9 section. how is anybody supposed to find this let alone know what it could do? going to give it a try see what happens. im only getting 4 to 8 tier 5 poi's on the whole map according to the counter printed on the side of the map now.
  10. playing with the noise biome maps. reduced the frequency to 0.0003from 0.001 without doing custom height maps i havent been able to get towns/cities in the snow biome. i prefer the height based biomes but the normal generation hasnt been able to give large plateau type areas for a snow biome town. you do need some harder areas for endgame or games that are played over 60 days... it would be nice if the two types of biome maps could be merger... like a green forrest area but with snow on top of the mountains as well as snow areas , wasteland areas.
  11. its much easier in Teragon. click the advanced tab then in the right list click on "filter logistic square mask" all the parameters are in the box underneath. i do like using notepad++ myself if there isnt a graphical interface.
  12. another tweak. changed the steepness in "filter logistic square mask" from default of 0.05 to 0.005 , liking the not square edges yes its a 10K map and i think there are enough big cities, smaller towns and heaps of wilderness POI's. i think too many cities make the game too easy. too much loot opportunities. go explore and find stuff.. lol Besides im Aussie. we have huge distances between cities here.... trips are discussed in how many hours not how many Kms . . . lol
  13. a few more slight tweaks and this time i set create main roads to complete . http://gofile.me/6ZBka/rozUyZF9i here is a link to my world generator ini file.. any suggestions or tweaks appreciated...
  14. this came out ok. tried a few minor changes to the height map paramaters... trying to smooth it out some more. i tried the "hires"png output and its softer and worse than the jpg preview. you can zoom in on the jpg version but the png is just blurry. EDIT: in GIMP the png is pin sharp at 100%. its windows viewer that is blurry as heck at 100%...
  15. havent added the compo pack yet. still working from vanilla.
  16. @Riamus on previous pages you talk about editing the POI property list to comment out certain POI's we might want removed. could you let us know where this file is? i have spent a while now going through the Teragon files and the 7DTD files and appdata files and cant find it.
  17. again Thanks for the work on this software. it ha reinvigorated my love for the game. trouble is i want to play every map i try, or most of them anyway.... i need to retire so i can have more time for this.. lol
  18. to clarify it goes 0246 on the first 2 rows then 0 2 4 6 8 10 . on the next row. the last 2 row2 goes to 12. but they are all even numbers...
  19. cheers Riamus, i lowered the desert to 28 and set dithering to 3. adjusted the biome type heights a bit and lowered the erosion from 60 to 40 i think. i also changed the river to 2000 to hopefully get less steep banks but i m not sure it made enough difference. 1 issue and i think its a 7DTD issue not specific to Teragon , but there are a LOT of empty poi spots on the city tiles. especially in the smaller towns of 3 or 4 tiles there seems to be more empty spaces than filled... western towns seem to be the worst for this... and that empty POI that is always across from the trader. i think i am going to comment it out from the poi list and see what happens... lol a question, there is a value in the bridge building command for a limit of 250. do you know if thats is 250 blocks long as a bridge limit? P.S. if anybody wants to try a map i post a picture of just ask and i will upload a link.
  20. Guppy, the numbers actually go 0,2,4,6 left to right but you are right there is no 0. i guess you could say 12 is a 1 and a 2?
  21. flat map should not be hard. make a canvas size 8192 x 8192 , for an 8K map, in gimp or photoshop and then floodfill it with a 30,30,30 grey. export as a 16 bit grey scale then use that as the height map and remove all height map commands. to get all the bioms on the map you will need to create a biomws map and disable the generated ones.... here is my first 0.41.0 map... still not all the traders just loel reckt and jen... now im torn... i am 10 or 11 days into a game on the 0.40.0 map now i want to play this one..lol Thanks Pille for the work you are putting into this software.
  22. true, thats why i increased the wilderness poi count.
  23. thats a 16K map! those cities are huge...
  24. the Hardy hole is too far from the edge. it doesnt seem like it goes all the way through....
  25. @Pille you have done an amazing job on this software. so far 0.40.0 is easy and results are very good. any shortcomings are me not knowing yet what each variable does and how to change it and by how much. This can only be learned by experimenting. Boy am i having fun experimenting! I had stopped playing the game because i was bored with it and the wait til A21. i now find myself playing each map i make for at least 7 ingame days before i get another idea and try another map. Thank you for all the work you have put into Teragon. BTW in the last map i made i was impressed by the flowing and natrual way the roads built to all those wilderness POI's.
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