MetalWarrior

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About MetalWarrior

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  1. I hope I can help here. Did play around with your map generator for about two weeks now, mostly generating 8k and 16k maps (i. e. 32x32km / 64x64km), as this generator is WAY better than the BuddaT one. This is one of my runs which created a decent map. For all who want to reproduce it – don't. You'll need about 60-70 GB of RAM and 6 GB of disk space for that and have to modify the wurm server launcher afterwards to be able to load it. Oh, and each generation run takes about 2 hours on a fairly recent high level gaming rig. But you may scale the sizes down and give it a shot – should work fine then. For those who really DO want to try it, I'll post a HowTo down below #Name of map, if mapSeed is blank or zero, a hash value is generated as mapSeed from the name mapName=Shores_of_Luck # Does only determine the map folder name, NOTHING ELSE! mapSeed=LuckyDevil # Has no function whatsoever #Size of map in tiles, width and height mapSize=16384 # Size 64x64 km #Height in altitude of the map, defines height of mountains mapHeight=15000 # 1.5 km above map bottom. Roughly equals half the height of the European Alps #Resolution of the general map shape mapResolution=4096.0 # Inverted size of the randomness map window. That is, the higher, the bigger the island, the lower, the more and smaller islands. Best for about 1-4 main islands is about 1/4 mapSize #Resolution of the landscape landscapeResolution=2048.0 # How coarse your map is. 1/2 mapResolution is best, lower is Fields of Verdun 1918, higher is children aquarelle #Determines the randomness of the height map heightSeed=753 # Random seed for the map in general #Determines the randomness when normalizing the height map normalizeSeed=994 # Random seed for local area changes, like peaks in the mountain area and such #Determines the randomness when fracturing the height map fractureSeed=25484 # Can't really say, I'd imagine it's small area randomization, but that I wasn't able to really see #Number of iterations on heightmap, higher value renders more rock detail heightMapIterations=10 # How much detail is being put into the rock layer – best is 10-15, lower is children watercolors, higher doesn't really matter much #Size of water border around map, number of tiles heightMapMinEdge=64 # Also determines how stark the cliffs are towards the map edge, that is if you can see the shore is towards the map edge as it will be straight for miles if the number here is too small #How spread out mountains are. Less = more centralized mountains heightMapBorderWeight=8 # 5-15 is a fairly decent range, as higher will show up in the island geometry towards the map edges #Compression ratio of height map, adjust for shape of mountains and shore lines heightMapCompression=18 # THIS IS THE PEAK CAPPING CULPRIT; sortof is a weight towards the median height of the map, not affecting shore lines. Below 15 you probably will have flattened mountain tops, higher than 25 will result in Cliffs of Dover and hilly plateaus #Used to evaluate at what height mountain peaks becomes highly fractured heightMapPeaks=1000 # used to get higher detail on mountain tops, resembling rocks, cliffs and whatnot ### Until here everything shows up in Quick Map, for most stuff below you need a full render ### #How many times to pass over the map erosionIterations=25 # Good number to get a fairly decent erosion, the more the flatter, but probably more coarse. Determines heavily the map generation time #Only erode above this slope erosionMinSlope=40 # Slopes below which should not be eroded, to preserve some detail #Only erode below this slope erosionMaxSlope=300 # Slopes above which no erosion takes place, to preserve cliffs and steep ravines #How much dirt is dropped on each iteration erosionMaxSediment=20 # How much erosion takes place per iteration #How much fracturing is added after erosion erosionFracture=10 # How much deviation there is ### The former two options I had to change from standard, because I got landscape that would've stopped a tank battalion dead, with no plains but every single tile corner deviating up to 20 from the average. It looked like the cruel child of Naboo and Mustafar, or Passendale 1918. #How much dirt to drop per tile on the map dirtDropCount=60 # That is 6 meters #Maximum rock slope for adding dirt maxDirtSlope=50 # Dirt will not be placed if one slope would be higher than that #Maximum diagonal rock slope for adding dirt maxDirtDiagSlope=70 # Same as above, but diagonal #Sea level waterHeight=500 # That is, the map bottom is 50 meters below sea level #How much cliffs protrude. Less = buried cliffs, More = lots of cliffs cliffRatio=1.0 # I don't notice much difference between 0.1 and 0.5, as it's smooth hills all the way; 1.0 is nice, 2.5 is cruel landscape and 5 is basically Mars/Moon. #Dirt is not dropped above this height dirtHeight=13000 # Pretty self-explanatory; you want rock up there, right? #Place snow on mountain peaks snowHeight=13500 # YES, you want snow :D #Place tundra above this height tundraHeight=12000 # Above this height (1150m above sea level) you'll get only tundra #Map gets more land area, and less water area moreLand=false # Bloated islands #Pushes dirt down that is above max slope landSlide=true # Will generate landslides in the end, so you'll end up with no dirt slope being steeper than set (and more dirt on the foot of a hill) #Determines the randomness of the biomes biomeSeed=1793 #Resolution of biome areas, determines shape and size of biomes biomeResolution=1024.0 #Minimum temperature for desert biomes biomeDesertTemp=21.5 #Minimum temperature for steppe biomes biomeSteppeTemp=19.0 #Maximum temperature for tundra biomes biomeTundraTemp=1.8 #Maximum temperature for glacier biomes biomeGlacierTemp=-1.0 #Minimum temperature for subtropical biome types biomeSubtropicalTemp=14.0 #Minimum temperature for mediterranean biome types biomeMediterranTemp=8.0 #Minimum temperature for temperate biome types biomeTemperateTemp=5.0 #Percentage for density of trees and bushes biomePlantDensity=85 # I set that higher, as below that you'll have too little trees #Percentage for density of flowers on grass biomeFlowerDensity=30 #Percentage for size of beaches biomeBeaches=55 #Percentage for size of clay pits biomeClayPits=30 #Ore types # Quite high numbers, cut that in half or down to a quarter if you don't want to stumble on ressources every couple of tiles; the numbers add up to about 83% of all tiles being rock tiles without a ressource; mining three tiles in a straight row guarantees having at least one ressource found oreIron=5.0 oreGold=0.3 oreSilver=0.6 oreZinc=0.9 oreCopper=1.2 oreLead=1.2 oreTin=1.2 oreAddy=0.3 oreGlimmer=0.6 oreMarble=0.6 oreSlate=1.2 oreSandstone=1.2 oreRocksalt=2.4 With biomes I didn't really play much around, since they produced quite nice results on my maps, placing fir trees on mountains (below the tundra level) and not on the coast and so on. There might come up some weird things, but I doubt they'll be a pain in the ass. Oh, and one thing: The PNG map of the generator lies. It is fake-3D, so you don't see the tiles from right above, but from an angle, and this confuses the snow placement there too. Won't be a problem on the rendered map, mind you, but don't be surpised when the nice place you found, placed marker and teleported to using the coordinates is not where being shown on the generator. Especially regarding the marker - it's also wrong. Tile 0/0 is NW corner, not (as the generator assumes) SW. As for clay and tar pits, I have to stress they are generated, albeit VERY SELDOM. But - and this is what I absolutely love about this generator - BIG. So on this particular map, I found two of both being several hundred meters in diameter, and this you can spot from quite afar, adding realism to the game. I'd love to see that with trees and ores too, but both of those types are sprinkled around like being placed by a mapwide short shower, so you probably won't find forests for the better part of the first two ingame years, which is quite sad. If you (@Tenniel) could add that, I'd be more than happy. And, by the way, I'd absolutely love to see that project on Github. HOWTO 16k maps: First, have about 60 GB of RAM. Not kidding you, this will be used by the biome generator and erosion system. I've worked with 80 GB just to be sure. Place the map generator in a path WITHOUT SPACES. That is, using 'C:\Users\MyUser\Documents\mapgen', not 'C:\Users\MyUser\Documents\my new map generator'. For Linux, this might not be necessary, didn't try that one out (but there you'll have to be case sensitive, of course). Start up your console/terminal and cd to the path you have placed the jar inside. Start the map generator with 'java -Xmx80G -jar mapgen.jar', REPLACING the 80 with whatever RAM GB size you have to spare. Remember not to use your whole RAM, since the OS wants to have its share too (which is about 2 GB, depending on your settings and OS). Play around with the settings, using 'Quick Map', which only takes about a minute per run. Hint: If you just want to find a nice seed for the heightmap, you can drop down mapSize, mapResolution and landscapeResolution to 4096, 1024 and 512 respectively and also reduce the height settings to 1/8 (NOT TOUCHING THE SEA LEVEL) to get a fairly decent preview quickly. If you found your overall map shape, gear the settings up to the final ones for the proper 'Quick Map' preview. Do that in any case, as I found some coast lines differ between the resolutions. If you are satisfied with the preview, hit the 'Render Map' button and go for a pizza, this will take the better part of 2 hours, maybe more (depending on your CPU, RAM and hard drive). Don't be surprised, all map files have 1,048,577 KB in size - this is to be expected. Afterwards you can copy the maps out of your map directory into the wurm server launcher directory of your choice, add SQL the rest of the stuff like you'd do for all smaller maps. Afterwards locate the LaunchConfig.ini in the WurmServerLauncher directory and replace the lines in the '[Memory]' section by 'InitialHeap=2048m' and 'MaxHeapSize=16384m'. Start Wurm as you are used to and start the local server. This will take about 2 minutes (depending on your rig), in which the server window will almost certainly be marked 'Not responding' by Windows. Ignore that, it will finish eventually, using about 8.8 GB of RAM. You can tell it's doing stuff if you open the task manager and look at the numbers (I wholeheartedly recommend using the ProcessExplorer from Microsoft Technet for that, as it provides a plethora of information missing in the standard taskmon). Log in, have fun. (For the Linux server users - give me a couple of hours/days, I'm about to set up my own Wurm Unlimited server cluster at the moment).
  2. +1 and +1 on Wraithglows suggestion
  3. So you are premium on the server and kill your own fraction? I don't see the point in here... Or at least not for senior players. Maybe combine that with a certain skill level and not having switched kingdom for xxx days. That should about cover most circumstances. Or at least not making it an easy job to do just for teh lulz
  4. I'd say there should be an official rule - if you do this and being found out, your main gets banned. Another suggestion: If a newbie player gets attacked twice (by at least two different people who are premium), the respawning should be paused for 30 mins at first occasion, with every new kill double the time. At least that would help self policing the spawning spots.
  5. +1 When I'm imping away I often do things (movie, forum etc), and don't watch the PMs... This way people would know I'm not responding because I don't see it actively, not because I don't like them or such. Also: Auto-AFK when no action for 10 mins. Last time I had a fire run I was PMd by quite some people because I did hit F12, but hadn't the time to click YES and thus wasn't offline.
  6. NO! Reason: Not everything is on deeded territory, and vineyards can't be digged again without cutting down the trees/bushes. The idea is just bursting with future problems. Just learn digging and flattening, no automated feature which you have to restrict artificially again so you don't get superflat maps.
  7. I like http://upload.wikimedia.org/wikipedia/commons/c/c2/Fat_man.jpg just for telling the TS what I think of his ideas...
  8. with perfect wheels on flat and stable ground, yes. Tell me about perfect weels in medieval ages and the flat and hard-surfaced ground on battlefields. Alaric is perfectly right. Ever tried to assemble a ship? Quite realistic I'd say. Wurm derives a lot of fun out of that realism, where you need 20 stone bricks and mortar to actually build a wall, not like in a lot of other games 2-5 stones and done.
  9. I know. But doesn't it strike you odd that a small human can drag a massive siege weapon with fast walking speed (most people walk at 6 km/h)? This is why I support nerfing it so you can't drag it alone, so you HAVE to use a horse for dragging (or two people). Realism.
  10. I'm sorry I am one of your people who lack that (due to not being able to see with more than one eye at a time), and I don't have the problem at all. In fact I'm lvl 53 now (Epic), and terraformed quite a lot, even with slight slopes, fancy hills, deed fortifications and stuff. I actually don't see the problem at all. If you flatten the stuff, you flatten one tile and use that as reference. Oh, there will be a spillover of dirt most of the times, or sometimes a lack of such, but you can always bsb it or fill/dig every corner on your flattened area to raise/lower it by one dirt level. And to be honest: After a decent terraforming action you will see the tile slope by hovering over it. So there's no real use for such macroing.
  11. Learn the difference between RAM and HDD - they won't take up additional RAM, not even additional graphical RAM, because you just load into it what you need. Additionally, you don't have to download the packs if they're optional. So for normal users there wouldn't be a change at all, except for an option (or drop-down menu) to use pack v1.abc. I back that - for individuality.