![]() It's really the second part of your post that is a bit hard to handle since everyone has a different definition of what makes a great seed and at least from experience in A19, I generated over 3000 8k seeds and only got 1-2 seeds with all tier 5's and they were geographically all over the map. Now, it will STILL be somewhat subjective as it will only ever be as good as the criteria Dan programs into the rating system, but at least it's not subject to the whims of how someone feels since all the criteria(what that is going to be is currently being discussed with the programmer and myself) will be used to all seeds generated.Ĭurrently, that ranking is done (in a very round about way of describing it since I don't know the exact formula):įind the best location within X radius(currently that is set to 1km) with the most traders, unique tier 3, tier 4, tier 5, stores, industrial, and top 15(this is a list of 15 high value POI's which tends to overlap the other lists as well and is likely to change as TFP nerfs POI's) and assign a rating for the POI's within that radius.Ĭurrently, there is some discussion about making each POI have a different weighting as more Traders would be great(for multiple quests more quickly) being closer, while tier 5's being lower weight when further out since by the time you are doing tier 5 quests, you likely have transport so they can be a bit further. I am working with another guy on the forums and we are slowly making an objective way to rank and rate seeds programmatically to remove the judgement call of "I feel like this looks like a good seed". "Hey, this looks like a 'good seed'" is completely subjective and that part of your original complaint is totally accurate at least from my viewpoint. A seed having "6 'big' cities" is completely useless if they don't really have a broad list of high value quest-able POI's. Your complaint that many of the posts are completely subjective is spot on. I mean, the first part of your post was pretty damned accurate. ![]() I assume more plains simply means more smaller towns since I guess perhaps more space means to the code to make a NEW town instead of making an existing town larger.Įdited Decemby JoeDaFrogman (see edit Okay so what you're saying is just generate a mostly normal world and hope it has one of everything? Got it, thanks. One would THINK that making less mountains/hills and more plains leaving everything else the same would make a seed with bigger, more sprawling cities and thus more densely populated but that was one of the lower ratings by far(like sub 5k), so one would be completely wrong on how the world gets generated. The exact same seed with different settings makes the rating go from 58k to 15k to 11k to 950ish. Dan(dcsobral) created a rating script using python to determine the best location for a base given proximity to traders and various specific POI's. In my case, I usedĬhanging ANY of these values DRASTICALLY changes what spawns and where. With that said, I have generated a few dozen 8k worlds and of the ones I have not deleted, the lowest has 573 and the highest had 593 which counts all of those things considered a POI as far as I know(I use a set of scripts created by generate multiple worlds of the same size using random seeds and the same specific settings. Some of those are like non building POI's such as Water_tower_01, 02, and 03, various Street parts, various sign's ,etc. Ok, so there are 665 xml files in the /Data/Prefabs/POIs/ folder. What are the chances that every POI (I heard there's like 570) spawns on a single map? And if the chance is low, do people make custom maps with every POI? I'm one of those Bethesda/Ubisoft 100% completionist weirdos so I think it would be fun to do something like a permadeath run in 7D2D where I have to clear every POI the intended way (not just using a helicopter to get to the top of a tower or something).
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