Random gen doesn't feel so random

NiteVIper

Active member
To me, the current mapping system doesn't feel so random, whenever you start a new map, you always start in the pine forest and the other biomes are circled around the center. I mean yeah, the outer biomes are random for the most part, but it doesn't feel very random. Back in the day, random gen felt way more random. Would love to see it back to how it used to be, I'm sure that I'm not alone on this one. Would like to hear other players input on this subject as well.

 
You're right; that part - the approach to biomes - isn't intended to be very random anymore. It supports TFP's approach to biome progression.

I too would like more randomization, though as long as biome progression remains important I'm not sure what to suggest. We kind of need to see how weather/storms affect the game before I think it we'll know all of the factors involved and then maybe alternative approaches become obvious.

You do have a few variant biome layouts in the RWG options and the possibility of using Teragon for map generation.

Another aspect affecting variability is the XML configuration that shifts certain types of settlements to certain biomes. Then after that, the selection of Tiles for the districts within those settlements. TFP ships a small number of Tiles for each possible districts and layout. Only a subset of the game's POIs are available for each POI marker on those Tiles. In short, the early settlements (with Country Towns and Country Residential districts) can become kind of familiar even if the POIs get rearranged from map to map.

It would be kind of cool if there was the notion of an optional district for a settlement. I think it is optional right now for a CountryTown to have a few Rural Tiles. Along those lines, it would be neat if it could have an Industrial Tile or maybe a Commercial Tile. This would give a brief bump to starting variability, but after some amount of time players would be used to that and be looking for something new.

(I love studying and talking about RWG.)

 
The one thing I liked about the legacy console version was the random biome layout. You never knew where you were going to start out on a new map and the biomes mixed throughout the map. The one thing that I do like about the current random gen is the fact of starting so close to a trader most of the time lol.

 
As a note, editing the biomes.xml file is very easy by using any image editor.  So you can always just change the biomes after making a map with RWG.  If course, you will know where the biomes are since you drew them.  You can get around that by making a lot of different biome maps and randomly placing one in the folder of each new map so you don't know what they are anymore. 

Or, as mentioned, terrain can make maps for you or even just make a biome map for you if you want to stick to RWG for the rest.

Just keep in mind that changing biomes means your traders aren't in the biomes TFP thinks they should be in.  That really isn't a problem, but something to keep in mind.  Also, don't change a biome map for a game you are currently playing. Only do it before starting a new save with that map.

And yes, I also feel that RWG isn't random enough.  I have up on using it for maps a couple of years ago because it just didn't offer any options and what very random even then.  It is good for people who just want a quick map or new people starting the game, or even people who just don't care about the map.  But it is definitely very generic for people who like random maps.

 
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Right there with you. I was getting far more interesting and natural feeling maps in A21. There was still a finite number of variations, but the tiles just seemed to make so much more sense and there was a good variety that included industrial, commercial, etc. even in smaller towns. Now, I'm lucky to see an industrial district, for example, in any other than the largest cities. It's a huge step backwards from my perspective. I rarely bother with the configurations they've added. (Especially that layered, strip biomes thing makes no sense to me. Utterly unnatural.)

 
Now, I'm lucky to see an industrial district, for example, in any other than the largest cities.


That's how the Industrial district is configured in rwgmixer.xml : Towns and Cities only.

<district name="industrial">
<property name="spawn_weight" value="0.2"/>
<property name="required_township" value="citybig,wasteland_city,city,town,bforest_town"/>
<property name="preview_color" value="1,1,0"/>
</district>




I've not made a big study of it in a year, but I seem to recall limited numbers of industrial POIs being an issue. I usually target districts to work on that get lots of repetition and the Industrial district hasn't been on my list.

 
Hopefully map generators like Terragon (sp?) will continue to work. And mods can remove the boring biome progression.

 
Hopefully map generators like Terragon (sp?) will continue to work. And mods can remove the boring biome progression.
Yes, Teragon should continue to work.  You can also adjust the districts in rwgmixer.xml if you want to use RWG and get industrial in smaller towns.  You can also adjust it to get larger towns in the forest if you want.  There are limits to what you can do with rwgmixer.xml, but stuff like that isn't difficult.

 
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