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I have questions and a suggestion,

First, what is the scale of the hexes? It's hard to determine how long it takes to get somewhere when I don't know how far across a hex is.

and

Some tips on what the settings mean would be helpful. For instance what does "Biomes placement" under Hex Map Generation Algorithm do? And what does the probability multiplier do? Maybe having a percentage might be more understandable? Depending on just what it is doing of course. I'm assuming it's a multiplier of a base percentage chance? Knowing what that chance is might be helpful.

Second, it would be nice if there was a re-roll button for a given section. That way if it generates a hex, an Inn, a dungeon or dungeon room etc. you don't like you could re-roll it.

Aside from that this is an amazing tool!

Thanks! Nightghaunt :)

On hexes size: I recommend choosing between 6miles to no larger than 12miles, according to the crawling rules you're using and the scale of the map you generate. I tend to go for 6 miles hexes when generating a large map (>80 hexes) or 12 miles when generating a smaller map.

Good point on providing more explanations for the generator parameters:

The Biomes placement experimental selector allows controlling how close similar biomes regions are packed together on the map. Packing regions together works better when you have relatively smaller hex count per region and smaller scaled maps.

The probability multiplier baseline chance is 1 in N options in each category.

About re-rolling - this is a tricky one and requires a brief overview on how Hexroll works internally - but the short version is that implementing this will require re-working the core of the generator.

One way of explaining how Hexroll works is by using a painting analogy. Just like a painter layers a group of brush strokes to create an effect or texture, Hexroll layers elements of the sandbox one on the other to link and tie things together. Let's take re-rolling a dungeon room as an example. Let's say the room in question has a missing NPC in it. If this room is to be re-rolled, we might lose this piece of information about it, and either have a missing piece in the sandbox, or we'll be forced to regenerate other parts of the dungeon - causing an even bigger chain reaction.

Now, I specifically chose the more difficult case, and there are certainly things that could be re-rolled without affecting much. I should spend more time thinking about this...

Wow, that's some really good explanations.! Thank you! That really helps.

So the hex size is basically what ever we want. Cool, I can work with that.

And a setting of "Mountains probability is × 3" would basically be 33% or x 4 would be 25%? Got it.

As for the re-rolling, that's really interesting. Really sounds like an ingenious way of doing it. I didn't think about how things are linked together. I can see how that would be a can of worms to mess with. lol. Though it would still be nice to have anywhere its possible. Also even though changing one thing could cause other things to change, some might not have a problem with that. It'd be worth it to me to have the option. Now if its a chain reaction that would break the tool... Yeah, don't do that. lol.  ;-)

Thanks again for the reply. Really appreciate it.

Ok, so I've tried to make some maps using what I thought you meant about probability, that is that 1 x 3 is 1 in 3 = 33%. But I must not understand it correctly because the numbers didn't seem work that way. The higher I make the number should make the chance lower. i.e. 1 x 10 would be 10% while 1 x 1 would be 100%. But the higher I make the number the more I see that item. So its not 1 in 3  (33%) it's 3 times as much, right? So if, lets say I make caverns, temples, and tombs probability all the same it won't matter what number I have because they will all be the same relative to each other. But if I put caverns at 10 and the rest at 1 there will be a 10 times greater chance of getting caverns than the others. And the same chance of getting either temples or tombs. Do I have that right? I must be dense because this is confusing to me.

Sorry - I messed up explaining this :)

Here's how it works; If you have a set of options:

X x 3

Y x 3

Z x 2

then Hexroll will roll a d8 (3+3+2) on a table containing 3 Xs, 3 Ys and 2 Zs. So X has a 3 in 8 chance of being selected and Z has a 2 in 8 chance of being selected.

Ah, ok. That makes more sense. Thanks.

Sorry to keep bugging you (I'm very inquisitive). lol. But I was thinking about the re-roll thing. And thought of another thing it would be nice to be able to do. Add more/specific shops to a city. I can see right away my group going into a village and asking about a blacksmith or something and it not having included one. I realize that also might not be possible but it sure would be nice. Sure I can just make one up but then I'd have to edit the MD file to add it and... yeah, that's not happening. lol. I downloaded Notepad++ and took a look at that file. And... dear god please no! lol

The 'random generator' way I would do this I guess would be to add some control over the probability of certain shops in settlements.

Yes, the markdown file can be a bit.. intimidating, but it's there if you need it :)

Well that is better than nothing, but being able to add additional shops would be more useful. But if it can't be done that's cool. :-)

Thanks for the reply!

(3 edits)

Gladly - I also forgot mentioning that when you download the ZIP file, you get a markdown file you can edit - so you can change names of things, add content to rooms etc..

You can then use https://pendicepaper.com/hexroll/convertor/ to regenerate the HTML file.