The largest ones being where oceans and mountains meet. ![]() I personally, for this reason, use 129x129 or smaller sizes for my worlds.īeyond creating cliffs with rivers like described above, you can create cliffs with extreme elevation variations. 800 variance for a small world will create more variation than that same 800 for a large world. Remember, variances are absolute values that don't take into account the size of the world. Just edit world_gen.txt manually in your init folder and you can pump elevation variance above 1800. You don't have to confine yourself within the limits for world gen parameters given by the game. You do need a larger world to support all the races who want you dead, but it brings a steady supply of sieges directly to your house.There are some things that never seem to be mentioned in these cliff threads. It's very easy to add in - I hope it gets updated for the new version quickly.Īnyway, when people ask for extra extra extra goblins and a double helping of war - that's a good suggestion. This lets you gen a world with up to 18 additional hostile races willing to destroy you. My solution - I started taking seeds from larger worlds, removed the history and creature seeds, and then genned the world with the fortress defense mod enabled. While I never found the answer on how to gen that, I found a better answer after I discovered that war with the elves gets annoying because elves are weak and they don't provide things that you can melt down into better equipment. I wanted to mention that a while back I asked a question in the previous thread about finding worlds where you started at war with the elves. Sweet! Thank you for starting the thread for the new version. The original dwarf civ is dead, but everything works as expected regarding migrants, caravans, and so on. Channel down from 134 to get a perfectly safe and secure water supply. The aquifer starts at 133, in any of the "loam" biome. Channel down from 102, ~20 tiles South and Southwest of center for your magma forges. There is magnetite from layers 132-128, found trivially south of center on layers 132,131,130. If you stay within the desert/sand biome, you can avoid the aquifer, for the most part. ![]() It contains magnetite and marble in the first 10 layers, three caverns, and saguaro trees in a rocky wasteland / sand desert.Īs expected, it has sand, and magma is reasonably easy to reach. It's a steel friendly embark with an aquifer for a secure water supply. Here's my first DF2014 worldgen & embark. Please use spoiler and code tags where appropriate, to keep your posts a reasonable size. ![]() Got an embark situation you'd like to see? Ask for it, and perhaps a world that someone else has discarded would work better for you! Found an interesting embark with some unusual feature (Adamantine space elevators, tiny island off shore in the ocean, chasms open from surface to caverns)? Post it, and let others have some fun with what you've discovered!Ī screenshot showing the embark location is ideal, if you are posting with a specific embark in mind, rather than just the entire world. One man's Paradise is another man's Hidden Fun Stuff, so try to point out if you found any obvious problems (no underground plants, no iron known to playable civ, etc). Pictures of sites or directions to them (so others can find them) are especially nice, but at the very least, try to provide others with the parameters for your new Dwarven Paradise, roughly where your embark was and what you got out of it (features, resources). Post your interesting worldgen parameter sets, along with a description of the 'ideal' embark you've found. From the previous version thread: (thanks to Nameless Archon)
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