Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Looking for an "evil island" world gen setting.  (Read 1135 times)

Sting_Auer

  • Bay Watcher
  • [LIKES_WAR_DOG_HORDES]
    • View Profile
Looking for an "evil island" world gen setting.
« on: January 15, 2016, 08:09:13 pm »

I'm wanting a world that is a medium or small-sized island that has ocean on all sides, and every last bit of the whole world is varying degrees of evil. I've spent some time messing with world gen settings but I just can't make heads nor tails of it. I looked around a bit for a megathread on world gen, but didn't see anything, so here goes.

I'm especially a big fan of evil clouds, moreso than evil rain. It's not too important to me whether there's other civilizations in the world. A somewhat easier time embarking would be nice, maybe starting with a few extra dwarves and some more points., if possible. If the evilness can extend into the underground caverns as well, that would be neato burrito.
Logged
Thank you everyone for the help! I've since flooded the fortress I was working on and now have a new one going up.

Pirate Santa

  • Bay Watcher
  • [CURIOUSBEAST_EATER]
    • View Profile
Re: Looking for an "evil island" world gen setting.
« Reply #1 on: January 15, 2016, 09:45:39 pm »

I dunno about the evil world problem but you can totally bump up your starting points.
1. Design world with advanced parameters
2. Hit 'e' for Enter Advanced Parameters
3. Move about 8 options down the list to 'Embark Points'
4. Adjust up or down as desired. Allowed range is 0 to 10,000.
Logged
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming.
it turns out Dog Bone Doctors aren't very good at doctoring.

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Looking for an "evil island" world gen setting.
« Reply #2 on: January 16, 2016, 05:04:19 am »

- It's said to be possible to change the number of starting dwarves. I think it's a DFHack command, possibly called startdwarf or some such.
- Various races require various starting biomes. I suspect only goblins can start in evil biomes, but you should check the wiki. Note that start is different from later settling environments. It might also be possible to change this by changing the entity_default.txt entry for the race(s).
- Evilness in the form of resurrecting environment extends downwards to cover the caverns as well, but weather does not.
Logged

Melting Sky

  • Bay Watcher
    • View Profile
Re: Looking for an "evil island" world gen setting.
« Reply #3 on: January 16, 2016, 11:12:19 am »

You will run into some problems with this world. As others have mentioned only goblin civilizations will be possible.

A more feasible idea would be to create a world weighted towards producing both evil and savage biomes but leaving in the other alignment and savagery options just at lower probabilities so there are start spots for dwarven, human and elven civilizations which can not form in evil areas. You want to increase the savagery since it is only more savage evil biomes that produce the evil weather you want but don't crank it to crazy high because then you start to have issues with civilizations struggling to get a foothold. I can't remember off the top of my head if there are restrictions on savagery as far as where civilizations can get started.

As far as I know the evil designation of an area extends underground. If you want lots of big bad nasty beasts to fight then crank up mega beasts, titans, vampires, demons, trolls and forgotten beasts. Just be warned if you crank them too crazy high they tend to wipe out civilizations. Below is a link to a pretty good wiki article on the basics of advanced world generation.

http://dwarffortresswiki.org/index.php/DF2014:Advanced_world_generation
« Last Edit: January 16, 2016, 11:28:37 am by Melting Sky »
Logged