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Author Topic: Creating Dastardly Maps  (Read 903 times)

madjoe5

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Creating Dastardly Maps
« on: February 10, 2010, 01:49:01 pm »

I was reading the wiki, and stumble upon something along the lines of:
Quote
If you find skeletal whales or other exceptionally large creatures... either lock your fort down or consider abandoning.
And of course, this only makes me want to play a fort with this specifically.

What I want is some sort of seed/genned world/gen parameter that would land me a site with the following qualities:
-Evil and Savage enough for skeletal whale hoards or at least elephants or some such
-Trees or some sort of Tower Cap producing source (underground river/pool)
-Flux and Magma (magma isnt as important)
-Preferable no aquifer, or at least a stone layer above it

Even if there if you don't have this, some tips or parameters that would create a lot of this would help.
That would be just dandy! Thanks in advance

SkyRender

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Re: Creating Dastardly Maps
« Reply #1 on: February 10, 2010, 01:56:45 pm »

Well you're not going to get a coastal site with no aquifer.  That just doesn't happen.  Other than that, however, pretty much any of the default worldgens has a decent chance of meeting your requirements.  Or I could provide you with this worldgen that produces a terrifying ocean.

Code: [Select]
[WORLD_GEN]
[TITLE:VOLCANIC]
[SEED:775396264]
[HISTORY_SEED:4044100256]
[NAME_SEED:3743402016]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:25:75:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:150:150]
[SAVAGERY:0:100:200:200]
[ELEVATION_FREQUENCY:1:1:1:1:1:1]
[RAIN_FREQUENCY:1:1:1:1:1:1]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:1:1:1:1:1]
[VOLCANISM_FREQUENCY:1:1:1:1:1:1]
[GOOD_SQ_COUNTS:40:300:600]
[EVIL_SQ_COUNTS:20:200:400]
[PEAK_NUMBER_MIN:12]
[OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:10]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:100:100]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:2750]
[CAVE_MIN_SIZE:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:25]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_RIVER:2]
[SHOW_EMBARK_POOL:2]
[SHOW_EMBARK_M_POOL:2]
[SHOW_EMBARK_M_PIPE:2]
[SHOW_EMBARK_CHASM:2]
[SHOW_EMBARK_PIT:2]
[SHOW_EMBARK_OTHER:2]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:20]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
Logged
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Imp

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Re: Creating Dastardly Maps
« Reply #2 on: February 10, 2010, 02:03:43 pm »

If you want this challenge without the aquifer, you could edit your raw/matgloss_stone_soil and /matgloss_stone_layer and remove every [AQUIFER] you see.  Arguably cheating, but easy enough to do if that makes the map you want to play.
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

madjoe5

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Re: Creating Dastardly Maps
« Reply #3 on: February 10, 2010, 02:04:00 pm »

Thanks. So this will always create an ocean that is evil? I'm guessing that you made volcanoes/magma very common as well.

madjoe5

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Re: Creating Dastardly Maps
« Reply #4 on: February 10, 2010, 02:05:34 pm »

If you want this challenge without the aquifer, you could edit your raw/matgloss_stone_soil and /matgloss_stone_layer and remove every [AQUIFER] you see.  Arguably cheating, but easy enough to do if that makes the map you want to play.

Yea, I'm going to do this. I only want to do this in order to create an ideal map for the last fortress before the new version.

SkyRender

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Re: Creating Dastardly Maps
« Reply #5 on: February 10, 2010, 02:58:46 pm »

That particular gen makes a lot of volcanoes and an evil ocean, yes.  I unwittingly tested this in trying to make a boat megaconstruction once.  The skeletal whales destroyed my fort's populace faster than you can say "ow my spleen".
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namragog

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Re: Creating Dastardly Maps
« Reply #6 on: February 10, 2010, 09:10:50 pm »

Do any of you know how to create a world with tree man all over? and elves? and volcanoes with magma men?
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madjoe5

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Re: Creating Dastardly Maps
« Reply #7 on: February 10, 2010, 10:47:34 pm »

Do any of you know how to create a world with tree man all over? and elves? and volcanoes with magma men?

Im not exactly sure what tree men are, but if you mean trees, then just go to any biome outside of deserts, tundras and mountains. Elves go to your site every spring, regardless of where your map is. If you embark on a volcano, you will probably see magma men there, but more commonly fire imps.