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Author Topic: How to generate an evil world?  (Read 5585 times)

terminal

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How to generate an evil world?
« on: August 14, 2010, 10:08:34 am »

Somehow I have managed to avoid most of the Fun that comes with goblins.  All of my forts die an FPS death without ever being seriously threatened by goblins.  My last fort had 10 million wealth and 140 dwarves (60 military in steel) before a laughably underpowered siege showed up (oh noes, 8 goblins and one of them is riding an elk bird?!). 

So, I've been trying to generate a world with some challenging embarks.  I want lots of evil biomes and goblin fortresses so that I can embark somewhere very hostile and struggle for survival.  I've been using PerfectWorld and I've figured out how to adjust savagery, but cranking up the savagery gave me lots of untamed wilds and one large patch of terrifying forest.  Goblins were still scarce and there wasn't any variety in the evil biomes available.

Anyone know how to create a Fun world?
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Argonnek

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Re: How to generate an evil world?
« Reply #1 on: August 14, 2010, 10:50:37 am »

Well, you could use the Genesis Mod, it adds many new plants and animals, as well as several new sieging races that would happily kill you all without remorse.

If Mods aren't your thing, then you can increase the desired evil tiles in the worldgen settings when you create a world.

Also note: goblins are useless against an army with steel weapons and armor, so you could try using iron or bronze to artificially increase your difficulty level. Or you could breach the HFS and die that way, if you want.

Valience

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Re: How to generate an evil world?
« Reply #2 on: August 14, 2010, 02:40:35 pm »

Depending on what all you're really aiming for in the FUN embark, you could try jacking up savagery to 50-100 and weighting it to have a few 50's (so civs can start) while a lot of 100's for the chakkenge. Also, if you set the "desired evil" squares higher, you should get more evil. I'm not sure how the game places them though, so no gaurantee that you'll get anything you really like.

I'm currently trying ot make a savage, hot, deserty world, but my kobolds and elves die out 100% of the time, and the dwarves barely cling to life for the 500 years of world gen themselves. Gobbos and humans seem to do ok, though.

You could also mod Gobbos to attack sooner, or start in more areas.
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Regardless of what I said previously, DF elves don't chop. They merely coax the wood out of a tree in a manner which is probably sexual. So yes, they are terrible, terrible beings.

monkeyfetus

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Re: How to generate an evil world?
« Reply #3 on: August 14, 2010, 04:25:16 pm »

you can increase the desired evil tiles in the worldgen settings when you create a world.

How do I do this? About two weeks ago I was trying to get more good regions, but I looked through the worldgen parameters three times and couldn't find it. I wanted to make a fort based around capturing and trading animals and vermin (especially fluffy wamblers). I generated five worlds, but in three of them dwarves and/or goblins had been driven to extinction by the humans, and in the other two the only "good" regions were covering freezing glaciers and tundra.
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Why does my adventurer keep crying?
Greiger's is actually correct...  sadly enough.  The emotional circumstance processor is still turned on, with a randomly rolled up personality, but they can't express themselves or take control...  they can only cry.

terminal

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Re: How to generate an evil world?
« Reply #4 on: August 15, 2010, 01:22:56 am »

This entry in the worldgen parameters

[EVIL_SQ_COUNTS:25:3000:503]

The first number is evil squares on a small region, second is on a medium, third is large.  Here I copied the default settings for medium region, increased evil squares to 3000, and genned a world.  It has lots of evil and I saw lots of goblin fortresses, although it has been three years and they havent shown up yet.
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