Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: The perfect spot v2  (Read 352210 times)

Poch

  • Bay Watcher
    • View Profile
The perfect spot v2
« on: May 12, 2011, 07:20:32 pm »

Hey guys !

Here is the new version of the map i created, wich is pictured in this topic : http://www.bay12forums.com/smf/index.php?topic=82005.0

So what's new since v1 ?
  • Area embark is now 5(width) * 4 (height), which makes 20 squares instead of 25 before (5*5), so for those of you which play with all features activated it should have better FPS
  • Mineral scarcity has been bumped down, wich allows the map to show more of everything (gems & stones & metals)
  • You can have a civilization that is at !!WAR!! with goblins instead of peace (you might have to regen it one or two times to get the label to show up at embark)
  • Evil squares correctly shows as evil in game, instead of green
  • Your mountainhomes can now trade bituminous coal and almost everything you need
  • There is still unicorns hanging around, a lot of badgers and other nice animals like Werewolves or Yak cows !

What does it still lacks ?
  • Badass undeads in the surroundings, or evil creatures : the evil biome is much more obvious in the caves than it is at the surface
  • A flatter moutain, slopes are really, well sloppy
  • Personnaly, i'd like to see more exotic creatures like elephants or tigers in the wilds. Should have a jungle for this one i guess

Below is a full list of the map features :
  • A volcano
  • A river + the river source (only if you make the area 1 tile higher)
  • A green valley, even in winter (it means while the mountain is snowy, some parts of the river rarely freeze, pretty cool, huh ?)
  • Flux Stone (a lot of it)
  • A LOT of different metals and gems
  • Nice, open caverns (not a stupid maze like in default world-gen)
  • At least 15 layers before the first cavern
  • A montain to go up
  • A nice terrain few plains and a big mountain to explore, hunt and make fortifications and towers
  • A LOT of biomes : Calm, Joyously wild, Serene, Sinister, Haunted, Terrifying which means Good & Evil at the same place, and a lot of savagery (other biomes availables if you make the embark area 5*5 and keep volcano in the top-right corner of the map)
  • All neighbors are ok, and no war with the elves + war with goblins if you choose "The mountain of Rasps"
  • A powerful dwarf civilization : "The mountain of Rasps" (no bituminous coal, but they have lignite and coke) (this time they do have coal)
  • A demonic fortress on the map to have a lot of fun in the underground (having this one + the rest was a pain in the ass)
  • A lot of raw adamantine near HFS
  • A balanced climate

Settings you might want to edit by hand before generating the map :
  • Embark points
  • I think the titan attack cap won't mess with world-gen but i'm not sure.

To create you own copy of the map : copy/past the world-gen recipe in %DF_INSTALL_FOLDER%\data\init\world_gen.txt

Here is are the world-gen parameters :
Spoiler (click to show/hide)

Screenshot of the area :


DOWNLOAD LINK HERE : http://dffd.wimbli.com/file.php?id=4372

You can easily find the spot using the screenshots below.
Here are screenshots of the biomes and embark settings :


Additionnaly here is the full output of dfprospector.exe -b
Spoiler (click to show/hide)
« Last Edit: May 12, 2011, 07:31:39 pm by Poch »
Logged

Shootandrun

  • Bay Watcher
  • Silence is the answer.
    • View Profile
Re: The perfect spot v2
« Reply #1 on: May 12, 2011, 07:47:36 pm »

Nice, thanks!

Edit: And I see that you have tweaked the cavern openess (50 to 100) and density (0 to 5)! Now, I am in love.
« Last Edit: May 13, 2011, 08:04:16 am by Shootandrun »
Logged

hitto

  • Bay Watcher
    • View Profile
Re: The perfect spot v2
« Reply #2 on: May 24, 2011, 09:58:46 am »

Wow...!
I'm almost thinking about abandoning just for that map!

When you say one civ is at war with goblins, does it mean the others actually trade with them? I've never managed to see this! I suppose you can "declare" war on the gobs with any of the other civs, right?
Logged

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: The perfect spot v2
« Reply #3 on: May 24, 2011, 10:22:36 am »

I just embarked in the fabulooooous forest.
As soon as I did some dark gnomes arrived.
I regret embarking with training axes for gathering lumber.
Logged
Dwarf Fortress: Threats of metabolism.

Noir

  • Bay Watcher
  • Dwarven Evil Overlord
    • View Profile
Re: The perfect spot v2
« Reply #4 on: May 24, 2011, 10:41:48 am »

I will definitely try this after I'm done with my current embark.
Logged
Naked dwarves remove the need to produce more clothing, which means more of your pig tails can be brewed into booze.
I think this is less a problem and more an expression of dwarven priorities.

jaxy15

  • Bay Watcher
  • Adept Modder
    • View Profile
Re: The perfect spot v2
« Reply #5 on: May 24, 2011, 03:16:15 pm »

Unicorns aren't as bad as I thought.
Thank you for helping me overcome my fear of those good bastards by throwing them onto the embark site.
Logged
Dwarf Fortress: Threats of metabolism.

Kaos

  • Bay Watcher
    • View Profile
Re: The perfect spot v2
« Reply #6 on: June 01, 2011, 03:30:08 pm »

No Fire Clay or Kaolinite? can they be traded for?


What about the plants/shrubs and trees? can you get or at least trade for them?
Logged

Korva

  • Bay Watcher
    • View Profile
Re: The perfect spot v2
« Reply #7 on: June 01, 2011, 03:49:35 pm »

It has fire clay in the mountain biome (unless my parameter-tweaking accidentally changed something from the original version in that regard). Trample the grass in it and you'll see it grows on fire clay despite the lack of a soil layer. These trampled spots make for valid clay gathering zones. The grass will never grow back.
Logged