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Author Topic: Question about terrifying locations  (Read 408 times)

jamesmax

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Question about terrifying locations
« on: December 17, 2011, 11:47:17 pm »

Will embarking on a terrifying glacier be easier to survive then somewhere else?  On nearly all my attempts to get very terrifying location all of which have been generated on glaciers.  Which is not bad in its own right.  But I've noticed I haven't seen any tendrils or eyeballs.  And so basically to some up my question.

Am I missing out from any terrifying attributes from embarking on a glacier location? (I just wanna make sure I'm experiencing terrifying.  And not some watered down version)

« Last Edit: December 17, 2011, 11:49:06 pm by jamesmax »
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trees

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Re: Question about terrifying locations
« Reply #1 on: December 17, 2011, 11:58:44 pm »

The only thing that should be different (other than the normal differences from being on a glacier) is the evil fauna - instead of, say, the nightwings you'd get in an evil desert or the beak dogs you'd find in an evil swamp, you'll get ice wolves and blizzard men. Evil grasses don't even do anything sinister now, as far as I know - cows will graze on eyeballs just as they would on regular grass.

So, yeah, a terrifying glacier should be suitably dangerous. If you want to, you could raise the amount of evil places through advanced world gen parameters - simply increasing the "Desired Evil Square Count in Small/Medium/Large Subregions" by a bit will increase the amount of evil biomes in the world.
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jamesmax

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Re: Question about terrifying locations
« Reply #2 on: December 18, 2011, 01:20:07 am »

The only thing that should be different (other than the normal differences from being on a glacier) is the evil fauna - instead of, say, the nightwings you'd get in an evil desert or the beak dogs you'd find in an evil swamp, you'll get ice wolves and blizzard men. Evil grasses don't even do anything sinister now, as far as I know - cows will graze on eyeballs just as they would on regular grass.

So, yeah, a terrifying glacier should be suitably dangerous. If you want to, you could raise the amount of evil places through advanced world gen parameters - simply increasing the "Desired Evil Square Count in Small/Medium/Large Subregions" by a bit will increase the amount of evil biomes in the world.

I would like to ask one more question without starting a new topic post.

Does the tint of purple have any effect on game play?  My embark selector says that the area's terrifying in two biomes.  But one biome is tainted the same way as sinister and the other as terrifying (though as I said it says that both are terrifying.) Is this an error in the embark selector or just an ecstatic feature?
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trees

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Re: Question about terrifying locations
« Reply #3 on: December 18, 2011, 01:46:37 am »

I think different shades of purple just distinguish between benign/normal/savage evil, but I would take what the site information says over the color.
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I am often bad at phrasing things - don't hesitate to ask for clarification if something I said doesn't make sense.