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Author Topic: Worldgen cookbook  (Read 165278 times)

Lmaoboat

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Re: Worldgen cookbook
« Reply #510 on: March 26, 2010, 04:19:48 pm »

Found a 5x4 embark with a lava vent, an underground pool, a underground river, a chasm, flux stone, a crap load of murky pools, 9 squares of heavy forest, a natural cave, and a named giant using the recipe in the original post.


Code: [Select]
Seed: 1402194286
 History Seed: 1894637330
 Name Seed: 786059854

[WORLD_GEN]
[TITLE:MEDIUM]
[CUSTOM_NAME:The plane of Cool]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:250:50]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:290:305:1600:1600]
[RAINFALL:0:100:100:100]
[TEMPERATURE:10:90:100:100]
[DRAINAGE:0:100:200:200]
[VOLCANISM:100:100:0:0]
[SAVAGERY:40:100:1600:1600]
[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:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

It's in the upper leftmost corner.
« Last Edit: March 26, 2010, 08:48:29 pm by Lmaoboat »
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Lmaoboat

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Re: Worldgen cookbook
« Reply #511 on: March 26, 2010, 08:42:04 pm »

Found a 5x4 embark with a lava vent, an underground pool, a underground river, a chasm, flux stone, a crap load of murky pools, 9 squares of heavy forest, a natural cave, and a named giant using the recipe in the original post.


Code: [Select]
Seed: 1402194286
 History Seed: 1894637330
 Name Seed: 786059854

[WORLD_GEN]
[TITLE:MEDIUM]
[CUSTOM_NAME:The plane of Cool]
[DIM:129:129]
[END_YEAR:1050]
[BEAST_END_YEAR:250:50]
[END_YEAR:1050]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:290:305:1600:1600]
[RAINFALL:0:100:100:100]
[TEMPERATURE:10:90:100:100]
[DRAINAGE:0:100:200:200]
[VOLCANISM:100:100:0:0]
[SAVAGERY:40:100:1600:1600]
[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:0:0:0]
[EVIL_SQ_COUNTS:0:0:0]
[PEAK_NUMBER_MIN:0]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:50]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:200]
[NON_MOUNTAIN_CAVE_MIN:200]
[ALL_CAVES_VISIBLE:0]
[TOTAL_CIV_NUMBER:25]
[TOTAL_CIV_POPULATION:20000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

It's in the upper leftmost corner.

It seems I might have the wrong seed.
Edit: fixed
« Last Edit: March 26, 2010, 08:48:47 pm by Lmaoboat »
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Lmaoboat

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Re: Worldgen cookbook
« Reply #512 on: March 26, 2010, 08:42:26 pm »

-doublepost-
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Gekz

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Re: Worldgen cookbook
« Reply #513 on: March 27, 2010, 03:43:42 am »

Hey.

Been trying to make a worldgen that is primarily tundra and glaciers, but failing horribly :<. Can somebody help me out?

I'd like there to be other civs to the dwarves, yet still be a primarily tundra map. No other requirements really  :).
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Huggz

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Re: Worldgen cookbook
« Reply #514 on: March 27, 2010, 07:35:33 am »

Code: [Select]
[WORLD_GEN]
[TITLE:FUN]
[DIM:257:257]
[END_YEAR:100]
[BEAST_END_YEAR:20:50]
[REVEAL_ALL_HISTORY:0]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:1:400:1600:1600]
[RAINFALL:20:100:1000:1000]
[TEMPERATURE:20:50:1000:1000]
[DRAINAGE:0:100:1000:1000]
[VOLCANISM:40:100:1000:1000]
[SAVAGERY:40:100:1000:1000]
[ELEVATION_FREQUENCY:2:2:3:4:5:20]
[RAIN_FREQUENCY:5:0:1:2:4:8]
[DRAINAGE_FREQUENCY:1:1:1:1:1:1]
[TEMPERATURE_FREQUENCY:6:1:1:20:1:1]
[SAVAGERY_FREQUENCY:4:1:1:1:1:20]
[VOLCANISM_FREQUENCY:2:1:1:1:5:20]
[GOOD_SQ_COUNTS:100:1000:2000]
[EVIL_SQ_COUNTS:100:1000:10000]
[PEAK_NUMBER_MIN:50]
[OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:15]
[REGION_COUNTS:SWAMP:1032:7:6]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:4128:13:12]
[REGION_COUNTS:MOUNTAINS:8256:9:9]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:250]
[RIVER_MINS:600:600]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVE_MIN_SIZE:100]
[CAVE_MAX_SIZE:250]
[MOUNTAIN_CAVE_MIN:300]
[NON_MOUNTAIN_CAVE_MIN:500]
[ALL_CAVES_VISIBLE:1]
[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:75]
[TOTAL_CIV_POPULATION:-1]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:3000:8000:10000]
[RAIN_RANGES:0:5000:10000]
[DRAINAGE_RANGES:8256:16512:8256]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]
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In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

plenum

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Re: Worldgen cookbook
« Reply #515 on: April 01, 2010, 09:15:23 pm »

I tried Goran's recipe but it turned out burned and sediment-less.  I think you don't get any sedimentary layers where volcanism is 100 percent (i.e. every tile).  So I tweaked it slightly; relevant changes are setting the range for volcanism to 0-100 but turning the volcanism deviations to maximum and setting the minimum number of volcanoes pretty high.  I also turned the temperature up because I don't like glaciers, but that's easily fixed if you want them back.

Spoiler (click to show/hide)

There are many promising locations on the map I genned with this one.

Anybody tried to adapt this to DF2010? I'm failing to...   :-\
I'm willing to generate a map with
* lots of volcanoes
* lots of rivers
* lots of mountains
* lots of terrifying squares, megabeasts ...
 :'(

came up to smthng with this:
Spoiler (click to show/hide)
The population is only 1000 units. I guess if thats no good... I'm not yet experienced enough to reason about this.
« Last Edit: April 01, 2010, 10:27:49 pm by plenum »
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Goran

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Re: Worldgen cookbook
« Reply #516 on: April 04, 2010, 07:12:20 am »

DF2010

Code: [Select]
[WORLD_GEN]
[TITLE:GORAN REGION]
[DIM:129:129]
[EMBARK_POINTS:1274]
[END_YEAR:1050]
[BEAST_END_YEAR:200:80]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:0]
[ELEVATION:295:305:2:2]
[RAINFALL:0:100:1600:1600]
[TEMPERATURE:25:75:1600:1600]
[DRAINAGE:0:100:1600:1600]
[VOLCANISM:0:100:200:200]
[SAVAGERY:0:100:1600:1600]
[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]
[TITAN_NUMBER:1000]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:1000]
[GOOD_SQ_COUNTS:100:1004:2012]
[EVIL_SQ_COUNTS:100:1004:2012]
[PEAK_NUMBER_MIN:0]
[PARTIAL_OCEAN_EDGE_MIN:0]
[COMPLETE_OCEAN_EDGE_MIN:0]
[VOLCANO_MIN:0]
[REGION_COUNTS:SWAMP:0:0:0]
[REGION_COUNTS:DESERT:0:0:0]
[REGION_COUNTS:FOREST:0:0:0]
[REGION_COUNTS:MOUNTAINS:0:0:0]
[REGION_COUNTS:OCEAN:0:0:0]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:0:0:0]
[REGION_COUNTS:HILLS:0:0:0]
[EROSION_CYCLE_COUNT:750]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:1]
[CAVERN_LAYER_OPENNESS_MIN:0]
[CAVERN_LAYER_OPENNESS_MAX:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:0]
[CAVERN_LAYER_WATER_MIN:10]
[CAVERN_LAYER_WATER_MAX:10]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:2]
[LEVELS_ABOVE_LAYER_1:5]
[LEVELS_ABOVE_LAYER_2:1]
[LEVELS_ABOVE_LAYER_3:1]
[LEVELS_ABOVE_LAYER_4:1]
[LEVELS_ABOVE_LAYER_5:2]
[LEVELS_AT_BOTTOM:1]
[CAVE_MIN_SIZE:1]
[CAVE_MIN_SIZE:1]
[CAVE_MAX_SIZE:1]
[MOUNTAIN_CAVE_MIN:0]
[NON_MOUNTAIN_CAVE_MIN:0]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:12]
[TOTAL_CIV_POPULATION:100000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:0:0:0]
[RAIN_RANGES:0:0:0]
[DRAINAGE_RANGES:0:0:0]
[SAVAGERY_RANGES:0:0:0]
[VOLCANISM_RANGES:0:0:0]

This world is for all those who are not fans of 100+ Z-levels underground. Its basically original medium region script tweaked to compact Z levels as much as possible while retaining all key features.

The world is relatively flat, with rolling hills and most squares are good for fortress locations. There are no epic cliffs, oceans, etc.

The important stuff is that the underworld is compacted into 20-25 Z-levels.

You usually encounter underground caves at around -5 to -7Z, magma at around -15Z and the deamon underworld at -20Z.

The downsides are that there is obviously less metals, especially adamantine which is only present at cca 5 Z-levels, and the world is designed with only one cave layer (this can be easily increased to 3, but each additional cave layer adds cca 7-8 Z-levels, so with 3 cave layers you get underground within 40 Z-levels).

Feel free to tinker with variables, especially those that increase *fun* to further enhance this script, but its a big step up for all who do not want to build a fort over +100Z levels.

Also, this world has 1000 titans and 1000 types of deamons who are (almost) all trapped underground(=lots of *fun*), there are no caves, since caves kill off all the dwarves during worldgen due to high number of ueber spawns.

Happy Easter everyone!
« Last Edit: April 04, 2010, 08:13:38 am by Goran »
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RAM

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Re: Worldgen cookbook
« Reply #517 on: April 04, 2010, 04:45:51 pm »

Should there be a new thread for 31?
Should this stuff go on the wiki, in small chunks and a second page with complete worldgen entries, and a link to a complete maximum fun/variety worldgen file for people who don't know what a text editor is as a compilation of the most popular worldgen setting?

What exactly is required for minimum z-levels?
I noticed that the elevation settings were a little off from the default and was wondering if that was required...
« Last Edit: April 04, 2010, 05:25:46 pm by RAM »
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Huggz

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Re: Worldgen cookbook
« Reply #518 on: April 04, 2010, 05:39:32 pm »

There is a thread like this for 31 but I lost it :(
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In order to improve the universe's frame rate, we must all throw rocks into volcanoes and then do absolutely nothing, worldwide, for a week, to take pressure off pathfinding.

Paul

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Re: Worldgen cookbook
« Reply #519 on: April 04, 2010, 08:13:23 pm »

Its layer settings that you want to adjust to change the underground. I'll quote myself instead of typing a new post :) The spoiler is where I have my notes on what the options do. It's not really spoilery, unless you don't have any idea what is down there.
I've been playing around with the layer options and I thought others might find some of the info useful:

Spoiler (click to show/hide)

Going no magma and no bottom layer cuts the z-levels down quite a bit, so someone on a low end computer could up their performance that way if they didn't mind missing out on magma and some HFS (or if they settled on a volcano). Reducing the levels above ground helps too (less sky), but would prevent you from building upwards (tower or whatever). Reducing cavern layers can cut down on z-levels too, but you miss out on the potential fun of cavern systems. You could get by with 1 cavern layer and still get migrating underground fun.

An example 1 cavern system map came out with 14 z-levels. 1 sky, ground, and 12 below ground. 6 of them were the cavern system, one was a deep rock layer below the caves, and the other 5 were soil and rock above the cavern system.

Reducing everything to minimum and cavern layers to 0 is not advised unless you want a non-digging farming simulation or something, since it gives you a grand total of 3 z levels - sky (which walls can't be built on), ground, and soil underground. On the plus side, even an old crappy computer could probably run a decent sized fort with so few levels haha. It might be interesting playing on this in a forest by a river and just importing everything, building yourself a castle out of imported stone or local wood (could increase the sky z-levels to allow building more than 1 level up).

Things are obviously going to vary based on the site picked though. If you pick a flat area you'll get less z-levels than a cliff, and picking a site beside an ocean seems to give you a really deep underground (the 1 cavern map has places where that one cavern goes 100 z-levels deep, where otherwise its only 11).
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Josiwe

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Re: Worldgen cookbook
« Reply #520 on: April 08, 2010, 02:02:25 pm »

I am trying to generate a "newbie" world for myself, ideally I would like a site with flux, lots of sedimentary layers, forest and sand on top, with a brook and magma. Other features such as chasm, cave, HFS etc are optional, but I would like to be able to start and play with every industry and have most types of ores available - so for example ideally I would have at least one tile of granite so I can have bismunthite and  cassiterite, one of marble for flux and sphalerite, and gabbro for nickel, with the assumption that most of the other ores can be found in these layers. So that's sedimentary, metamorphic, and igneous intrusive layers in one site. Is this even possible? Is there any way to nudge the world-gen towards the particular types of stone I want, and are there any third party tools superior to the built-in finder for locating a site?

Secondly, while I don't want to completely eliminate danger, I also don't want to embark on a terrifying map where all my dwarves will be eaten by zombies in the first minute. So I'm trying to tweak the parameters so that benign/savage are minimal and neutral is frequent, the same for good/neutral/evil. But, I'm worried that if I have no evil/savage permitted then volcanoes and chasms can't form because Fire Imps and Cave Spiders seem like they would belong in those categories. Can anyone confirm whether savage/evil tiles are necessary for volcanoes and chasms to form?

Any additional advice in genning this world is appreciated. I am using Mike Mayday's package installation for 40d18, and other parameter sets have produced slightly different worlds for me when run - for example running the dwarf heaven seed produced the same general site but the layers were different and there was no flux. Thanks!
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Draco18s

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Re: Worldgen cookbook
« Reply #521 on: April 08, 2010, 02:07:51 pm »

Go into the custom parameters for any of the medium+ size worlds and turn up the volcanism variation.

Then find a world where you have a volcano in a forest.
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Mohreb el Yasim

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Re: Worldgen cookbook
« Reply #522 on: April 09, 2010, 01:49:12 am »

CAVERN_LAYER_COUNT
CAVERN_LAYER_OPENNESS_MIN
CAVERN_LAYER_OPENNESS_MAX
CAVERN_LAYER_PASSAGE_DENSITY_MIN
CAVERN_LAYER_PASSAGE_DENSITY_MAX
CAVERN_LAYER_WATER_MIN
CAVERN_LAYER_WATER_MAX
HAVE_BOTTOM_LAYER_1
HAVE_BOTTOM_LAYER_2
LEVELS_ABOVE_GROUND
LEVELS_ABOVE_LAYER_1
LEVELS_ABOVE_LAYER_2
LEVELS_ABOVE_LAYER_3
LEVELS_ABOVE_LAYER_4
LEVELS_ABOVE_LAYER_5
LEVELS_AT_BOTTOM

ok someone can explaine what are the meanings of thease parameters? i mean i can understand the worlds but don't see what they do (i changed them min to max and some examples to see but not really sure what the difference was)
the examples i made to test:
i changed the opennes and the passage density to bigger wich made somewhere underground a cave-in on time of the arrival
so i suppose this first settings should be the look like of caverns
but from the levels above i am really not sure (there is not 5 layers or are there?, if i maxed all i got only one layer (or i didnt find the others) at the bottom and no magma that i should have),actualy they didnt really seem to change in the way i expect them
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Draco18s

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Re: Worldgen cookbook
« Reply #523 on: April 09, 2010, 08:18:22 am »

CAVERN_LAYER_COUNT  -- how many caves as you go down.
CAVERN_LAYER_OPENNESS_MIN -- how much open space they have (large areas).  Minimum.
CAVERN_LAYER_OPENNESS_MAX   -- and maximum.
CAVERN_LAYER_PASSAGE_DENSITY_MIN  -- How much of those little windy passageways.  Min.
CAVERN_LAYER_PASSAGE_DENSITY_MAX  -- and max.
CAVERN_LAYER_WATER_MIN  -- How much of the caverns will be flooded.  Min.
CAVERN_LAYER_WATER_MAX  -- and max.

LEVELS_ABOVE_GROUND -- How many completely empty sky z levels there are.

The rest I don't know.
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Shiv

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Re: Worldgen cookbook
« Reply #524 on: April 16, 2010, 09:15:22 pm »

Do old 'recipes' work with DF 2010?  If not, anyone got some new good ones?

I'm trying to find a high evil region, with high mountains, and a river cutting in between, preferably creating a (large) waterfall at some point.

I found such a region with normal generation, but stupidly didn't back up the region and when a zombie elephant got into the fort, well...
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