Danke for the information, brothers. A couple of re:'s
2) Search my posts on this forum - I've responded to that fully in the past week.
Thanks, I am perusing your post listings right now.
Basically, alter the volcanism weights to something like 10-1-1-1-1 or something to get low volcanism widespread but still have volcanoes. Editing it to something like 10-5-3-2-1 would add more variety into the world, which will help with more variety of minerals/stones in any embark (I think). Make sure to keep the X/Y variance fairly low for this to work, though. If you want higher variance, you need to set the absolute volcanism maximum to something lower than 100, but this will preclude volcanoes, if you care.
I'm fairly good at affecting volcanism and igneous layers, what I was hoping for was a bit more info on mutability between metamorphic / sedimentary layers, and if there were any filters / parameters to directly or indirectly affect their spread on a map. Good volcano pointers, tho; I'm sure I'll use them when I feel like fiddling with a volcano map.
3) Reduce starting points, jack up savagery, jack up megabeasts/titans/werewolf curses/secret books/vampire curses/etc, increase evil biomes to be everpresent almost, but I don't know how you've played a fortress for 250 years without need of a military, or how you even managed that period.
Haven't tried starting points, good on the rest, was looking for any more subtle options that could influence variety of threats. As far as my bicentennial fortress, it's from 31.25, small embark (to help FPS) on a peaceful island w/ no connected civs other than dwarf; pump up the allowable ratio of children to 500:1000 and bury civ underground immediately. pierce caverns and re-seal to gain underground flora, and grate a well from above-ground river. Then, just cull dwarfs when FPS diminishes. It was my testing ground for anything that I wanted to work into another map-- make functional alterations, test their effect long term, and tweak build schemata until they work as anticipated. Actually, I've been playing for almost 2 years and have never been in an organized combat situation in DF on any of my maps; I've just kinda 'sim-city'ed my fortresses and scurried away from battle. That's kinda why I'm looking for diverse ways to enhance gameplay outside of pacifist civ-building.
4) play around with the controls, then go into legends, export maps to check how things are. I've noted a bunch of stuff lately about this. There's just so much balancing to go through to get things how you like them, the only way is to spend hours experimenting for yourself really. There's the worldgen cookbook thread that should help a lot...
Adding 'worldgen cookbook' to tabs for perusal. ...my keyword searches didn't turn up any of this. Thx for directing me to centralized boards.
1) 1725, is what I use. LucasUP's Newb World generates using the max metal variety of 500! I agree with you, TherionChilde, I think it crams out the FLUX space, like ya said.
Yeah, it's a documented problem w/ 0.34.x world gen. I've gone as low as '1250' and still had fair flux stone dispersal, but have had trouble mapping out the break-off where flux no longer gen's. Honestly, was hoping to profit from another's experiments and avoid hours gen'ing worlds with decremental mineral values.
I gradually dial back the subregion total, from 5000 to something in the 2000s, until I find a suitable spread for a 33x33 world. This removes my dependence on the automated filter.
I'll give that a try, thx.
What I find most fun in fortress play, is if I stay in the Age of Myth forever. Jack Semimegabeasts up through the roof. And if ya like the cloak and dagger game, increase the non-mountain caves. On that note, I'll mention, I don't care for 'these' stealth parameters, as I never see my dorfs improving their Observation skills... So they cannot keep up with the Kobold advancement trend. I keep my caves, like I keep my Undead on 0. The best way I find to spice things up in Fortress mode is to place Goblins in the second place, in the Neighbors list, and try and get a Civ, if more than one Dorf Civ exists, that is in WAR with either Goblins or Elves. That is how I spice it up faster, without experiencing a CSI:Armok crushing, and wondering how I failed.
Om nom nom nom... Delicious knowledges. I'll try out the non-mountain caves. War and sieges I'll probably get to, but only after I've had a few skirmishes... Yes, my dwarves are cowards, and combat still seems a bit too messy for my violent OCD to control.