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« on: January 12, 2011, 01:18:50 am »
My strategy is to set the elevation variances as high as they can go (you can set them even higher if you edit the worldgen file directly but it causes weird errors if they go too high in my experience) and generate a small or smaller world (the variances seem to have a more significant effect the smaller the world is but that could just be me), which should give you a world full of stupid-tall mountains erupting from flat lowlands. Then on the embark screen I look at the relative elevation map (the screen with all the blue and grey rectangles not the one with the numbers) and try to find a spot with the highest relative elevation (lightest grey) next to the lowest (darkest blue).
The mountains I end up on are generally at least 60 or 70 levels high, sometimes I get lucky and land on a 100+ spot.
Like I said this seems to have a hard cap of 100 levels from lowest to highest ground point unless you're on a peak. I did have a map that went a couple levels over but due to the funny shape of that bit that went over that might have just been a minor bug with the terrain generator lining up the local tiles right. One other mountain there ended in a point that was 4 levels above the plateau, can't remember if I had a peak there or not but it's possible if the mountain ends close enough to the cap it lets it go over a little.
The FPS (this was 40d mind you) wasn't that bad until I started digging all kinds of nasty tunnels inside the mountains and then turned the tunnels into a giant-ass tower. After about 40 years I was getting less than 1 FPS. It was so bad that giving all the dwarves [SPEED:0] didn't speed them up, just slow the rest of the game down while keeping the dwarves at the same speed due to the extra calculations or something.