Hello all,
I was wondering about the caverns, and maybe a few of the things I'm looking for I will need to play with WorldGen (something I have absolutely know idea how to do).
Anyway, my latest hobby is watching Dwarf Fortress Let's Plays, and one thing I have noticed is that caverns in the Let's Plays look different from the ones I get. Primarily, the caverns I see on the let's plays have big wide expansive "ground" areas (with trees and shrubs) and mostly large, contiguous "wall" sections. This seems like a lot of fun because you can wall off/tame the ground sections and you have a large tree farm as well as pasture area, and then you can build rooms in the large wall sections (one LPer actually made their main fortress in the walls of the 1st cavern layer -
http://www.youtube.com/watch?v=rDjqWcdhzsM). So imagine my disappointment when "my" caverns looks like the screencap below. You can't exploit these caverns in any way. IRL they would basically be really thin, high walled (on my 2nd layer cavern it was 34 z levels high from tippy top to bottom of underground lake - that just seems too high to me) slot canyons.

So I'm wondering if it's just luck of the draw or if there is some way to tweak the settings to create more reduced z-level, wide caverns. I want to feel like I am exploring and conquering each layer, and that's hard to do with a 30+ z level high, incredibly fractured cavern with hundreds of thin tall pillars surrounded by twisting, 1 square wide passageways.
Also, I can't ever seem to get three cavern layers, which I assume is default but I always create large worlds using the standard "create a world" and I usually get only 2, with the first one just a few z-levels from the surface. I also always get deep pits or downward passages (two in one 3x3 embark alone!) which I don't like as they allow the more dangerous creatures to migrate up and it feels less like conquering "layers" of cavern and more like one big mess. I'd prefer the first cavern to be down a bit more and for the three levels to be completely distinct.
Was this just an unlucky embark (many, actually) or do I need to create an "advanced" world with parameters to get what I want, and if so, how?
I hope someday the caverns are just as interesting as the surface, with underground civilizations with their own worldgen histories and wars, just like the surface races. That's another reason to want the layers separate, it would be neat to run into two completely different civs who have no knowledge of each other or the surface. As you get lower, they become more fantastical, from simple "dark goblins" to like insect men and weirder (journey to the center of the earth dinosaurs, anyone?).
About the HFS:
When I finally dig down to floor 0, I can't go down any further as I hit warm stone (though if I channel into it I won't get the warning and it doesn't fill up with magma or anything) so what I normally do at this point is dig exploratory tunnels in a repeated square pattern to get the layout of the "warm stone" borders. I generally excavate out the entire area, but can't continue horizontally, and can't go down, and am stuck. Is there a more efficient method to searching for HFS, because right now I ain't finding crap.
ALSO, completely unrelated, but I use the Lazy Newb Pack with the Phoebus graphics pack and I was wondering if there existed a "key" to what the symbols mean as most of the wiki tells you what things mean in standard ascii chars but not with the graphics packs. Specifically, I want to understand the world map better (where the civs are, cities, goblin towers, etc...) and I also want to be able to tell at a glance if a green gem is an emerald or some worthless minor gem of the same color. Does there exist something like that? Another thing I have noticed is when trading, an exceptional item and a masterful item have the same designation (a square, basically, before and after the name) while on the wiki it says they should have two distinct symbols (the best one being a dwarfbuck/sun symbol, which apparently Phoebus doesn't carry over).
Thanks!