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Author Topic: How do I generate a world with more necromancer towers and more temples?  (Read 1735 times)

Fiddleford the Clod

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I know a bit about using worldgen, but I'm having trouble getting a world with lots of necromancer towers. Also, I'm having an issue with getting dead worlds, full of abandoned villages and ruined houses. Any tips to fix this?
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Ulfarr

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Re: How do I generate a world with more necromancer towers and more temples?
« Reply #1 on: January 28, 2019, 06:44:07 am »

About the necromancers you can try increasing the number of secrets with advanced world gen and also try longer histories. Iirc the only secret right now are for "life and death" so it directly affects the chances for having necromancers and the longer history seems to allow for more people to learn about them.

I have no idea how to reliably gen dead worlds, it seems to rely on too many and random factors. The usual advise is to increase the number of (semi) mega beasts.
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Bring Kobold Kamp to LNP! graphics compatibility fix.

So the conclusion I'm getting here is that we use QSPs because dwarves can't pilot submarines.

PatrikLundell

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Re: How do I generate a world with more necromancer towers and more temples?
« Reply #2 on: January 28, 2019, 12:58:38 pm »

The max number of secrets limits the max number of necros, but does nothing to actually generate them. I'm having poor results myself, and so my advice can't be considered good, but it's been said much warfare among short lived races (i.e. dwarves and humies) is supposed to generate much fear of death, and thus wishes to seek immortality. Humans are good at waging war at each other, while goblins are good at waging war against everyone.

Many megabeasts help to kill off civs, but the civs typically die off early, and one race tends to dominate after a while.

Unleashing a horde of megabeasts on the world halfway through history ought to achieve widespread destruction while still giving races a chance to expand before that (but one race will probably end up dominating anyway), but that would require DFHacking the megabeasts in halfway through (it's certainly possible to hack them in as "normal" animals in biomes, but those are reported to behave as normal animals in biomes, rather than rampaging/hoarding monsters, so you'd probably need to find a way to generate hist fig megabeasts as individuals, rather than generic animals).
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Naia

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Re: How do I generate a world with more necromancer towers and more temples?
« Reply #3 on: January 28, 2019, 02:01:04 pm »


More secrets and longer worldgen history is what have the largest effect.

You should try to keep a reasonable balance between the different species, since not all races can become necromancers.
Some sub terrain species can become necromancers, although more rare, so having caves helps.
The towers themselves, seem to best form in regions whit medium savagery
Some people have luck whit maxing out number of civilizations, although that never worked well for me.

But worldgen setting can only take you half of the way. For fortress mode, there also seem to be quite a lot of luck involved. Some worlds can have a good amount of towers, but due to the low embark range, it can still be difficult to find areas where you are in range of several at the same time.

I had the best result whit these worldgen settings. Using small region to keep the worldgen time quick, while still having all the features. After the first 100 - 150 years, I pause and take a look at the map. If the towers that already formed are too spread out, I abort and try again.

Here is an example of a worldgen that went quite well, whit most of the towers ending up in one corner of the map. Embarking inside the square, you can be in range of about 10 towers + the standard 4 civilizations.



Worldgen used
Spoiler (click to show/hide)
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