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Author Topic: Trying to get teh perfect Embark  (Read 1675 times)

DoubleG

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Trying to get teh perfect Embark
« on: November 17, 2019, 05:53:48 am »

Dear Forum,

I have been trying to get the perfect embark site for ages. I have created so many maps and searched them assiduously but it seems to be impossible. I have even been tinkering with the World Gen Parameters to try and get it to work but am starting to despair.

I was trying to create a 3x3 or 4x4 embark with a volcano, river or sea, preferably with a Tower nearby but definitely with all the Civs available. I wanted it to be split biome, one portion Evil, other doesn't matter, but preferably savage. I want the infinite water source so I can make obsidian and I want the evil biome so I can grow Sliver Barb and dress all my dwarfs in snazzy black cloths.

I thought I had got one good map but it I think you can't grow Sliver Barb on Evil Mountains. :( Tried for ages to DFHack spawn the seeds in but I think they can't be grown in mountains at all. Was very frustrating.

Here's the world gen info that I'm using to try and get my embark. If anyone has any advice I would really appreciate it. Advice on world gen or even on how to quickly search maps for evil volcanos. (poring over them is starting to give me eye strain)

Code: [Select]
[WORLD_GEN]
[TITLE:MED REG VOLCANISM]
[DIM:129:129]
[EMBARK_POINTS:2500]
[END_YEAR:200]
[BEAST_END_YEAR:200:60]
[REVEAL_ALL_HISTORY:1]
[CULL_HISTORICAL_FIGURES:1]
[ELEVATION:1:400:401:401]
[RAINFALL:0:100:200:200]
[TEMPERATURE:35:65:200:200]
[DRAINAGE:0:100:200:200]
[VOLCANISM:0:100:3200:3200]
[SAVAGERY:1:100:200:200]
[ELEVATION_FREQUENCY:1:50:50:1:50:150]
[RAIN_FREQUENCY:1:50:0:0:1:500]
[DRAINAGE_FREQUENCY:1:50:0:0:100:500]
[TEMPERATURE_FREQUENCY:1:1:1:1:1:1]
[SAVAGERY_FREQUENCY:1:500:0:100:0:500]
[VOLCANISM_FREQUENCY:2:500:100:1:1:500]
[POLE:NONE]
[MINERAL_SCARCITY:1000]
[MEGABEAST_CAP:18]
[SEMIMEGABEAST_CAP:37]
[TITAN_NUMBER:52]
[TITAN_ATTACK_TRIGGER:80:0:100000]
[DEMON_NUMBER:52]
[NIGHT_TROLL_NUMBER:14]
[BOGEYMAN_NUMBER:14]
[VAMPIRE_NUMBER:14]
[WEREBEAST_NUMBER:14]
[SECRET_NUMBER:1000]
[REGIONAL_INTERACTION_NUMBER:28]
[DISTURBANCE_INTERACTION_NUMBER:28]
[EVIL_CLOUD_NUMBER:14]
[EVIL_RAIN_NUMBER:14]
[GENERATE_DIVINE_MATERIALS:1]
[GOOD_SQ_COUNTS:25:251:503]
[EVIL_SQ_COUNTS:25:251:503]
[PEAK_NUMBER_MIN:6]
[PARTIAL_OCEAN_EDGE_MIN:2]
[COMPLETE_OCEAN_EDGE_MIN:1]
[VOLCANO_MIN:100]
[REGION_COUNTS:SWAMP:260:1:1]
[REGION_COUNTS:DESERT:260:1:1]
[REGION_COUNTS:FOREST:1040:3:3]
[REGION_COUNTS:MOUNTAINS:2080:2:2]
[REGION_COUNTS:OCEAN:2080:1:1]
[REGION_COUNTS:GLACIER:0:0:0]
[REGION_COUNTS:TUNDRA:0:0:0]
[REGION_COUNTS:GRASSLAND:2080:3:3]
[REGION_COUNTS:HILLS:2080:3:3]
[EROSION_CYCLE_COUNT:150]
[RIVER_MINS:800:800]
[PERIODICALLY_ERODE_EXTREMES:1]
[OROGRAPHIC_PRECIPITATION:1]
[SUBREGION_MAX:5000]
[CAVERN_LAYER_COUNT:3]
[CAVERN_LAYER_OPENNESS_MIN:75]
[CAVERN_LAYER_OPENNESS_MAX:100]
[CAVERN_LAYER_PASSAGE_DENSITY_MIN:0]
[CAVERN_LAYER_PASSAGE_DENSITY_MAX:50]
[CAVERN_LAYER_WATER_MIN:0]
[CAVERN_LAYER_WATER_MAX:100]
[HAVE_BOTTOM_LAYER_1:1]
[HAVE_BOTTOM_LAYER_2:1]
[LEVELS_ABOVE_GROUND:15]
[LEVELS_ABOVE_LAYER_1:10]
[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:5]
[CAVE_MAX_SIZE:25]
[MOUNTAIN_CAVE_MIN:30]
[NON_MOUNTAIN_CAVE_MIN:50]
[ALL_CAVES_VISIBLE:0]
[SHOW_EMBARK_TUNNEL:2]
[TOTAL_CIV_NUMBER:80]
[TOTAL_CIV_POPULATION:20000]
[SITE_CAP:2000]
[PLAYABLE_CIVILIZATION_REQUIRED:1]
[ELEVATION_RANGES:2080:4160:2080]
[RAIN_RANGES:2080:4160:2080]
[DRAINAGE_RANGES:2080:4160:2080]
[SAVAGERY_RANGES:2080:4160:2080]
[VOLCANISM_RANGES:2080:4160:2080]
« Last Edit: November 17, 2019, 08:33:33 am by DoubleG »
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PatrikLundell

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Re: Trying to get teh perfect Embark
« Reply #1 on: November 17, 2019, 11:49:43 am »

This is the thread you want for this kind of questions: http://www.bay12forums.com/smf/index.php?topic=168543.0

As you found out, Mountain doesn't support any shrubs or trees (and you could have found that out earlier by making a farm plot and check what you can grow, i.e. nothing. Might be useful for the future to check if something specific can be grown or not [or check the wiki]).

The DFHack plugin Embark Assistant allows you to search for various embark combinations, including volcano and evil.

Advanced world gen allows for definition of PSVs, i.e. Pre Set Values for world tiles that allows you to almost define which biome each world tile should have (Salinity and Evilness are missing from the set, though).
Tweakmap, a PSV editor if you can't stand the tool built into DF and don't want to use a spreadsheed: http://www.bay12forums.com/smf/index.php?topic=161188.msg7228166#msg7228166

It's also possible to hack the world during world gen in various ways (fairly advanced, as you'd have to do it yourself without much in the way of ready made tools to help you), or hack the world pre embark (e.g. changing biomes, including Evilness, adding/removing flora/fauna, etc., as well as to ensure you get an aquifer or a river.

Biome Manipulator: Pre embark world editor: http://www.bay12forums.com/smf/index.php?topic=164658.msg7495705#msg7495705
Region Manipulator: Pre embark editor for the world tile you're going to embark in immediately before embark:http://www.bay12forums.com/smf/index.php?topic=164136.msg7454345#msg7454345
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DoubleG

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Re: Trying to get teh perfect Embark
« Reply #2 on: November 17, 2019, 05:38:07 pm »

Thanks for messaging back.

Yeah, I wasn't sure if this was the right place to post, but thought I'd give it a try.

The Wiki was pretty vague about Sliver Barb. It said any evil biome but guessing mountain overrides that. Took a fair while to discover that. I have managed to find an ok embark. Both the biomes are evil but all the others are covered. Going to give it a try and build my dream Castle Black. ;)
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PatrikLundell

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Re: Trying to get teh perfect Embark
« Reply #3 on: November 17, 2019, 06:30:33 pm »

Yes, the "all biomes" for plants covers only those that support plants. Underground biomes don't support surface plants either, and Lake/Ocean(including their shores, which isn't intuitively obvious), and Glacier likewise won't support shrubs/trees.

And, by the way, both Sliver Barb and Sun Berries grow just fine in any surface shrub supporting biome regardless of whether they're Evil/Good or not. Thus, you may pick some Sliver Barb in your thralling embark section and grow it in your Good/Neutral one: the Evilness tie is valid for the wild ones one only (and the same goes for plants tied to growing close to water in the wild too).
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