Sinister badlands + desert, adjacent to a Goblin Fortress.ĭead surface trees, but no undead animals or re-animation, as far as I can tell. Slow filling fresh water from aquifer on 134 SE of center (or under any embark-layer red sand). Native gold also present (on 123 at least). Magnetite, Limonite, Platinum on Z132 in NW quadrant. Single cavern starts at 130, ends at 126. To get things started, here's my first 0.47.01 parameter set, which features. Please use spoiler and code tags where appropriate, to keep your posts a reasonable size. Got an embark situation you'd like to see? Ask for it, and perhaps a world that someone else has discarded would work better for you! Found an interesting embark with some unusual feature (Adamantine space elevators, tiny island off shore in the ocean, chasms open from surface to caverns)? Post it, and let others have some fun with what you've discovered!Ī screenshot showing the embark location is ideal, if you are posting with a specific embark in mind, rather than just the entire world. One man's Paradise is another man's Hidden Fun Stuff, so try to point out if you found any obvious problems (no underground plants, no iron known to playable civ, etc). Pictures of sites or directions to them (so others can find them) are especially helpful, but at the very least, try to provide others with the parameters for your new Fortress Paradise, roughly where your embark was and what you got out of it (features, resources). Post your interesting worldgen parameter sets for version 0.47.01+, along with a description of the 'ideal' embark you've found. Here's the guidelines & goals for this thread:
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