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A consequence of low mountain density perhaps?
May i ask, is there an option to lump together different types of terrains and/or give them more orientation on the map like snow should be on the north and south, but not in the center?
Is it possible to make a map in a way that you can move out on one side and come in on the other other side to simulate a world globe?
There is still so much I can do with map generation too~
Set up a world, dragged all sliders to 0 except for Undiggable Walls. The game moved heaven and earth (literally) to make paths through impassable areas. Two examples:
http://imgur.com/rN4yrLR
http://imgur.com/OIYkP4B
First one, that chain of land. It's mighty impressive.
Second one, a bit hard to see (had to show on overlay to make it clear), it's put a bridge there and turned undiggable wall into diggable, just to make the area passable. All diggable I've found was in that area.
It also seems to have generated most terrain as fertile plains. Found ~20 hexes each of dense veg. and barrens, clustered.
But yeah, cool. It's generated a few nice terrain setups, and while it doesn't make any seriously impassable terrain, it does make some nice chokepoints, which is what I was looking for. So, nicely done sir!
Darned comment length limits. Had to shorten stuff.
I'd have one question about this: I tend to like underground-only maps heavy with undiggable walls (I like chokepoints and non-linear army paths) and lava/water rivers. When you say "almost the entire map" for a 100% setting, would there be any risk of the underground map generating such that some players simply couldn't get to others?
It may well be that river generation cuts through them, which would certainly open it up, but right now there seems to be a hard cap at 55-60% undiggable walls, in my experience.
As for underground terrain generation, it should be as controllable as surface, I could make a nice maze map with setting undiggable walls to maximum.
Sadly water slider has no effect underground and there is no lava slider.