Going Medieval

Going Medieval

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Any mountain seeds with mountain in the middle and not on the sides of the map?
I must have generated 100 (or more) large mountain maps by now and it never fails that the center of the map is always, always one of the low points of the map, and the sides of the map contain the high points that are much higher than the middle. The whole point of building a castle in the mountains is to build on the highest point for optimal defense and sight line. It's terrifically frustrating to spend hours grinding a map generation to get to what should be the default condition for mountain maps - a broad high point in the middle of the map. I can't think of any castles that were built in a valley surrounded by mountains with much higher vantage points - just a completely contradictory to the whole point of castle building. I am stumped as to why people are so infatuated with randomly generated terrain. I will take few decent hand drawn / built maps over 100 random maps that never make sense any day. Sorry for the rant, just frustrated at all the time lost generating a map.
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Showing 1-7 of 7 comments
Philtre Aug 28, 2023 @ 8:50pm 
Mountain maps are supposed to be a compromise; less soil for farming, more difficult to build a good defensive setup because of the irregular terrain, but more limestone and ores. The benefit is the access to limestone/ores, the terrain is supposed to be a handicap.
Ubiquitous FUD Aug 28, 2023 @ 9:11pm 
Thanks but that's not my issue - it's not about resource availability, its about the fact that you always spawn in a valley / low point that is next to high ground terrain that is on at least 2 sides of the map. You can't build on the edges of the map, so your forced to build in a spot that is eclipsed by multiple high points. It's just dumb / nonsensical to build a castle right below a point where an attacker could gain advantage from high ground. The whole point of castle defense is based on creating high ground advantage for the defenders. All the great military fortresses / castles were build on the highest ground that provided the best vantages.
Philtre Aug 28, 2023 @ 9:24pm 
Originally posted by Ubiquitous FUD:
The whole point of castle defense is based on creating high ground advantage for the defenders.

Yeeees, but as I said, part of the balance for mountain maps is that they are supposed to be more difficult to build on. The terrain is *supposed* to be a handicap, not a benefit. You get height advantage by building up and by planning out where you want the attackers to be able to get close to your walls/doors.
Ubiquitous FUD Aug 28, 2023 @ 11:42pm 
They are not by supposed to be more difficult to build on, they are supposed to be more challenging to farm on (generate food) due to the soil restrictions / limitations, and there should be less game to hunt, and winters should last longer and be somewhat more severe. You should have an advantage with regard to stone, iron, and high ground selection. Mountain building is a trade off, not a complete set of disadvantages. You cannot gain a height advantage if you are restricted to build in valleys surrounded by 7-8 square high hills on the perimeters, at least not without generating 10 block + high walls, which just seems silly. The whole point of building in the mountains is the gain of benefit of high ground, an advantage, not a disadvantage. I'm not sure if you are trolling me because my argument is, IMHO, obvious, - just google a couple of famous fortress castles -not the ones build in the 17th century which were more like palace homes than true military fortifications - they are all built on high ground and dominate the land surrounding them. The current map generation system utilizes generation mechanics that have you surrounded by hills / plateaus on the perimeters of the map regardless of what you terrain type you pick - valley, hill, or mountain. For valleys this makes sense somewhat, but not for hills and mountains.
Last edited by Ubiquitous FUD; Aug 29, 2023 @ 12:21am
Ubiquitous FUD Aug 29, 2023 @ 12:43am 
@Morbious Thanks for the reply, I've looked at some, not all, of the seeds on reddit. I will check again but nothing jumps out. I thought I might just ask if anyone had recently found one. I will see about expanding maps that have high points on the sides to see if you can shift them so that the hills are in the middle.

Does the world gen map effect how the local map appears? - If the world gen map shows a settlement in the mountain surrounded by higher mountains does the local map generate based on what the larger map shows? I had assumed not, but if it does then I can at least use the world gen map to rule out the local map if it is lower than its surroundings.

Thanks again for the reply.
wagenricht Aug 29, 2023 @ 6:31pm 
I think the names of the maps are misleading.
Valley is basically a plain, whereas mountain is basically a mountain valley,

The closest to what you want what i have seen, are mountains that reach somewhat into the center. There you can dig a ditch to cut of the border of that mountain and build on the rest.
I had a game where i did that and started to build a base in the mountain, but i didn't continue it because i wanted to play on higher difficulty and also had a bug where i had a invisible (?) building that never got finished and i had to micromanage construction a lot because of it.
Last edited by wagenricht; Aug 29, 2023 @ 6:33pm
Ubiquitous FUD Aug 29, 2023 @ 7:36pm 
@Morbious - You are awesome! Just got in from work, so I will go through your suggestions, but I really appreciate the responses. Interesting about editing the json files, might try that this weekend.

That flat mountain map actually looks interesting, I'd take that any day over being surrounded by high ground. Your ideas for that might be interesting.

Thanks again!
Last edited by Ubiquitous FUD; Aug 29, 2023 @ 7:42pm
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Date Posted: Aug 28, 2023 @ 8:43pm
Posts: 8