Aight, took a look at it.
1)I have no idea what was wrong, but this is what I came up with, and what seems to work properly.
3;//width of map below
4;//height of map below
//areas will be placed in this order:
//-1 = no area here
//0 or above = area class number from areas.dat
//-2 = random area that must be here, make sure there are enough free areas to fill all
//-3 = random area that may be here, but only if any area is already adjacent to this square
2) Lookin into it
3) Either you can use the "no random objects" texture to prevent random object on a per-square basis, or, you can remove the
1;//object definition number prop
500;//number of these on a 100*100 map
from climate_types.dat. (didnt actually test this, though)