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Author Topic: Project: Orbstone  (Read 1689 times)

Old-Man-Gator

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  • Pickled Prawn
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Re: Project: Orbstone
« Reply #15 on: February 10, 2009, 05:01:27 am »

Firstly, the other races are on a hold. So now I am working on making civs out of some of the existing races. Namely ogres, snail/slug/leechmen and possibly lizard men. I'll test bed that lot before I try and make a more ambitious mod.

Hmm, seems that there must be a balance or something one needs to keep in mind when adding Civs.

Because races are no longer making it through world gen, even when every race only has one site to begin with.

Is there any particular strategy that should be employed to make sure each race makes it through world gen?
« Last Edit: February 10, 2009, 05:04:47 am by Old-Man-Gator »
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EuchreJack

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  • Lord of Norderland - Lv 20 SKOOKUM ROC
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Re: Project: Orbstone
« Reply #16 on: February 10, 2009, 06:34:48 am »

You might want to try biome control.  Best as I can tell, Civs won't attack civs in biomes they can't settle.  So, if each civ had it's own biome, that might help.  Perhaps someone else can elaborate.

Old-Man-Gator

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Re: Project: Orbstone
« Reply #17 on: February 10, 2009, 09:44:47 am »

Hmm, that might be worth exploring.

I'm not sure they even make it to being historical conquests though, it's just something that seems to happen. Clean install for each test run and so on also.

Hmm. Thanks.
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