Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Adventure mode: Thousand year old goblin children  (Read 504 times)

Gimmick Account

  • Bay Watcher
    • View Profile
Adventure mode: Thousand year old goblin children
« on: February 13, 2007, 12:11:00 am »

Like the title says, if the 'Legend' section is to be believed, the various goblins inhabiting the premises were apparently all created along with the fortress itself (in the year 5, to be exact). Unless Armok goblins are vastly different creatures than those in other modern fantasy scenarios, not even any of the adults should be nearly this old.
Logged

Genuine

  • Bay Watcher
    • View Profile
    • http://none
Re: Adventure mode: Thousand year old goblin children
« Reply #1 on: February 13, 2007, 02:22:00 am »

This has been reported before with various NPCs. The way the legends are created, the game doesn't always check for proper birth/death ages so you sometimes wind up with 700 year old humans, 300 year old ettins (which may be feasible..?), etc.
Logged

Virtz

  • Bay Watcher
    • View Profile
Re: Adventure mode: Thousand year old goblin children
« Reply #2 on: February 16, 2007, 07:33:00 am »

Actually, Ettins live 600 to 1200 years. And human 100-900 year old entries are probably undead that have been actually born those 900 or so years ago. Goblins on the other hand, do not appear to have a "maxage" entry in the creature_standard raw file, so they can have unlimited age, it seems. Probably simple to fix and you could do it yourself (although not without having to create a new world).
Logged

JT

  • Bay Watcher
  • Explosively Canadian
    • View Profile
    • http://www.jtgibson.ca/df/
Re: Adventure mode: Thousand year old goblin children
« Reply #3 on: February 16, 2007, 09:21:00 am »

Well, the maxage would "work" immediately, but would have the effect of causing all ancient goblins to die of old age upon loading.  The only thing that "corrupts" the files is removing existing creatures or changing body parts of existing creatures.

I think.  It might also be that ancient goblins would continue to have unlimited age and all newborn goblins would then have max ages.  It depends on how Toady stores the max age setting after it has been randomised.

[ February 16, 2007: Message edited by: JT ]

Logged
"The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, 'You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.'" --George Carlin

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: Adventure mode: Thousand year old goblin children
« Reply #4 on: February 16, 2007, 01:30:00 pm »

The first scenario should be true, given that Toady has said that changes to the RAWs will be shown in the game. On this basis, it seems that it is possible to change existing things, but you cannot remove anything without causing crashing, and adding things won't add it into an already generated world.

That said, I have previously noted that this is not true all the time.

Logged
Why not join us on IRC? irc.newnet.net #bay12games