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Author Topic: Dead Civilisation  (Read 1249 times)

Dorsidwarf

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Dead Civilisation
« on: November 29, 2013, 03:35:04 pm »

Are there any specific methods for worldgen that tend to result in several dead dwarf civs?
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TheOnlySolitaire

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Re: Dead Civilisation
« Reply #1 on: November 29, 2013, 04:45:10 pm »

The only things that cause generated and existing dwarven civilisations to die out, would be mega beasts/dangerous night creatures, and wars with goblins, and other races (more relevant to mods). There isn't anyway to engineer dwarves to be generated but die out reliably.
Not without modding in custom reactions etc. So all you can do is generate worlds with a LOT of semi/megabeasts, night creatures etc, and hope lots of goblin civs are generated (I think goblins require high savagery  and evil biomes).

Preventing dwarves from being generated at worldgen is easily possible however.
I can't remember exactly, but I think using advanced parameters, and setting 'mountain' and 'non mountain' caves to really small max sizes (or 0), and removing the cavern layers stops dwarves from spawning at worldgen; they need plump helmets etc to survive, which are originally sourced from the caverns, I believe. You can always generate a world without mountains or volcanoes too: dwarves need mountains for their sites, without them they don't spawn, unless you have modded the entity raws.
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Sutremaine

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Re: Dead Civilisation
« Reply #2 on: November 29, 2013, 05:24:25 pm »

Some suggestions:

Give them the [LITTERSIZE:1:1] tokens to slow breeding. Not that twins or triplets are common, but ehh, you might want this one on permanently.
Make them the size of cats, so that worldgen battles go badly for them. There may be other tokens affecting worldgen battles, some of which may be alterable between generation and embark.

Then, once worldgen is over, change the tokens back to normal in the save folder for the generated world.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Enemy post

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Re: Dead Civilisation
« Reply #3 on: November 29, 2013, 08:08:01 pm »

What if he gave them Ethics that provoke everyone else to attack them?
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Sutremaine

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Re: Dead Civilisation
« Reply #4 on: November 29, 2013, 08:28:43 pm »

It seems pretty difficult to provoke wars using ethics. I don't get many wars with goblins, and they have very different value to dwarves.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

vjek

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Re: Dead Civilisation
« Reply #5 on: November 30, 2013, 04:18:50 pm »

Are there any specific methods for worldgen that tend to result in several dead dwarf civs?
If you limit Population Cap After Civ Creation to 0 and Site Cap After Civ Creation to 0  and keep the number of civs to 2, 3 or 4,(if you have biomes for goblins, humans, elves, and dwarves), and then increase Max Megabeast Cave, Max SemiMegabeast Caves and Titans to 100, then have Demon Types and Night Troll Types to 20 or higher, you should have a reasonably good chance of exterminating Dwarves in the first 200 years, in worlds that are 65x65 or smaller.

Dorsidwarf

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Re: Dead Civilisation
« Reply #6 on: December 01, 2013, 03:34:57 am »

Are there any specific methods for worldgen that tend to result in several dead dwarf civs?
If you limit Population Cap After Civ Creation to 0 and Site Cap After Civ Creation to 0  and keep the number of civs to 2, 3 or 4,(if you have biomes for goblins, humans, elves, and dwarves), and then increase Max Megabeast Cave, Max SemiMegabeast Caves and Titans to 100, then have Demon Types and Night Troll Types to 20 or higher, you should have a reasonably good chance of exterminating Dwarves in the first 200 years, in worlds that are 65x65 or smaller.


This produced an... interesting world. 1050 years in, there are 9000 historical figures and 8600 of them are dead. I stand a real chance of annihilating sentient life, here.
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vjek

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Re: Dead Civilisation
« Reply #7 on: December 01, 2013, 10:50:19 am »

Increasing the semi/megabeasts/titans higher will likely accomplish that goal, sooner. :)  It depends a bit on the world size and available unique-named biomes, but it will help.  You likely know this, but the dwarven civ markers will change to a µ symbol when they've died off, so you can see at a glance if they're dead.

Button

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Re: Dead Civilisation
« Reply #8 on: December 01, 2013, 02:34:59 pm »

I get a lot of dead dwarven civilizations by putting [TRAINABLE][PET_EXOTIC] in the giant creature template, ratcheting up Savagery in worldgen so that there's barely enough not-savage zones for civilizations to start in, and setting demon types to max. Elves and goblins have such ridiculous advantages in these worlds that they'll frequently wipe out the dwarven race entirely - though usually there are one or two dwarf civilizations that the game hasn't recognized as having been wiped out, because they still have sites, there's just no population at them anymore. Or the population consists entirely of goblins. (Sadly, this doesn't mean you'll get goblin immigrants - if there are no dwarven historical figures to choose from, the game generates new dwarves instead of giving you historical figures of other races. Exception: the monarch.
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Mohreb el Yasim

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Re: Dead Civilisation
« Reply #9 on: December 05, 2013, 06:43:14 pm »

what if you set max age for the duration of generation to something low (as 10 years for example) they won't have the time to mature/recreate so they would die out eventually ... just do not forget to change it back later on ... or you could temporary remove the [MALE] tag from the dwarfs so they'll live only for one generation (max 150 years) ...
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