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Author Topic: A perfect world...  (Read 728 times)

wierd

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A perfect world...
« on: August 29, 2014, 09:38:18 pm »

In my desire to create the ultimate world to play fortress mode on, I have apparently succeeded in causing elves to go extinct, while keeping dwarves and goblins alive, and in furious war.

There are also lots and lots of necromancers and other fun fun things. (I turned everything up to maximum, and let it run for 1000 years)

I have searched every single embark point, and there is not a single one that lists elves. The hippy menace is no more!

I am going to export some civ maps to see for certain though.
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Mimodo

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Re: A perfect world...
« Reply #1 on: August 30, 2014, 01:44:36 am »

What about those filthy thieves? Do they still exist too?
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Immortal-D

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Re: A perfect world...
« Reply #2 on: August 30, 2014, 10:33:38 am »

If anything, I would think such a world means no Goblins, but multiple Elf civs to tick off all at once.  S'all relative, I suppose.

wierd

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Re: A perfect world...
« Reply #3 on: August 30, 2014, 12:45:09 pm »

Yes. The skulking filth lives, and seems to be doing very well. (I turned up the number of caves as well.)

Goblins are doing VERY well. Dwarves are struggling to survive, Elves are extinct.

Humans also seem to be extinct though. I guess a little rain must fall.
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lowbart

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Re: A perfect world...
« Reply #4 on: August 30, 2014, 05:02:16 pm »

Interesting. I've been experimenting with worldgen trying to get the right amounts of civs that I like. Lots of human towns, not too many goblins or elves, some major dwarven civs but not having the whole map taken over with hillocks. One thing I do is always set the minimum cave size to the minimum and the maximum cave size to maximum (1-500). I also fiddle with the number of caves but I'm not sure what that accomplishes one way or the other. Optimal history length seems to be between 250 and 500, because otherwise the human settlements are too littered with abandoned buildings. Kind of want to disable hill dwarves tbh.
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