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Author Topic: [39b][mod]Bug/suggestion: Megabeasts in civs during worldgen.  (Read 616 times)

Sean Mirrsen

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I've been trying to circumvent the worldgen megabeast issue by turning most of the semis and megas in the game into civilizations. Having done that, I bumped into two problems.

1) Adding entities beyond what there is in the game creates instability beyond belief, causing the worldgen to consistently lock up during history creation.

2) Megabeasts in entities are not counted as megabeasts - I was getting worlds with up to a hundred megabeasts spread across the world, ending world generation after 8 of the starting 10 megabeasts were dead.

Further experimenting revealed that either just changing certain ethic parameters of existing entities, or adding new power creatures, already significantly increases the chance for worldgen to lock up.

There also surfaced another problem, though only mildly related - the megabeast civs refused to spread out. Could it be the lack of professions that causes it?
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Pi

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Re: [39b][mod]Bug/suggestion: Megabeasts in civs during worldgen.
« Reply #1 on: October 07, 2008, 05:17:28 pm »

Hmm... Try adding all the biomes to their entry. if that works, cut back to only the appropriate ones.  Increasing thier birthrate might help: I think a sit eneeds a cerain pop to create a settlement.
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