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Author Topic: Kobolds never existing in worldgen?  (Read 688 times)

smjjames

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Kobolds never existing in worldgen?
« on: April 10, 2010, 04:49:42 pm »

I've just found that doing the large island maps results in no kobold civs at all. I don't mean that they were completely wiped out later on, I mean that they were never even generated.

I'm not sure if this is a bug or is related to the number of caves and/or number of civilizations that are generated.

I don't exactly miss the kobolds, but they are one of the races.

I would have asked in the questions section, but its more likely a discussion thing, dunno.

Oh yea, just checked the raws and Kobolds ARE in the raws, so that isn't the case here.
« Last Edit: April 10, 2010, 04:52:46 pm by smjjames »
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Trorbes

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Re: Kobolds never existing in worldgen?
« Reply #1 on: April 10, 2010, 05:01:26 pm »

I'm not sure what you mean.  Kobolds rarely show up in the Legends page, unless they're particularly notable, but they DO show up, and don't even always get genocided.  They don't have traditional "civilizations" like the other races, but in the larger regions (and maybe islands?) if you look at the Historic Maps you'll see areas of influence without any cities - I'm pretty sure you'll find Kobolds there.
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smjjames

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Re: Kobolds never existing in worldgen?
« Reply #2 on: April 10, 2010, 05:03:52 pm »

They don't show up in the historical maps either. It MIGHT be because I have show caves off (I think). Anyways, the founders of the kobold civs should show up.
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Areku

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Re: Kobolds never existing in worldgen?
« Reply #3 on: April 10, 2010, 05:09:35 pm »

Nah, I've checked it out with a world without hist fig culling, and they simply fail to appear. I think this is probably a bug, maybe their starting biomes are broken, something like that.
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Shadowlord

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Re: Kobolds never existing in worldgen?
« Reply #4 on: April 11, 2010, 01:12:04 pm »

Or just the lack of caves. To successfully create Kobold civs for Kobold Camp (so that worldgen succeeds and creates playable civs) you have to massively increase the number of caves on island maps.
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smjjames

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Re: Kobolds never existing in worldgen?
« Reply #5 on: April 11, 2010, 01:13:56 pm »

Could be, since the megabeasts get placed before the civilizations do and take up every cave available.
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ISGC

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Re: Kobolds never existing in worldgen?
« Reply #6 on: April 11, 2010, 01:23:16 pm »

I think there's a parameter to place caves
try putting that at max (and maybe setting the starting civ number higher)
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Shadowlord

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Re: Kobolds never existing in worldgen?
« Reply #7 on: April 11, 2010, 01:24:47 pm »

Setting the number of caves to 40 non-mountain and 80 mountain on medium islands was enough for KC (perhaps even much more than needed; they were everywhere).
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