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Author Topic: Worldgen to increase certain civilizations?  (Read 4061 times)

KodKod

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Re: Worldgen to increase certain civilizations?
« Reply #15 on: April 10, 2012, 09:26:31 pm »

Go to raws, increase the startoff amount.


If you change kobolds from say, 100 to 1000, they get 1000 people at the VERY first second of worldgen.
Are you sure?  I don't see any raw flags...

I believe he is referring to the tag START_GROUP_NUMBER, which isn't there by default. You'd have to add it in. Each number represents a breeding pair so [START_GROUP_NUMBER:1000] would be 2000 kobolds, or it's supposed to, I tested the tag for something unrelated a few days ago and it didn't seem to function, but it might be worth a try.

You crazy person.
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Girlinhat

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Re: Worldgen to increase certain civilizations?
« Reply #16 on: April 10, 2012, 09:29:51 pm »

I tried, it appears to be depreciated.  Generated a world with no more kobolds than usual.  Namely, 60 kobolds between 5 kobold civs.  The start_group was set at 250.

Ultimuh

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Re: Worldgen to increase certain civilizations?
« Reply #17 on: April 10, 2012, 09:33:18 pm »

I tried, it appears to be depreciated.  Generated a world with no more kobolds than usual.  Namely, 60 kobolds between 5 kobold civs.  The start_group was set at 250.

Try to give kobolds an edge, make them able to mine metals and make better weapons/armor.
I think they may be able to survive better then.
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KodKod

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Re: Worldgen to increase certain civilizations?
« Reply #18 on: April 10, 2012, 09:38:13 pm »

I tried, it appears to be depreciated.  Generated a world with no more kobolds than usual.  Namely, 60 kobolds between 5 kobold civs.  The start_group was set at 250.

Hmff. Well I'm doing some experimenting with the world generation and the entity raws now fors youse. I'll let you know if anything turns up.
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Loud Whispers

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Re: Worldgen to increase certain civilizations?
« Reply #19 on: April 10, 2012, 09:38:42 pm »

I tried, it appears to be depreciated.  Generated a world with no more kobolds than usual.  Namely, 60 kobolds between 5 kobold civs.  The start_group was set at 250.

Try to give kobolds an edge, make them able to mine metals and make better weapons/armor.

I think they may be able to survive better then.


KOBOLD DOMINATION

Ftfy

Girlinhat

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Re: Worldgen to increase certain civilizations?
« Reply #20 on: April 10, 2012, 09:39:09 pm »

It was a 2 year world, no one died.  And it appears I misread.  There's 669 living kobolds, which is ~133 per civ, though looking at the legends viewer, each cave has 110 or less.  Curious.

KodKod

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Re: Worldgen to increase certain civilizations?
« Reply #21 on: April 10, 2012, 10:10:01 pm »

It was a 2 year world, no one died.  And it appears I misread.  There's 669 living kobolds, which is ~133 per civ, though looking at the legends viewer, each cave has 110 or less.  Curious.

I have just done some extensive testing on just about everything I could think of. Sadly it's brought me to the conclusion that no matter what you do there's no real way to increase the amount of kobolds which will inhabit a cave beyond what we already see.

It must be to do with the site, because the moment I altered them to use cities instead of caves their population went through the roof and I had 150,000 kobolds in the world who had out-populated everyone else.

Sadly, I imagine that defeats the point for you since you just wanted more kobolds in their default setting, in which case I can't help you, nothing else works.

I'm sorry.
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simonthedwarf

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Re: Worldgen to increase certain civilizations?
« Reply #22 on: April 11, 2012, 01:50:03 am »

Is there a way to force them to siege?  8) 8) 8)
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Loud Whispers

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Re: Worldgen to increase certain civilizations?
« Reply #23 on: April 11, 2012, 09:12:03 am »

[SIEGER]
[BABYSNATCHER]

Entity_default - Kobolds

Cusi

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Re: Worldgen to increase certain civilizations?
« Reply #24 on: April 11, 2012, 10:09:11 am »

What if you increased the unique sites? Wouldn't this increase the number of dark towers, mountain homes, forest retreat, and thus caves?
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Girlinhat

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Re: Worldgen to increase certain civilizations?
« Reply #25 on: April 11, 2012, 10:11:24 am »

It would increase the number of caves, but not the population of each cave.

I wonder if you tweaked their reproduction rate to be insanely high?

KodKod

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Re: Worldgen to increase certain civilizations?
« Reply #26 on: April 11, 2012, 10:16:02 am »

I wonder if you tweaked their reproduction rate to be insanely high?

I've tried that, and it works just fine when they're not living in a cave. But in a cave? No effect.

I think at the minute that if you want more than the couple of hundred you can get normally you're going to have to make them reproduce in-game as opposed to in world gen.

It depresses me how much effort I have put into trying to create MORE kobolds. It goes against everything I stand for.
« Last Edit: April 11, 2012, 10:22:36 am by KodKod »
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