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Author Topic: Hermit Fortress: Force civilization die out?  (Read 1416 times)

DoX

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Hermit Fortress: Force civilization die out?
« on: January 24, 2014, 11:01:22 pm »

Hey there guys,
I'm currently trying to play a "dwarf alone" type game. Take the starting embark, kill everyone except one dwarf, and let him live out his life alone. Hermit fortress. Something fun to do while Meph works on the Warlock fortress (can't wait!)

Now, killing migrants isn't too hard, using DFhack. Problem is they keep coming.

I was wondering: Is there a way to force the dwarf civilization to die out in world gen? So then I'd only get the first two migrant waves, and the first caravan, and nothing else after.

I've already set a ton of evil civs, removed allies. What else can I do?
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Splint

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Re: Hermit Fortress: Force civilization die out?
« Reply #1 on: January 24, 2014, 11:38:46 pm »

Well, for starters, stop using DFhack to kill the new people. Just leave them out there banging on the door, drinking pond-scum filled water and chasing rats. Ignore or scare away the caravans; they'll keep coming but as deaths from the neglected immigrants begin piling up, the caravans and such will report your fortress as unsafe and migrants will eventually stop coming at all out of fear.

As far as worldgen goes, there's nothing you really can do, though adding fortress defense races can increase the chances of other civs dying out due to constant warfare. However, sometimes civs of any race just seem to thrive in spite of the fighting.

DoX

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Re: Hermit Fortress: Force civilization die out?
« Reply #2 on: January 24, 2014, 11:57:40 pm »

There has to be a way. It's happened before. Is it merely adding more danger?
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Splint

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Re: Hermit Fortress: Force civilization die out?
« Reply #3 on: January 25, 2014, 12:13:00 am »

There has to be a way. It's happened before. Is it merely adding more danger?

Partially, but a shortage of settleable land (in the case of dwarves, these would of course be mountains right now,) in worldgen can get civs stamped out quickly.

Illusion123

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Re: Hermit Fortress: Force civilization die out?
« Reply #4 on: January 25, 2014, 05:35:54 am »

Isnt there a dfhack command to limit your total pop- (doesnt work for the 1st 2 waves)
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Rumrusher

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Re: Hermit Fortress: Force civilization die out?
« Reply #5 on: January 25, 2014, 07:18:22 am »

well weird I remember my choose a random civ script having the error of not getting any migrants for a long period of time.
you could just make an adventure fort(warmist has a tofort script that automatically switches to fort mode for you, just you need to make a site first... he also has a script for that but I don't have it on me right now...) and bask in the joy of no civ tied to your fort to gain migrants from.
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ThothTheScribe

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Re: Hermit Fortress: Force civilization die out?
« Reply #6 on: January 25, 2014, 09:34:40 am »

Removing [COMMON_DOMESTIC_PACK] and [COMMON_DOMESTIC_PULL] from your entities RAW will do this. Your home civ determines the value of your fort from the merchant visits and then uses that value to figure out how many migrants to send. Removing these tags keeps caravans from your home civ from showing up. The liaison still shows up and talks, but he doesn't actually do anything.

This doesn't let you keep that first caravan, and you still get the two hardcoded migrant waves, but does everything else you needed short of killing the other starting dwarves for you.
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