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Author Topic: Making more Goblins in the world?  (Read 959 times)

BastiBasti

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Making more Goblins in the world?
« on: November 21, 2014, 04:34:07 pm »

Recently I've been having some trouble with making sure I have Goblins in range of my site, due to a lack a Goblin sites. So here's my question, how do I make sure all my world is within range of a dark fortress? Just without Goblins, the game loses a lot of it's ‼FUN‼...
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smeeprocket

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Re: Making more Goblins in the world?
« Reply #1 on: November 21, 2014, 05:23:29 pm »

Don't you get more goblins if you 1. increase civ count, and 2. increase demon types?

I don't know for certain, but you need demons for goblins to build their towers, they worship them. I am guessing they count towards the civ max.
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BastiBasti

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Re: Making more Goblins in the world?
« Reply #2 on: November 21, 2014, 05:54:40 pm »

Don't you get more goblins if you 1. increase civ count, and 2. increase demon types?

I don't know for certain, but you need demons for goblins to build their towers, they worship them. I am guessing they count towards the civ max.
I've tried civ count, unfortunately that results in more too many worldget crashes if I set it too high, but the demon one sounds interesting. Just wondering, will increasing demon types to the max/stupidly high value have any other adverse effects such as more crashes, other than the possibility of increasing the number of goblins?
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ptb_ptb

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Re: Making more Goblins in the world?
« Reply #3 on: November 22, 2014, 04:26:00 am »

In the Shadow Empires thread we made a combination of Worldgen setting changes and some tweaks to the raw files.

The raw file changes were to increase dwarf settlements. Without that few dwarven civilizations survived.

before (entity_default.txt)

Code: [Select]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
[BIOME_SUPPORT:ANY_FOREST:1]
[BIOME_SUPPORT:MOUNTAIN:3]
[BIOME_SUPPORT:ANY_GRASSLAND:1]
[BIOME_SUPPORT:ANY_SAVANNA:1]
[BIOME_SUPPORT:ANY_SHRUBLAND:1]
[BIOME_SUPPORT:ANY_RIVER:1]

After

Code: [Select]
[EXCLUSIVE_START_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_FOREST]
[SETTLEMENT_BIOME:MOUNTAIN]
[SETTLEMENT_BIOME:ANY_GRASSLAND]
[SETTLEMENT_BIOME:ANY_SAVANNA]
[SETTLEMENT_BIOME:ANY_SHRUBLAND]
[SETTLEMENT_BIOME:FOREST_TAIGA]
[BIOME_SUPPORT:ANY_FOREST:2]
[BIOME_SUPPORT:MOUNTAIN:4]
[BIOME_SUPPORT:ANY_GRASSLAND:2]
[BIOME_SUPPORT:ANY_SAVANNA:2]
[BIOME_SUPPORT:ANY_SHRUBLAND:2]
[BIOME_SUPPORT:ANY_RIVER:2]
[BIOME_SUPPORT:FOREST_TAIGA:2]

The worldgen includes lots of evil, savage, high megamonsters, etc. I've removed the seeds. Give it a few runs you should get fairly nasty surroundings.

Spoiler (click to show/hide)
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