Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: civ/megabeasts/goblins galor  (Read 817 times)

Micro102

  • Bay Watcher
    • View Profile
civ/megabeasts/goblins galor
« on: November 24, 2008, 02:00:46 pm »

i dont know where to put this so it goes here for now

anyone encounter or know how to set a map so that there are armies of goblins at war with you and megabeasts thrive....while the elves and humans are preferably still alive?
Logged

Rysith

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #1 on: November 24, 2008, 03:31:13 pm »

Set the starting civilizations to max (100)

Stop world creation early (year 5-6)

Use the legends map to find a site at the intersection of several goblin civs.

Should be lots of megabeasts still alive, and by putting yourself at the intersection of goblin civs, you'll have more than one goblin civ at war with you, and thus more sieges.
Logged
Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

Micro102

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #2 on: November 24, 2008, 03:42:17 pm »

so megabeasts only diminish, not multiply?

by intersection do you mean "anywhere in between them"

Logged

Dhargk

  • Bay Watcher
  • Free hugs
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #3 on: November 24, 2008, 04:31:43 pm »

Megabeasts could multiply if you were to make them able to in the raws. Of course, that would probably overpopulate the world with bronze colossi and destroy all the civs or something.

Unless megabeasts are specifically unbreedable for some reason
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #4 on: November 24, 2008, 06:07:22 pm »

ok...and the intersection thing? does it even work. and again is it the middle of all the forts?
Logged

FellMoodFox

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #5 on: November 25, 2008, 03:08:43 am »

Last I heard, much like [VERMINHUNTER] makes them both kill vermin and adopt sentient beings as pets, [MEGABEAST] makes them great historical figures and entirely infertile.
Logged
The denser the dwarf, the more likely he'll survive his stupidity.

Ascii Kid

  • Bay Watcher
  • This is just a test
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #6 on: November 25, 2008, 05:17:00 am »

I've found a high cave count works to increase the megas that make it through world creation, and that the high civ count tends to reduce the number, but increase your gob/kobold numbers.  Lots of evil squares makes it harder for those civs to thrive, and a high savagery(sp?) number does the same.  5000 subregions seems to help in this whole area of things, but that might just be coinkidink. 
Of course, this is all assuming you want a vanilla world.  Modding is the best way, increase the goblin birth batches.  Though then again, I tried this and had tons of dark citadels, but they where often populated by the dwarven and human decendants of kidnappies with only a goblin leading them, if even that sometimes.  Which, now that I think about it, might have something to do with the constant murdering of one another the goblins participate in.  Still, it makes for some REALLY interesting geneologies. 
Logged
"...you'll have you live with your GRANDmother and pick beans!"
-Homer

Micro102

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #7 on: November 25, 2008, 01:09:16 pm »

ugh.....is anyone gonna answer my question about intersections?
Logged

Mashirafen

  • Bay Watcher
  • Meow.
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #8 on: November 25, 2008, 01:35:59 pm »

I'm pretty sure Rysith meant put your fort in a middle of a load of goblin forts, yes.
Logged

Rysith

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #9 on: November 25, 2008, 03:27:00 pm »

If you can site your fort in territory claimed by more than one goblin civilization, they will both send sieges. That means that (generally) the stronger one will siege until you've killed their warriors, then the now-stronger one will siege you while the first recovers, and the cycle repeats. Bonus if you can throw in humans or elves that are at war with your dwarven civ from worldgen.
Logged
Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

Micro102

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #10 on: November 25, 2008, 08:40:47 pm »

by territory, they dont have to be on my embark do they? how do i tell what their territories are?
Logged

Ascii Kid

  • Bay Watcher
  • This is just a test
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #11 on: November 26, 2008, 06:44:25 am »

Isn't it [tab] when you're choosing your site? 
Logged
"...you'll have you live with your GRANDmother and pick beans!"
-Homer

Micro102

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #12 on: November 26, 2008, 12:43:43 pm »

ive tried that but i cant find anything resembling territoy. can anyone give me a screen shot if they know how?
Logged

Boogerman

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #13 on: November 26, 2008, 12:58:29 pm »

It's in legends mode.
You can have a territory map view on the historical maps. Use that to find the civilizations.
Logged

Micro102

  • Bay Watcher
    • View Profile
Re: civ/megabeasts/goblins galor
« Reply #14 on: November 26, 2008, 04:35:36 pm »

nice thx
Logged