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Author Topic: Opitions in init file to set # of starting couples and p  (Read 621 times)

Fourth Triad

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Opitions in init file to set # of starting couples and p
« on: January 21, 2008, 12:20:00 am »

I know it would mean that there be more than one world per random number, but this just would be so useful(less people to keep track of for people on low end machines), an excuse to jack up the number people(and have huge ass cities) for people who always want more, and lastly fun to experiment with different initial values on a given world and see the differences... Oh well I'm rambling just thought it might be a fun idea, no sure if it's even practical or not...
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Capntastic

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Re: Opitions in init file to set # of starting couples and p
« Reply #1 on: January 21, 2008, 04:32:00 am »

I think even adding one more starting pair would cause, over a thousand years, a ton more people.    It'd mess with world generation in a huge way, I think.   But having changeable parameters is always good.
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Sean Mirrsen

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Re: Opitions in init file to set # of starting couples and p
« Reply #2 on: January 21, 2008, 05:12:00 am »

You could alway mod the raws for an unfair advantage. Speaking of which - not an init option, but an entity tag. Make each entity spawn from an entity-specific number of pairs.
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Fourth Triad

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Re: Opitions in init file to set # of starting couples and p
« Reply #3 on: January 21, 2008, 11:00:00 pm »

Good point, then people could give the goblins 1 extra starting couple and watch them own everyone else  :)

[ January 21, 2008: Message edited by: Fourth Triad ]

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