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Author Topic: DF2010 31.03 WANT World with no dwarfs?  (Read 1310 times)

Nonsapient

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DF2010 31.03 WANT World with no dwarfs?
« on: April 22, 2010, 12:33:33 pm »

I want to embark completely isolated from dwarvenkind-- anyone have a seed/gen?
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Village_Idiot

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #1 on: April 22, 2010, 12:42:31 pm »

You can get civilisation to go completely extinct by increasing the cave numbers to 800 in a pocket world, this will cause the megabeasts to kill everyone.
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Hyndis

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #2 on: April 22, 2010, 12:55:58 pm »

You could also just embark on an island, no one will be able to reach you.
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Nonsapient

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #3 on: April 22, 2010, 12:59:15 pm »

You could also just embark on an island, no one will be able to reach you.

Well, I'd still like goblins and such to reach me.  Also--- somehow dwarves can find a way across the oceans.
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Coidzure Dreams

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #4 on: April 22, 2010, 01:02:12 pm »

So, no immigrants and nobles or just no dwarven traders?

Nonsapient

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #5 on: April 22, 2010, 01:05:41 pm »

Prefereably no immigrants either, but there's always the atom smasher.
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Coidzure Dreams

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #6 on: April 22, 2010, 01:34:06 pm »

Hmm.  Well, if you engineer a situation by modifying the raws or the world gen preferences, you can have the dwarven civ go extinct so you'll only get a very, very few immigrants and no caravans.  Don't believe there's a mechanic for getting nobles rising up from amongst your own ranks just yet, so, no dungeon master or anything like that either.

The problem being if you still want to get goblinite, you've gotta engineer the extinction such that it doesn't wipe you out with a massive horde of goblins who are 20 feet tall and breath [DRAGONFIRE].

So you probably don't want to put caves everywhere and wipe out all civilizations ever.  But you also don't want to cripple your own playing experience so you can't just mod away dwarves having weapons and relying on that.

I guess it depends on what kind of solution is most amicable to you.   The most certain and complete is to just go the mod route and eliminate all traders and nobles and then turn immigration off.

Following that is turning immigration off and extinctionifying the dwarven civ.

Then just extinctionifying the dwarven civ.

So... best way to drive a specific civ extinct, guys?

Urist Imiknorris

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #7 on: April 22, 2010, 01:38:55 pm »

give them a maxage of like 2 years, then remove it after worldgen.
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Nonsapient

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #8 on: April 22, 2010, 01:42:09 pm »

I've genned a world where every neighboring race is called "Forgotten Beast".

They can reproduce, per legends.

There are also a few amazing hedgehogs that have fought forgotten beasts and won.

WTF????

Edit:  going to look at mods.  I've added Combat Overhaul and the crematorium.  Maybe they interacted strangely.
« Last Edit: April 22, 2010, 01:45:18 pm by Nonsapient »
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The Doctor

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #9 on: April 22, 2010, 01:48:56 pm »

The Hedgehogs are your new god.
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Nonsapient

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #10 on: April 22, 2010, 01:54:36 pm »

The Hedgehogs are your new god.

And an acorn fly.

That killed a titan.

That doesn't exist.

The acorn fly hit him so hard HE GOT KNOCKED OUT OF HISTORY.

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Village_Idiot

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #11 on: April 22, 2010, 02:09:00 pm »

Somers randomly gennned monsters are incredibly pathetic, like blobs of SALT which disintegrates when hit.
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Nonsapient

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #12 on: April 22, 2010, 02:11:42 pm »

I don't know what I did to that install by adding those two mods,  but it can only generate civs of Forgotten Beasts now.

And it crashes any time I try to play anything  but legends :(
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Eric Blank

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #13 on: April 22, 2010, 05:25:37 pm »

You may well have to reinstall, Nonsapient, the game itself may be broken.

It happened to me once in 40d16, the game borked and it decided to only make kobold, some animal man, goblin, and elf civs, with kobolds in place of humans and the animal men (I don't remember which kind) replaced the dwarves.

Kobolds sometimes exploded while freezing to death.

pic:
Spoiler (click to show/hide)
It was pretty hilarious since quite a few other things were broken, but so horribly, horribly broken, dwarf mode would crash on attempting to start.

more on topic, you could murder the dwarven civs during worldgen by making them utterly pathetic, best by making them tiny and weak, and/or setting in their entity file to something like:

Code: [Select]
[MAX_STARTING_CIV_NUMBER:1]
[START_GROUP_NUMBER:5]
[MAX_POP_NUMBER:50]
[MAX_SITE_POP_NUMBER:25]

and you can remove their [SIEGER] tag so that they will only play defence.
This will make them an utterly delicious target. Then set the other races' values in those fields to maybe 10X their defaults, but maybe not for elves...
Taking away their [DIPLOMAT_BODYGUARDS] and [MERCHANT_BODYGUARDS], and deleting the outpost liaison noble, will look something like the civilization, if it still exists/traders still come, is beaten and in ruins. I wonder what havok will be caused by taking away [COMMON_DOMESTIC_PACK], [COMMON_DOMESTIC_PULL], and [COMMON_DOMESTIC_MOUNT]
You could also make them begin and exist on only normal caves like kobolds.
Note that changing entity definitions after world generation will not modify any existing civs, so don't remove their weapons, armor, or anything that's going to affect you in fortress mode, but editing creature definitions will change creatures at any point in time so long as they already exist.
« Last Edit: April 22, 2010, 05:53:27 pm by Eric Blank »
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darkflagrance

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Re: DF2010 31.03 WANT World with no dwarfs?
« Reply #14 on: April 22, 2010, 06:24:49 pm »

I don't know what I did to that install by adding those two mods,  but it can only generate civs of Forgotten Beasts now.

And it crashes any time I try to play anything  but legends :(

You have a duplicate entry somewhere in the raws, actually. For example, maybe you have two creatures whose entries are defined as [DWARF]? Check your error file.
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