Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Ghost Capital  (Read 1447 times)

mrchace

  • Bay Watcher
    • View Profile
Ghost Capital
« on: April 30, 2011, 07:57:24 pm »

So I generate my first world with no Night Creatures (tired of losing good adventurers to random boogyman attacks), anyways, i'm playing the Civ Forge mod, but i decide to make my first adventurer a human. So im walking around doing my human thing and I decide "Man, i'd really like to hit up a shop" so I ask the nearest human in his house filled with 12 other humans (weird creatures), "Tell me where the capital is! or I will break all your bones!" he tells me and I start my adventure a days travel south east. I arrive at Spikestood (human capital) in the early morning only to discover the place is COMPLETELY abandoned, and every shop/house has a broken door with a wolf infestation.

Anyone else experience something akin to this?
Logged

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile
Re: Ghost Capital
« Reply #1 on: April 30, 2011, 08:51:39 pm »

It's because the people who live there all starved.
Or they became wolves because wolves are waaaay cooler than humans.
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

mrchace

  • Bay Watcher
    • View Profile
Re: Ghost Capital
« Reply #2 on: April 30, 2011, 08:53:39 pm »

You know, I was digging through the "Legends" and I think I picked up a hint of a Megabeast killing certain individuals in Spikestood (I have history hidden, but I was talking to someone from a nearby town who said they had lost their only daughter to "X" named beast in Spikestood), I wonder if a megabeast obliterated the entire capital... Very interesting.
Logged

Jeoshua

  • Bay Watcher
  • God help me, I think I may be addicted to modding.
    • View Profile
Re: Ghost Capital
« Reply #3 on: April 30, 2011, 09:05:39 pm »

It happens from time to time... actually it happens all the time but usually more people move back in.  Since some guy was talking about it happening to his daughter, it probably happened recently in history and the capitol hasn't been resettled, or relocated.
Logged
I like fortresses because they are still underground.

mrchace

  • Bay Watcher
    • View Profile
Re: Ghost Capital
« Reply #4 on: April 30, 2011, 09:10:38 pm »

Well then, that leads to the question, approx how long does it take for a large settlement like that to be re-inhabited, also what is the fastest way to facilitate re-habitation?
Logged

SirAaronIII

  • Bay Watcher
  • Western Romanticist
    • View Profile
Re: Ghost Capital
« Reply #5 on: April 30, 2011, 09:15:51 pm »

You probably can't anymore. History events (like cities being repopulated for example) can only happen in worldgen. So your best bet is to make a new world and hope the towns aren't all abandoned.
Logged
"I want to watch the sun setting below the horizon, thinking about my significance in this world. That's my dream."

mrchace

  • Bay Watcher
    • View Profile
Re: Ghost Capital
« Reply #6 on: April 30, 2011, 10:37:05 pm »

Man that sucks, this is a great world otherwise, perfect equilibrium between races. With a mod such as Civ Forge or Genesis that adds new races, is it common that these third party races have their own capitals as well as shops?
Logged

Nasikabatrachus

  • Bay Watcher
  • Who watchdwarfs the watchdwarves?
    • View Profile
Re: Ghost Capital
« Reply #7 on: April 30, 2011, 11:11:26 pm »

I've seen something like this happen in one world, in a region with an evil biome nearby and not too far away from a very warlike elf nation. When I walked into a town the only things there were chimpanzees and lions. I'm not too sure about this, but I think I was able to rest/retire there as well. Also, one of those weird Wrestler Fortresses was nearby.
Logged
"I want to have goblins about me, for I am courageous. The courage which scareth away ghosts, createth for itself goblins--it wanteth to laugh." Thus Spake Zarathustra, chapter 7, Friedrich Nietzsche

Zanethda

  • Bay Watcher
    • View Profile
Re: Ghost Capital
« Reply #8 on: April 30, 2011, 11:16:16 pm »

Man that sucks, this is a great world otherwise, perfect equilibrium between races. With a mod such as Civ Forge or Genesis that adds new races, is it common that these third party races have their own capitals as well as shops?
Yes.
Logged
On the item is an image of Ngom Fishsin the goblin and a alligator in mountain goat leather. The alligator is striking down Ngom Fishsin. The artwork relates to the killing of the goblin Ngom Fishsin by a alligator in Crueljoy in The Mechanical Spine in the late autumn of 11 during Kaguskok, "The Crazy Assault".

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Ghost Capital
« Reply #9 on: May 01, 2011, 04:16:36 am »

Man that sucks, this is a great world otherwise, perfect equilibrium between races. With a mod such as Civ Forge or Genesis that adds new races, is it common that these third party races have their own capitals as well as shops?
Yes.
You probably have to ask Mephansteras about Civ Forge since I haven't played it for a few versions, but in Genesis:
Keepers (human biomes), nords (tundras/glaciers, so usually no cities), dusk elves (temperate biomes), ezrakim elves (desert) and orcs (jungles/swamps) have towns and big cities.

Make sure to generate a large world though :).
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

mrchace

  • Bay Watcher
    • View Profile
Re: Ghost Capital
« Reply #10 on: May 01, 2011, 04:57:09 pm »

Ok, so I downloaded Genesis, I am setting the advanced parameters for a world with no nightcreatures and heavy in Megabeasts, what is the standard pop cap and site cap parameters for a Very Large selection in the main world gen?
Logged

Mephansteras

  • Bay Watcher
  • Forger of Civilizations
    • View Profile
Re: Ghost Capital
« Reply #11 on: May 05, 2011, 04:47:44 pm »

Man that sucks, this is a great world otherwise, perfect equilibrium between races. With a mod such as Civ Forge or Genesis that adds new races, is it common that these third party races have their own capitals as well as shops?

Yes, there should be extensive cities in the plains for Humans, High Elves, and Dyansauri. There are a few other city civs as well that you can buy stuff from. Makes it pretty easy to get decent equipment.
Logged
Civilization Forge Mod v2.80: Adding in new races, equipment, animals, plants, metals, etc. Now with Alchemy and Libraries! Variety to spice up DF! (For DF 0.34.10)
Come play Mafia with us!
"Let us maintain our chill composure." - Toady One