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Author Topic: A 'naturally' occuring Goblin free Region!  (Read 856 times)

Rattyboy

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A 'naturally' occuring Goblin free Region!
« on: January 26, 2012, 09:16:10 am »

They were all on one island and that was it.

I mean, no invasions to speak of even with gold flowing like water in the fortress.

Has anyone else had this happen? 
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andyman564

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Re: A 'naturally' occuring Goblin free Region!
« Reply #1 on: January 26, 2012, 09:35:56 am »

yeah, i've genned a few worlds where gobbo's would end up on one continent and everyone else on the other... needless to say it's a lot less !!FUN!!
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Yeah.  Thus why I didn't make a trap.  In it's current state the fortress didn't need a trap, the whole damn fortress is a trap.

Prologue

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Re: A 'naturally' occuring Goblin free Region!
« Reply #2 on: January 26, 2012, 09:36:35 am »

There's no such things as boats. If you embarked in an island then there's a high probability that only a Dwarven Civ. is present.
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FearfulJesuit

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Re: A 'naturally' occuring Goblin free Region!
« Reply #3 on: January 26, 2012, 09:50:02 am »

Can't  wait for them to be modded in, really. Then the only siege-free spots will be tundra surrounded by arctic ocean.
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Putnam

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Re: A 'naturally' occuring Goblin free Region!
« Reply #4 on: January 26, 2012, 10:05:24 am »

Can't  wait for them to be modded in, really. Then the only siege-free spots will be tundra surrounded by arctic ocean.

can't mod boats in, so we'd have to wait for them to be implemented officially

FearfulJesuit

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Re: A 'naturally' occuring Goblin free Region!
« Reply #5 on: January 26, 2012, 10:19:05 am »

Right, yeah, that's what I meant...
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@Footjob, you can microwave most grains I've tried pretty easily through the microwave, even if they aren't packaged for it.

Lmaoboat

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Re: A 'naturally' occuring Goblin free Region!
« Reply #6 on: January 26, 2012, 12:35:45 pm »

It would be awesome making a seacave type thing for trading ships to come into your fort.
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wierd

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Re: A 'naturally' occuring Goblin free Region!
« Reply #7 on: January 26, 2012, 12:55:49 pm »

Didn't toady mention world gen'd bridges?

An epically long bridge from the mainland to the island would have the same (desirable) effect.

The goblin shippments of goblinite need to continue! The little bearded children can't stop believing in gobboclaus!
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RAKninja

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Re: A 'naturally' occuring Goblin free Region!
« Reply #8 on: January 26, 2012, 01:15:17 pm »

Can't  wait for them to be modded in, really. Then the only siege-free spots will be tundra surrounded by arctic ocean.
mebbey it's just the RNG for me, but i find goblins end up in artic bioms far more often then anywhere else.  perhaps because of less competition.
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Goblin Fortress (NOW UPDATED FOR 34.02!
magma on his bed when he is sleeping, works every time

Urist McKiwi

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Re: A 'naturally' occuring Goblin free Region!
« Reply #9 on: January 26, 2012, 02:26:19 pm »

The dwarves are the only race thus far to perfect the highly advanced amphibious Boatwagon capable of embarking to new fortress locations on islands. Other races must either swim, naturally evolve there, or be stranded there by sea-level change, continental drift, or dwarven science gone horribly right.

....Of course, this does not mean that dwarves are in any way a seafaring race, as evidenced by their tendency to "moor" their craft in breakers, under cliffs, and other assorted Bad Places to Embark.*





*Nothing says "Welcome to the island of Screw You!" more than the wagon embarking and immediately getting flooded by the waves.
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Loud Whispers

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Re: A 'naturally' occuring Goblin free Region!
« Reply #10 on: January 26, 2012, 02:28:20 pm »

Build a bridge connecting the land masses together. It works.