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Messages - drakonz

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My guess is you are running a pocket world. The smaller the world, the more imbalanced it will be. Generally it is safe to double the starting numbers on all mega fauna but if you go much beyond that it has noticeable consequences on for civilizations. Try running a medium world with 175 years of history.
I am running a large world and have cut the mega beasts down to only 20! The starting recomended is 60, but it seems that even if its at 30 at least one civ will be killed right away.
are you running modded version of the game since i usualy run 500+ mega beasts and i have no problem with civ surviving or altenatively could you post your world gen settings since it could be just case of making too low pop cap or something similar
as for secrets i recomend modding to make goblins to be able to become necromancers fills your map quite nicely with towers after some time

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DF Dwarf Mode Discussion / Re: Grape vines
« on: July 26, 2014, 07:07:56 am »
as far as i know they are currently unfinished so you can expect to be able to do something with them in future versions.

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DF Modding / Re: necromancers tower
« on: May 27, 2014, 02:55:58 pm »
thx adding more spheres  definedly helped with spawns i also added tags to elf's and goblins so they can also build necromancer towers now im constandly getting between 15-50 towers when i generate world :)

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DF Modding / necromancers tower
« on: May 27, 2014, 05:00:08 am »
so is there anyway to make necromancers and towers more common for world gen since even with max secret ammount i never seem to get more than 1-3 towers. so is there way to
 increase spawning of tower or lower the requirements for tower to appear during world gen?
or increase ammount of necromancers during world gen so there would be more chances for tower to spawn?
altenatively if there is aready mod that does ether one of these plz post link for the mod thanks for everyone willing to help

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