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Author Topic: moddin' goblins in?  (Read 1006 times)

Deus_Vult

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moddin' goblins in?
« on: October 12, 2010, 03:29:57 pm »

hello, uristers!

I've got a question. Here is the preamble:
I created a world in .13 version, started a fortress mode..and whoa! It passed 3 years before I noticed that goblins are missing.
I got a nice fortress, so it breaks my heart to simply abandon in. I transferred my saves to .16 version, but still, all goblin civs are dead.
-----
Now the question:
1.Still, will there be any goblin sieges (i suppose no - there are dead..all dead %(
2.Is there any chance to mod in some goblin civs in the existing world? (even if i have to abandon the castle and then reclaim it)
3.So the last chance - is it possible to make humans so angry that they will take the goblin's burden of killing my fluffy dwarves?

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Caz

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Re: moddin' goblins in?
« Reply #1 on: October 12, 2010, 03:31:25 pm »

Dig downwards, and defend yourself against the underworld.
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Zaik

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Re: moddin' goblins in?
« Reply #2 on: October 12, 2010, 03:36:11 pm »

The humans *can* be pretty easy to piss off, other times they won't mind being a doormat for a while, but it's usually not too hard to get them to attack. Just kill their diplomat and steal everything you can possibly imagine using and they should attack sooner or later.

edit: also #1 and 2 are no.
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melomel

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Re: moddin' goblins in?
« Reply #3 on: October 12, 2010, 05:04:01 pm »

You can't mod a civilization into an existing world, alas.

The humans are incredibly easy to offend--one diplomat dies, and you get a siege next year--but they are also incredibly willing to make peace.  You could try pissing off the elves, that being the traditional thing to do, but it's not the same.  You can't attack your own civilization without everyone becoming enemies of themselves and killing anyone and everyone.

You...  might be able to mod in aggressive creatures/make existing creatures nastier.  I'm not sure.  Animals like sasquatches and werewolves, while hostile, aren't armed and show up solo.  Underground animal-men use crude weapons and occur in groups, but I don't think they can migrate in, alas.
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jaxad0127

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Re: moddin' goblins in?
« Reply #4 on: October 12, 2010, 06:26:00 pm »

Or kobolds. Let them get away with enough items, and they should start sieging.

Build up enough wealth and titans and FBs will come. Breach the caverns. Etc.
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Deus_Vult

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Re: moddin' goblins in?
« Reply #5 on: October 12, 2010, 07:32:57 pm »

You can't attack your own civilization without everyone becoming enemies of themselves and killing anyone and everyone.

wait, what?
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Gnauga

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Re: moddin' goblins in?
« Reply #6 on: October 12, 2010, 07:44:47 pm »

You can't attack your own civilization without everyone becoming enemies of themselves and killing anyone and everyone.

wait, what?
It's called a loyalty cascade. All dwarves in your fortress have loyalty to both your civilization and your fortress. You can order your dwarves to attack a dwarven caravan, but this then makes your soldiers enemies of the civilization. Your other dwarves then see your soldiers as hostiles and either flee or attack them. If the latter, they too become enemies of the civilization because your soldiers are still members of the civilization. Ultimately, everyone becomes both an enemy and member of their civilization, and everyone kills everyone in your fortress.
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Deus_Vult

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Re: moddin' goblins in?
« Reply #7 on: October 12, 2010, 07:58:52 pm »

[Ultimately, everyone becomes both an enemy and member of their civilization, and everyone kills everyone in your fortress.

this sounds like the Revelation for me. You know, the apocalypse. Local dwarven apocalypse which will inevitably come... (evil laughter)
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Vehudur

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Re: moddin' goblins in?
« Reply #8 on: October 13, 2010, 12:14:02 am »

Loyalty cascade is basically what happens when your Dwarves cross the moral event horizon by attacking their allies.
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