Lizard people and goblin dumpsters

Furin

Warlord
Joined
Feb 17, 2006
Messages
147
I noticed that the early Mazatl are especially plagued by the food yield destroying goblin event. I have restarted a game three times from turn 1 and within the first hundred turns I got the dumping goblins two times on average.

I didn't look into the code but I guess that you get this event whenever your cities are growing too fast (aka a great surplus of food) and the lack of prerequisites for other events.

I was wondering if the effect of the event could be changed to an improvement (goblin garbage pile -1 :food:), that can later be removed with access to nature mana or a technology (like the swamp draining for trolls). Like that the player wouldn't be hampered for the rest of the game by it. The opposite event, the mushrooms, are an improvement and you will loose them when you build something on the tile.

Edit: Alternatively make the - :food: a temporary thing, for 20 turns, which simulates the time nature needs to wash away the poo...
 
So it does not check for the food? I had the impression that I will get this event more often when I have found especially food rich starting locations, like multiple grain or flood plains.
 
IIRC this event has a much lower chance of occuring on tiles with improvements, even roads/.
 
No, this was probably just bad luck, I don't recall the event requiring any terrain, tech, or other requirements to happen. But it does still happen quite commonly - 2 times in 100 turns is nothing really other than just a little bit of bad luck.

I also wholeheartedly endorse having this be temporary, and also diversifying early game events; I also always pine for a universal Constellation system, but modders around here are busy with all their own things :thumbsup:
 
No, this was probably just bad luck, I don't recall the event requiring any terrain, tech, or other requirements to happen. But it does still happen quite commonly - 2 times in 100 turns is nothing really other than just a little bit of bad luck.

I also wholeheartedly endorse having this be temporary, and also diversifying early game events; I also always pine for a universal Constellation system, but modders around here are busy with all their own things :thumbsup:

I always seem to get that event early as well as the one that reduces my pop as well - and that is a pain if you are playing d'Tesh, Scion or Jotnar.

But, it works the other way too. Incredibly my last game, I got that event that allows you to buy a Great Prophet FOUR times in the early going. Unfortunately, I was playing the d'Tesh in FF+ and the Great Prophet is not so useful to them. But, FOUR times....!
 
I was totally plagued with unsanitary goblin swarms in my last game. :sad:
Luckily I was playing the D'Tesh, so I was just amused by their amateurish destruction of land. I showed them how its done properly. :D

I usually get the event once or twice though. Often in the early game where its way less likely I can do anything about it. Its lame, since its forever. Hell, even some option to pay some gold to burn the garbage or clean it up'd be nice.

>>Edit for typo..
 
It's funny though that now that I am playing the Mazatl on a mostly plains and tundra territory (well it becomes plains rather fast, still) I didn't get those goblins once yet. I guess I was just unlucky the first time(s).
 
I recall reading sometime that a simple road makes a tile immune to goblins. Or maybe it was suggested but never implemented. I guess with a road the military gets there before they poison the area.

I also lmao at this event whenever I play a fallow civ.
 
I think it would be great to have a contstant rotation of the sky-sharts, basically a universal astrological calandar for each game.

The even associated with each season would have a "chance" to occur for each turn under that season, though of course could not happen more than once per season. I do however think that those seasons with very minor effects should always happen and should last exactly as long as the season. Like the cold, the hot, the robbery one, the crazy one, the diplomacy one, the healing one,

It would be interesting as certain common events could have a greater chance of triggering during certain seasons.
 
I think it would be great to have a contstant rotation of the sky-sharts, basically a universal astrological calandar for each game.

The even associated with each season would have a "chance" to occur for each turn under that season, though of course could not happen more than once per season. I do however think that those seasons with very minor effects should always happen and should last exactly as long as the season. Like the cold, the hot, the robbery one, the crazy one, the diplomacy one, the healing one,

It would be interesting as certain common events could have a greater chance of triggering during certain seasons.

This is planned for the future. Not sure how much stuff xienwolf has done on it yet. The general idea is that the constellation events would be global, and having various effects for everyone at once, rather than, as now, only affecting one person.
 
iirc in the past FFH2.0.32 or something, when a constellation event happened, it happened to everyone. I'm not sure but I remember reading in some changelog that they were changed to affect only one player. Or then I had some weird dream.
 
I like the garbage pile improvement idea...You can take it even further by coding some counter on the pile, if you let it linger for too long in spawns into a crap golem or giant maggot or something.
 
I think Marnok had the best solution - convert the Muris clan goblins into actual units that leave waste on tiles that can be cleared later by a worker with access to the nature mana.

This has the effect that vast tracks of wildlands can be poluted if the goblins are not dealt with, but also gives the satisfying ability of being able to exact punishment...
 
It sounds like a good idea at first, but then you imagine continent-sized swaths of land would be tainted and requiring a special mana treatment...Some of which may not be reacheable until Elementalism I think....Sounds more like a recipe for disaster.
 
Giving the event a prereq that the Barbarians need to have researched Poisons would delay it's instigation until you might have developed Nature magic.
 
In the versions of MarnokMod I've played, the waste is treated as fallout that can be cleared by a worker regardless of mana, although it takes a while (~6 turns for a human worker, gods help the elves...)

I too liked this system, especially for the moment when you have a unit powerful enough to kill the little buggers. And yes, I did get large swaths of polluted land but the gobbos usually gravitated to a lair fairly quickly, so it wasn't that bad.
 
A tech prereq of poisons would make it never happen, period. Or almost never. Barbarians gain techs very slow, and I'm not sure I've ever seen savage assassins aside from lair spawns.
 
... Uh? Barbarian assassins are bloody EVERYWHERE in my games! 0.o Damned bloody monsters....


Then again, I use barbarian world and the increased barbarians, so... yeah.
 
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