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Author Topic: Major mismatch with civs at embark  (Read 744 times)

GavJ

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Major mismatch with civs at embark
« on: April 03, 2012, 05:03:23 pm »

Hey, so I have a repeated problem with generating a world, and on the "choose your embark" screen, tabbing over to civilizations and confirming that there are elves, humans, goblins, towers, etc.  BUT then when I actually embark and hit "c" in game, it is just dwarves, or dwarves and elves, or something.

It never matches up and I can't for the life of me get all the civs. swnjsv I need sieges or it will be boring as hell, and I can't add them in during the game.  What should I do?
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

NecroRebel

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Re: Major mismatch with civs at embark
« Reply #1 on: April 03, 2012, 05:09:24 pm »

You can understand what the (c)ivs screen means better.

The embark screen's civilization list shows all races that can show up at a fort at that location. The post-embark (c)ivilizations screen shows all races that have shown up at your fort. In other words, when you check your civilizations screen you've only seen the civilizations that you've had direct contact with. As more civilizations appear on your map, more will be added to that screen. As such, you've been abandoning perfectly ordinary embarks because you've been too impatient to simply wait the year or so it takes for the first goblins to appear. The pre-embark list is correct.
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GavJ

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Re: Major mismatch with civs at embark
« Reply #2 on: April 03, 2012, 05:11:31 pm »

Hm, okay, but sometimes when I embark, it is not just dwarves, it is dwarves and humans, for instance, despite humans certainly not having shown up yet.  Why is that?

Also, I originally started checking this more carefully, because I ran a whole long 6 year or something game where it only said elves and dwarves in the actual map after embark, and I only got elves and dwarves for 6 years?
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Loud Whispers

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Re: Major mismatch with civs at embark
« Reply #3 on: April 03, 2012, 05:16:25 pm »

Hm, okay, but sometimes when I embark, it is not just dwarves, it is dwarves and humans, for instance, despite humans certainly not having shown up yet.  Why is that?

Humans must've shown up at some point or another.

GavJ

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Re: Major mismatch with civs at embark
« Reply #4 on: April 03, 2012, 05:18:38 pm »

okie well thanks, i'll just roll with it then!
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Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.