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Author Topic: Question about... the passing of time/years?  (Read 742 times)

Replica

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Question about... the passing of time/years?
« on: July 16, 2012, 04:33:55 pm »

I've been toying around with the idea of custom tailoring a perfect world to keep forever and updating gradually (think "retirement world, play for fun and know everything and everyone in the world like the palm of your hands") and I was wondering about world generation, site creation and such.

If I were to create a world to begin playing at year 2, playing for 200 years in fortress and adventure mode, will necromancer towers, new sites and other fun be founded as I play or will sites be "locked" to those at worldgen end?
Will new entities and civs form as I play or will I be stuck with the original civs and entities?

Pretty much, how does world generation IN REAL TIME work?
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Corai

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Re: Question about... the passing of time/years?
« Reply #1 on: July 16, 2012, 04:37:10 pm »

Time freezes when you stop worldgen.
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Garath

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Re: Question about... the passing of time/years?
« Reply #2 on: July 16, 2012, 04:37:25 pm »

basically, not. Currently eerything after world gen is frozen in time except your fort. No new babies born or battles fought, not even a check if you're adult or child.

It's on the to-do list though, I think

also, it's an explanation why migrants are so desperate to get to your fort, it's the only place they can live
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Trif

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Re: Question about... the passing of time/years?
« Reply #3 on: July 16, 2012, 04:38:18 pm »

And after 200 years, every dwarf and human in your world is dead.
Toady is working on changing that right now.
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Garath

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Re: Question about... the passing of time/years?
« Reply #4 on: July 16, 2012, 04:39:11 pm »

And after 200 years, every dwarf and human in your world is dead.
Toady is working on changing that right now.

edit maxage in raws, done

not quite satisfying, but it works
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XXSockXX

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Re: Question about... the passing of time/years?
« Reply #5 on: July 16, 2012, 04:43:48 pm »

If you start in year two, most civs will have just one settlement, there will be no vampires or necros as the gods haven't had time to curse anybody. 20-50 years might be better if you want settlements and curses.
Playimg for 200 years is VERY long and could get boring as Megabeasts/Forgotten Beast will eventually die out and it gets pretty repetitive a few decades after that.
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Replica

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Re: Question about... the passing of time/years?
« Reply #6 on: July 16, 2012, 04:51:12 pm »

I see, so time freezes and everyone dies of starvation and old age.
That's a shame, I guess I'll have to wait a bit longer before I create a retirement world to keep.

Thanks.
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i2amroy

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Re: Question about... the passing of time/years?
« Reply #7 on: July 16, 2012, 08:16:49 pm »

I see, so time freezes and everyone dies of starvation and old age.
That's a shame, I guess I'll have to wait a bit longer before I create a retirement world to keep.

Thanks.
Yeah, the next few versions should have much more of a living world after they come out.
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Garath

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Re: Question about... the passing of time/years?
« Reply #8 on: July 17, 2012, 01:25:27 am »

I see, so time freezes and everyone dies of starvation and old age.
That's a shame, I guess I'll have to wait a bit longer before I create a retirement world to keep.

Thanks.

I usually just give every race a max age of 900 or so after worldgen. The only real effect is dwarfs not dieing of old age in your fort, but then again, that has only happened with near death migrants for me anyway. Old age is not a common cause of death with most players.
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Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
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And then everyone melted.