Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Re-Populated towns  (Read 4077 times)

FingO

  • Bay Watcher
    • View Profile
Re-Populated towns
« on: March 17, 2012, 01:05:16 pm »

Hi,

Since my main hero turned undead, everybody tries to kill me. I have no problem with that, thus I kill them instead.

I read several reports of people who depopulized entire worlds. How did they do it? Everytime I travel to another part of the city the first part I manslaughtered my way across the streets is repopulated. Will this stop at one point? I mean, it should because they are all notable kills....
Logged
"In Plaguemoments I slew a human over a week." - Em Kisstorments, administrator

"Can Kutsmob Pimplehate save the world?" was a legendary bone-bound book. The written portion consists of a 30 page essay entitled "Can Kutsmob Pimplehate save the world? authored by Kutsmob Pimplehate. It concerns the giving up on being a fishery worker of the goblin necromancer Kutsmob Pimplehate in Bristleseductions in 29. The writing has its moments of cleverness.

Flying Dice

  • Bay Watcher
  • inveterate shitposter
    • View Profile
Re: Re-Populated towns
« Reply #1 on: March 17, 2012, 02:15:43 pm »

Is it the same people, or new ones?
Logged


Aurora on small monitors:
1. Game Parameters -> Reduced Height Windows.
2. Lock taskbar to the right side of your desktop.
3. Run Resize Enable

terkiey

  • Bay Watcher
  • chicken what i need
    • View Profile
Re: Re-Populated towns
« Reply #2 on: March 17, 2012, 03:12:44 pm »

Not everyone is accounted for in history, so when you go to towns it just randomly populates buildings with people that are not recorded in history or even permanent, just tempoary, or that is what I am lead to believe anyway.
Logged
Quote from: Meistermoxx
Quote from: Knigel
Does anything bad happen if you accuse someone of being a night creature and they aren't?
Yes, they call you a rasict, and then they shot you and take your cocaine.
[(√[1]/∞)+3!+|Chicken|] / [100^(1/2)]

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Re-Populated towns
« Reply #3 on: March 17, 2012, 04:37:17 pm »

It's a known bug - randomly generated (non-historical) characters respawn infinitely.  The same thing happens in bandit camps and the like - leaders (historical) die permanently, but the underlings respawn every time you fast travel.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Rumrusher

  • Bay Watcher
  • current project : searching...
    • View Profile
Re: Re-Populated towns
« Reply #4 on: March 18, 2012, 02:40:51 am »

It's a known bug - randomly generated (non-historical) characters respawn infinitely.  The same thing happens in bandit camps and the like - leaders (historical) die permanently, but the underlings respawn every time you fast travel.
here's a crack pot theory but maybe the villagers are converted bogeymen?
Logged
I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes

Chaingun

  • Escaped Lunatic
    • View Profile
Re: Re-Populated towns
« Reply #5 on: March 18, 2012, 04:19:42 am »

I suspect a more boring but accurate theory is DF wouldn't be able to store the whole world population on disk, so the underlings get thrown out of memory on every fast travel. :/
Logged

MikaTheCrazy

  • Bay Watcher
  • I don't know why this is my avatar now
    • View Profile
Re: Re-Populated towns
« Reply #6 on: March 18, 2012, 04:32:25 am »

The solution is to kill them all without fast travelling at all! I would die of boredome.
Logged
Okay fine, maybe I'm too lazy to find something to put here.

FingO

  • Bay Watcher
    • View Profile
Re: Re-Populated towns
« Reply #7 on: March 18, 2012, 04:35:51 am »

What puzzles me a little bit is that there are some reports on this forum about people who literally depopulized whole worlds. Was this only possible in 40d?

@MikaTheCrazy: Contradicitur. Even without fast travelling houses repopulate after leaving the site. Its even impossible for me to temporarily depopulate a town since houses far away from each other are refilled when I manslaughtered the other people.
Logged
"In Plaguemoments I slew a human over a week." - Em Kisstorments, administrator

"Can Kutsmob Pimplehate save the world?" was a legendary bone-bound book. The written portion consists of a 30 page essay entitled "Can Kutsmob Pimplehate save the world? authored by Kutsmob Pimplehate. It concerns the giving up on being a fishery worker of the goblin necromancer Kutsmob Pimplehate in Bristleseductions in 29. The writing has its moments of cleverness.

Kilroy the Grand

  • Bay Watcher
  • I only want to give you a small kiss
    • View Profile
Re: Re-Populated towns
« Reply #8 on: March 18, 2012, 04:43:47 am »

I believe there is a limit. They are generated from a pool, which is not infinite.
Logged
*pew* *blam* "Aughgghggurglegurgle..." *slither* *slither* *pit* *pat* *tap* *click-click* *BOOM* "Aiiieeegurgle gurgle..."
X-com meets Dwarf Fortress

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: Re-Populated towns
« Reply #9 on: March 18, 2012, 02:31:27 pm »

It is especially annoying when you find these infinitely re-spawning bandit groups under the keep. Everytime you do a loot run, you have to kill the same people over and over and over again.

On the plus side, many of the fortress guards are also infinitely respawning. So you never want for meatshields.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Alhash

  • Bay Watcher
  • [DWARFFORTRESS_DEPENDANT]
    • View Profile
Re: Re-Populated towns
« Reply #10 on: March 18, 2012, 02:35:24 pm »

There is only one explanation


Spoiler (click to show/hide)
Logged

NW_Kohaku

  • Bay Watcher
  • [ETHIC:SCIENCE_FOR_FUN: REQUIRED]
    • View Profile
Re: Re-Populated towns
« Reply #11 on: March 18, 2012, 03:16:08 pm »

What puzzles me a little bit is that there are some reports on this forum about people who literally depopulized whole worlds. Was this only possible in 40d?

Basically, yes.

When Toady added the larger cities, he also had to add "Population Pools", which basically was just an abstract set of data to generate creatures on the fly based upon an abstract population number, while only Historical Figures were actually tracked individually.

It's these Population Pool characters that are bugged to infinitely respawn on any fast travel.  As Chaingun says, they're basically just not scratched off the list of things that are in a town when you kill them, so they always reappear in their initial procedurally-generated condition every time the map is reloaded.

Before this, there were populations closer to the hundreds than the tens of thousands for all the world's populations, and basically every character was historical.  This is why it was possible to just kill everyone in the world - there were only like a couple thousand or so, anyway.
Logged
Personally, I like [DF] because after climbing the damned learning cliff, I'm too elitist to consider not liking it.
"And no Frankenstein-esque body part stitching?"
"Not yet"

Improved Farming
Class Warfare

Zavvnao

  • Bay Watcher
    • View Profile
Re: Re-Populated towns
« Reply #12 on: December 21, 2012, 12:49:31 pm »

I know this is an old topic, but does anyone think toady did that on purpose? likehis response to mer-people farming?

I don't mean it in abad way, just that I do not knwo where to ask. X3
« Last Edit: December 21, 2012, 01:12:07 pm by Zavvnao »
Logged