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Author Topic: No townsfolk? possible glitch  (Read 788 times)

thehman03

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No townsfolk? possible glitch
« on: January 28, 2013, 10:55:45 am »

So  i have been playing and sometimes i walk into a capital city and find...a ghost town. I'm wondering what in the name of armok has been going on? I mean, its fine that i can sleep wherever, but once this happens the entire world as far as I'm willing to adventure out to, or end up dying on the way. please help! i want more people on my adventures with me...
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Gaybarowner

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Re: No townsfolk? possible glitch
« Reply #1 on: January 28, 2013, 11:05:57 am »

Town was most likely raided if you can check the legends of the town might say that a raid went on as it was ransacked
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Edmus

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Re: No townsfolk? possible glitch
« Reply #2 on: January 29, 2013, 02:45:47 am »

Check the tops of walls.
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Yee

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Re: No townsfolk? possible glitch
« Reply #3 on: January 29, 2013, 05:33:18 am »

Town was most likely raided if you can check the legends of the town might say that a raid went on as it was ransacked

This. Good signs are ruined buildings like houses with missing wall parts. They can occur also in inhabited towns/hamlets in older worlds, because the owner died.

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Larix

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Re: No townsfolk? possible glitch
« Reply #4 on: January 29, 2013, 08:30:17 am »

You can check legends for the location (or, if your history is short enough, look through events) - really battered towns often have suffered a few dozen pillagings. I guess that produces demolished buildings, but it also reduces the population - goblins and humans often enslave inhabitants, elves prefer to murder them horribly.

Really, elves are fucking scary. In my adventuring world, there's a town that has been pillaged every season for twenty years or so, and everytime, the elves kill an inhabitant or three; about half of them through drowning, the rest is split between hacked apart, beheaded, buried alive and fed to beasts. I suspect that elven caravans are just the elven civs' way to get rid of citizens who don't enjoy torturing sentient creatures to death and would rather talk with a dwarf than bite their head off. So, if you kill elven caravans in fortress mode, you're just doing the butcher's work for the peace-hating druids.
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Starver

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Re: No townsfolk? possible glitch
« Reply #5 on: January 29, 2013, 09:08:50 am »

I've mentioned this site in another thread, but my current Adventurer has recently come to a large walled town (a '+' place), which she had to travel half way around before sighting her first living sentient (and only some chickens, etc, before that).

The spearsman, when asked, then proceeded to tell me of one hundred and five troublesome beings that he considered it worthwhile for me to terminate with extreme prejudice.  Actually, I just remembered that I had started to write something about this...

Quote from: My unfinished analysis
105 targets, with 120,003 prior kills attributed to them

Nine Outlaws (one a prolific vampire), five Outcasts, thirteen Necromancers

Forty are (nominally) human, thirty-seven are (mostly) dwarvesm, thirteen are goblins, , fifteen are already standard beastmen/women.

There's sixty-two vampires (one more famous for being an Outlaw), Seventeen are werebeasts, thirteen have taken to the Dark Arts, thirteen have merely assumed a rank.

"Gravegerbil" is likely to be an empty site, with 31,773 known kills coming from its noted pests (one less prolific vampire in the temple that needs accusing, five sewer-inhabitting vampires and two outcasts, one in the sewers, the other in the dungeons).
"Uttercrest" has seven vampires in the sewers (22,824 kills to their collective names), three in the general population (with the remainder of the 23,480 total noted kills), and three standard beastpersons outcast into the sewers, but there's no information about their kill tallies of course.
"Glidedhowl" has more sewer-vampires (14,158 killes between them) and only two that require accusing (3974 attributions), so maybe there's still suffucient general population to appreciate any efforts I shall be making there.
The current site ("Wealthypad") has 12,685 kills-worth of vampire inhabitting its "Fetidchappel" sewers.  (Is that enough to virtually empty the town?)  It also has 11 caves within spitting distance, most of which have troublesome tennants, and abutting settlements come with their own problems.

Aha!  Just discovered some more varied sewers!  So /that's what they're supposed to look like.  Full of skeletons (of underground civ beings), but it probably needs more time to check....

So, anyway, after abandoning the above analysis, I adventured round further, and discovered a handful of traders (for trinkets and meat, generally, but specialising in nothing I particularly desired to trade in, while the weapons shop that I particularly wanted to offload a load of looted weapons looks 'active', but appears to have no owner in residence, at any time of day or night), and then on entering the keep I found the big cheese (who declined to give me any quests) and his lady wife (who, totally without regard to the above-mentioned 105 parties, gave me the task of slaying a local dragon).

Delving beneath the keep, I found (and dispatched) two separate groups of hostiles that nobody had asked me to deal with, and so I looted their weapons (and abandoned ones) as well, plus gems.  Which I optimistically packed into several coffers and chests that I similarly 'obtained', thinking that I might later retrieve some of these once I find a trading opportunity somewhere else.

Currently, said Adventurer is touring the various caves, beyond the bounds of the town, and has largely annihilated their residents (some, as with the dungeon crowd, never having been on my quest-list), although the forays into the sewers that I've so far made have revealed that the walkable parts (and the submerged bits as far as I could observe prior to the point of no return) are seemingly devoid of the various local vampiric targets.  (I've just remembered that I've neglected to check my master-list for local vampires that need accusing.  I know there's one in the next village over, one world-tile away.


Anyway, overall I'm not surprised that this place has so few residents.  And something similar may have befallen your settlement, OP.  Or, of course, hostile raids (there's the necromancer towers, some distance away, on my list of places to visit).  I maybe ought to check out Legends, to confirm my suspicions, but that's always the last thing I think of.
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Yee

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Re: No townsfolk? possible glitch
« Reply #6 on: January 30, 2013, 09:46:28 am »

Looks like a pretty nice place for retirement.
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