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Author Topic: Remove killed civilizations/settlements from the map.  (Read 1307 times)

GoblinCookie

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Remove killed civilizations/settlements from the map.
« on: July 17, 2014, 11:16:07 am »

At the moment the map adds civilizations and settlements but it does not ever seem to remove them when they are killed.  It is also possible to play as an extinct dwarf hold.  This is something I find rather annoying.
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Dyret

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Re: Remove killed civilizations/settlements from the map.
« Reply #1 on: July 17, 2014, 11:21:50 am »

Abandoned/wrecked sites are considered ruins, unless taken over by someone else. I also quite like being able to play as the last hope of dwarven civilization.
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GoblinCookie

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Re: Remove killed civilizations/settlements from the map.
« Reply #2 on: July 17, 2014, 11:28:30 am »

Abandoned/wrecked sites are considered ruins, unless taken over by someone else. I also quite like being able to play as the last hope of dwarven civilization.

They show up on the map with their customary icons as if they were still active.  Near my fortress there is an elf forest refuge for instance that no clearly longer exists, I can just plonk my fortress there. 

But it still shows up on the map with it's yellow i symbol as if it were still there.
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Knight Otu

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Re: Remove killed civilizations/settlements from the map.
« Reply #3 on: July 17, 2014, 12:46:17 pm »

What makes it clear that it no longer exists? Even if it was fully abandoned, it could (and quite possibly will) be reclaimed by some other civ. Being able to settle nearby doesn't mean anything. Right now nobody cares whether you settle next to them.
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

GoblinCookie

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Re: Remove killed civilizations/settlements from the map.
« Reply #4 on: July 17, 2014, 01:52:27 pm »

What makes it clear that it no longer exists? Even if it was fully abandoned, it could (and quite possibly will) be reclaimed by some other civ. Being able to settle nearby doesn't mean anything. Right now nobody cares whether you settle next to them.

That was an example.  It might be, I cannot exactly go into legends mode to check now can I?  I did not mean settle nearby, I meant on the same square. 

You cannot settle on the same square as actually existing settlements.  But once a settlement is placed it is never removed by the map, even if it is wiped out mechanically and the square in empty.
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Knight Otu

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Re: Remove killed civilizations/settlements from the map.
« Reply #5 on: July 17, 2014, 03:58:46 pm »

What makes it clear that it no longer exists? Even if it was fully abandoned, it could (and quite possibly will) be reclaimed by some other civ. Being able to settle nearby doesn't mean anything. Right now nobody cares whether you settle next to them.

That was an example.  It might be, I cannot exactly go into legends mode to check now can I?  I did not mean settle nearby, I meant on the same square. 

You cannot settle on the same square as actually existing settlements.  But once a settlement is placed it is never removed by the map, even if it is wiped out mechanically and the square in empty.
I'm not sure if I get your point correctly. Do you mean the same world square? Because you can easily settle world squares with other settlements - many are simply too large or too close to each other to allow a fort to share the square. You could in theory cover a single world square with multiple fortresses. You can't have the areas overlap, of course. A settlement is never wiped out mechanically. It remains in play as a ruin that can be reclaimed, and the area of that site remains off-limits. Can you perhaps clarify the problem with screenshots?
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Direforged Original
Random Raw Scripts - Randomly generated Beasts , Vermin, Hags, Vampires, and Civilizations
Castle Otu

GoblinCookie

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Re: Remove killed civilizations/settlements from the map.
« Reply #6 on: July 17, 2014, 04:25:17 pm »

I'm not sure if I get your point correctly. Do you mean the same world square? Because you can easily settle world squares with other settlements - many are simply too large or too close to each other to allow a fort to share the square. You could in theory cover a single world square with multiple fortresses. You can't have the areas overlap, of course. A settlement is never wiped out mechanically. It remains in play as a ruin that can be reclaimed, and the area of that site remains off-limits. Can you perhaps clarify the problem with screenshots?

Of course I mean the same world square!  The yellow I symbol that normally designates an elf settlement is there, but I can set up a fortress on that square, unlike some other squares that have settlements on, elf or otherwise. 

So what you are saying is that if the settlement is small enough it does not impede colonisation, so the elf settlement to my north-east (I'm now in fortress mode) does actually have elves in it, it is only once a settlement is sufficiantly large that it becomes impossible for two settlements to share the same square. 

If I had settled that square, then I would have both an AI elf village and my dwarf village on the same map. 
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GoblinCookie

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Re: Remove killed civilizations/settlements from the map.
« Reply #7 on: July 17, 2014, 04:53:09 pm »

I did an experiment with a new world, creating a dwarf fortress on one of the squares I described.  It seems there were two elves, a vampire and an administrator along with a campfire.  They were 'visiting'.  They came and sat around my campfire and did not otherwise do anything at all.  What exactly is going on?
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GoblinCookie

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Re: Remove killed civilizations/settlements from the map.
« Reply #8 on: July 17, 2014, 05:30:31 pm »

It seem I have the gist of it.  The squares on the world map are actually whole regions, you select the location in the region that your new fortress is to be located in.  You can only not settle a region if there is no longer enough space left unclaimed, that means you can easily have overlapping fortresses from rival civilizations.   :-[ :-[ :-

Ruins do not show up on the map.  The settlement that I though was a ruin was actually an elf settlement, ablait with only about a dozen inhabitants. 
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