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Author Topic: Oceans Spawning  (Read 670 times)

Archbaron

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Oceans Spawning
« on: February 15, 2010, 01:01:26 pm »

I recently started a fortress on a terrifying island adjacent to a haunted ocean, hoping to see some skeletal sea creatures. However, all that ever spawns is skeletal pheasants and skeletal groundhog, and the occasional skeletal rabbit. Why won't the ocean ever spawn anything?
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vorpal+5

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Re: Oceans Spawning
« Reply #1 on: February 15, 2010, 01:46:53 pm »

If I'm not mistaken, and hopefully, creatures will have a much better dynamic in the next patch? ?
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Jim Groovester

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Re: Oceans Spawning
« Reply #2 on: February 15, 2010, 01:48:53 pm »

Do you already have an ocean animal on your map?

They tend not to leave once on the map.
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Archbaron

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Re: Oceans Spawning
« Reply #3 on: February 15, 2010, 01:50:54 pm »

Do you already have an ocean animal on your map?

They tend not to leave once on the map.
No, there aren't any ocean animals, just ocean vermin (fish) that don't show up on the unit list.
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Jim Groovester

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Re: Oceans Spawning
« Reply #4 on: February 15, 2010, 01:56:18 pm »

Groups of animals take up slots on the map. Usually on a 6x6 you'll have two groups. So you could have lots of hoary marmots or maybe a giant eagle and a cougar, where each is a group to its own.

When one group is eliminated or captured, a new group spawns quickly.

My suggestion is to kill undead land animals until underwater undead animals arrive, but that could take a very long time. (Undead animals don't stop coming like live animals do, if I'm to understand Migrursut's twenty year history with undead camels.)
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Archbaron

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Re: Oceans Spawning
« Reply #5 on: February 15, 2010, 02:06:15 pm »

Groups of animals take up slots on the map. Usually on a 6x6 you'll have two groups. So you could have lots of hoary marmots or maybe a giant eagle and a cougar, where each is a group to its own.

When one group is eliminated or captured, a new group spawns quickly.

My suggestion is to kill undead land animals until underwater undead animals arrive, but that could take a very long time. (Undead animals don't stop coming like live animals do, if I'm to understand Migrursut's twenty year history with undead camels.)
Yeah, I was doing that for a while, but the same exact animals kept respawning. :(
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snelg

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Re: Oceans Spawning
« Reply #6 on: February 16, 2010, 06:50:32 am »

I've been playing two forts at beaches of terrifying oceans in recent versions (40d) without seeing any watery life at all except from the ones that are there from the start. Same thing with every river I've played with.
The river I'm pretty sure don't respawn in the current version, and I'm guessing the same goes for oceans. It's only what I've experienced though and it could be wrong entirely.
I've read the new version will do something that might be fixing this though, which I'm really looking forward to.  ;D
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none0000

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Re: Oceans Spawning
« Reply #7 on: February 16, 2010, 04:51:32 pm »

I've managed to get skeletal ocean life after repeatedly trying different terrifying beaches (with both terrifying land biome and sea biome). As far as I can tell, each evil biome either has undead life or normal life, and to get undead sea life you need to find an ocean with undead sealife instead of normal, and these seem to be fairly rare.

You do get new sea animals wandering into the map. I only seem to get one group of migrant animals on the map at once. On my current fortress I started off with a bunch of skeletal camels, killed them, then got skeletal rabbits, killed them and now i have some Skeletal bluefish tuna (woo!). Atm they're sitting at the bottom of the sea. I'm planning to see if i can capture them somehow once my current megaproject is done. I think useful Science could be done with skeletal tuna and Elves.

So. If you've embarked somewhere with a terrifying ocean and you want to get some Fun fish to play with, i suggest killing any animal life that wanders onto the map until you get something more interesting.

(i'm playing on 40d with the Dig Deeper mod)
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