Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Uninhabited Human Hamlet (df_27_173_38a)  (Read 783 times)

Old-Man-Gator

  • Bay Watcher
  • Pickled Prawn
    • View Profile
Uninhabited Human Hamlet (df_27_173_38a)
« on: February 14, 2008, 01:53:00 am »

On a lark I tried to make a fortress at the outskirts of a human town to see what would happen and that sort of thing.

The streets are empty of everything except warthogs, bonobo and heffalumps (pachyderm demons for those in the know).

The little houses with furnishings and what not are there, every living human isn't.

Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: Uninhabited Human Hamlet (df_27_173_38a)
« Reply #1 on: February 14, 2008, 08:33:00 pm »

You occasionally get ghost towns during world generation.  There's that other bug where you get clusters of dozens of towns, which is bad.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Lavastine

  • Bay Watcher
    • View Profile
Re: Uninhabited Human Hamlet (df_27_173_38a)
« Reply #2 on: February 14, 2008, 08:43:00 pm »

I'm not sure why clusters is considered a bug really, I mean it would be better if it was considered a single town with districts or whatnot. But the idea of huge multi square towns is a good one, especially if the reason it happens is cause the area is just so good that all the npcs want to live there, I mean that is why big towns really do get formed.
Logged

Thallone

  • Bay Watcher
    • View Profile
Re: Uninhabited Human Hamlet (df_27_173_38a)
« Reply #3 on: February 15, 2008, 08:16:00 am »

Alas, name it Yorick and build a well.    :D
Logged

Old-Man-Gator

  • Bay Watcher
  • Pickled Prawn
    • View Profile
Re: Uninhabited Human Hamlet (df_27_173_38a)
« Reply #4 on: February 15, 2008, 09:22:00 am »

There is no building material called Him, unfortunately.

The ghost town thing can simply be explained away as being depopulated by one of the nearby goblin forts who promptly (year 2) entered my base of operations and commenced executing fatal attacks upon my conscripts.

[ February 15, 2008: Message edited by: Old-Man-Gator ]

Logged

Fenrir

  • Guest
Re: Uninhabited Human Hamlet (df_27_173_38a)
« Reply #5 on: February 15, 2008, 10:01:00 am »

Maybe the warthogs, bonbo, and ELEPHANTS had something to do with it.
Logged

Alfador

  • Bay Watcher
  • Dangerous Lunatic
    • View Profile
Re: Uninhabited Human Hamlet (df_27_173_38a)
« Reply #6 on: February 15, 2008, 12:34:00 pm »

quote:
Originally posted by Old-Man-Gator:
<STRONG>There is no building material called Him, unfortunately.</STRONG>

Mod it in!

quote:
Originally posted by Old-Man-Gator:
<STRONG>heffalumps (pachyderm demons for those in the know).</STRONG>

Demons? Tell that to Lumpy and his mom.

Logged
This is a fox skull helmet. All craftsdwarfship is of the highest quality. It menaces with spikes of fox bone and is encircled with bands of fox leather. This item is haunted by the ghost of Alfador Angrorung the fox.

Nesoo

  • Bay Watcher
    • View Profile
Re: Uninhabited Human Hamlet (df_27_173_38a)
« Reply #7 on: February 15, 2008, 09:29:00 pm »

Oh, bother. No woozles, I hope.
Logged
000508 □ [dwarf mode][flows] flooding over a full pond will kill the fish inside