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Author Topic: Re-Populated towns  (Read 4079 times)

FingO

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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....
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Flying Dice

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Re: Re-Populated towns
« Reply #1 on: March 17, 2012, 02:15:43 pm »

Is it the same people, or new ones?
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terkiey

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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.
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NW_Kohaku

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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.
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Rumrusher

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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?
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Chaingun

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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. :/
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MikaTheCrazy

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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.
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FingO

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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.
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"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

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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.
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nenjin

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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.
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Alhash

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Re: Re-Populated towns
« Reply #10 on: March 18, 2012, 02:35:24 pm »

There is only one explanation


Spoiler (click to show/hide)
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NW_Kohaku

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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.
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Zavvnao

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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 »
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