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Author Topic: Horse epidemic in .42.01  (Read 13576 times)

Untrustedlife

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Re: Horse epidemic in .42.01
« Reply #30 on: December 03, 2015, 11:26:47 pm »

HAha, I noticed that..they make good training and selling their pelts is always a good thing.
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Visus Draconis

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Re: Horse epidemic in .42.01
« Reply #31 on: December 04, 2015, 03:53:33 am »

Just be glad there aren't any Mongols riding those horses, ready to pillage and burn.
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Bumber

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Re: Horse epidemic in .42.01
« Reply #32 on: December 06, 2015, 08:18:03 am »

Butter lettuce party. That is all.

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Honalululand

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Re: Horse epidemic in .42.01
« Reply #33 on: December 06, 2015, 03:39:49 pm »

Reminds me of the giant mosquito swarms a few years ago.
Depending on where, though, that could be quite realistic.
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Insanegame27

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Re: Horse epidemic in .42.01
« Reply #34 on: December 07, 2015, 02:46:16 am »

Holy shit. This is just (even by our standards) ridiculous. 3600 horses to a single goblin?
Has someone made them playable yet? The horses, that is.

Also, to curb lag, has anyone edited their raws to remove a vital organ / whatever to kill them?
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King Mir

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Re: Horse epidemic in .42.01
« Reply #35 on: December 07, 2015, 02:55:42 am »

Reminds me of the giant mosquito swarms a few years ago.
Depending on where, though, that could be quite realistic.
It wasn't, because they were swarms of giant mosquitoes.

Insanegame27

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Re: Horse epidemic in .42.01
« Reply #36 on: December 07, 2015, 02:59:16 am »

Reminds me of the giant mosquito swarms a few years ago.
Depending on where, though, that could be quite realistic.
It wasn't, because they were swarms of giant mosquitoes.


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Urlance Woolsbane

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Re: Horse epidemic in .42.01
« Reply #37 on: December 07, 2015, 04:24:10 am »

Just a bit of data I collected from a world I genned:
Hillocks always have 3600 horses.
Hamlets always have 600, with the exception of one settlement, which had double that amount.
Forest Retreats always have 100, with the exceptions of two settlements, which had double that amount.
Fortresses are less predicable, although the numbers 450 and 1950 did repeat.

It may be a complete coincidence, but you'll notice there's a  progression from Forest Retreat to Hamlet to Hillock, where the previous amount is multiplied by 6.
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IndigoFenix

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Re: Horse epidemic in .42.01
« Reply #38 on: December 07, 2015, 06:27:52 am »

There must be a logical reason.  For the giant mosquitoes, it wasn't a bug so much as an oversight in the raws, since mosquitoes come in huge numbers (being swarming vermin) their giant counterparts did as well.

Here, it seems to be a problem with mounts, I have heard other players having epidemics of camels and other mounts, but horses are the most common since every civ has them.

ToadChild

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Re: Horse epidemic in .42.01
« Reply #39 on: December 07, 2015, 03:56:32 pm »

My goblin sites have similar overpopulation on Trolls and Beak Dogs, although their numbers are not quite as perfectly round.

The elven forest retreats also seem to have precisely 100, 200, 300, etc. of a lot of animals, rather than odd amounts.
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ShinQuickMan

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Re: Horse epidemic in .42.01
« Reply #40 on: December 07, 2015, 10:07:18 pm »

Holy shit. This is just (even by our standards) ridiculous. 3600 horses to a single goblin?
Has someone made them playable yet? The horses, that is.


Better. A rare glitch lets one play as horses without modding, as someone attested in the first page.
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Max™

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Re: Horse epidemic in .42.01
« Reply #41 on: December 08, 2015, 06:56:03 pm »

Isn't this still the first page?
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TheBiggerFish

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Re: Horse epidemic in .42.01
« Reply #42 on: December 08, 2015, 06:57:51 pm »

Not for everybody.
25 ppp, this is page 2.
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Re: Horse epidemic in .42.01
« Reply #43 on: December 11, 2015, 01:29:46 am »

I know this is a few days late and Toady has already noted that it will be fixed in the next version, but somebody asked for some science so...

I removed the heart and brain tags from horses like someone suggested and generated 3 quick worlds. However the horse epidemic was still present. Keep in mind all I did was generate them and look through legends mode. I then added the aquatic tag and generated another world. The horses were still present. Confused, I made an adventurer and started out in one of the afflicted towns. I quickly began receiving huge amounts of "The stray horse has suffocated" notifications and found what is now a horse grave yard.

Which leaves me confused... with the hearts and brains gone and only being able to process oxygen in water shouldn't the horses not have even made it through world generation? Or does world generation not take that stuff into account?
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Urlance Woolsbane

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Re: Horse epidemic in .42.01
« Reply #44 on: December 11, 2015, 02:04:41 am »

I know this is a few days late and Toady has already noted that it will be fixed in the next version, but somebody asked for some science so...

I removed the heart and brain tags from horses like someone suggested and generated 3 quick worlds. However the horse epidemic was still present. Keep in mind all I did was generate them and look through legends mode. I then added the aquatic tag and generated another world. The horses were still present. Confused, I made an adventurer and started out in one of the afflicted towns. I quickly began receiving huge amounts of "The stray horse has suffocated" notifications and found what is now a horse grave yard.

Which leaves me confused... with the hearts and brains gone and only being able to process oxygen in water shouldn't the horses not have even made it through world generation? Or does world generation not take that stuff into account?
I'm pretty sure that world-gen only cares about organs so far as combat is concerned. It's possible to make merman civs whose denizens suffocate the moment you come within shouting distance of them.
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