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Author Topic: Post worldgen, world advancement over time, spreading of evil.  (Read 813 times)

Linkxsc

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Post worldgen, world advancement over time, spreading of evil.
« on: February 21, 2016, 10:23:23 pm »

So genned a world. Thinking I wanted to go for a tropical forest or such. When I came across an island on this world thats currently half covered in sinister landscape. Now there are some forests on the small island which leads me to the hope that if I start a fort here, in some number of years in the future that evil would spread, possibly encompassing my fort and causing much fun.

In other news there is also an island that is a single tile on the region map, and maybe 6x6 on the local. Its rocky wasteland, but thats never stopped me before. Assuming the embark os filly encompassed by water though, will I never get migrants?
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Bwint

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Re: Post worldgen, world advancement over time, spreading of evil.
« Reply #1 on: February 21, 2016, 10:31:28 pm »

In other news there is also an island that is a single tile on the region map, and maybe 6x6 on the local. Its rocky wasteland, but thats never stopped me before. Assuming the embark os filly encompassed by water though, will I never get migrants?

The first two migrant waves are hardcoded; you'll definitely get them. After that, no migrants or caravans.

Afraid I don't know about the spread of evil post-worldgen.
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quekwoambojish

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Re: Post worldgen, world advancement over time, spreading of evil.
« Reply #2 on: February 21, 2016, 10:44:55 pm »

Evil biomes do not 'spread' post world gen.
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Linkxsc

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Re: Post worldgen, world advancement over time, spreading of evil.
« Reply #3 on: February 21, 2016, 10:56:47 pm »

How will the 2 migrant waves come though, as theyll have to cross several tiles of open water.

Also I thought with recent changes, the world could continue developing post WG whilebplaying a fort.
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quekwoambojish

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Re: Post worldgen, world advancement over time, spreading of evil.
« Reply #4 on: February 21, 2016, 11:27:03 pm »

How will the 2 migrant waves come though, as theyll have to cross several tiles of open water.

Also I thought with recent changes, the world could continue developing post WG whilebplaying a fort.

The first two migrant waves arrive always. I think this is a means to keep the player going if he embarks in a non reachable/not populated region. After that you're not getting any, since the issue you mentioned comes into play.

You are right, but this does not happen with biomes. Even during world generation you will not see evil biomes encroaching on other biomes.
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Melting Sky

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Re: Post worldgen, world advancement over time, spreading of evil.
« Reply #5 on: February 21, 2016, 11:46:21 pm »

How will the 2 migrant waves come though, as theyll have to cross several tiles of open water.

Also I thought with recent changes, the world could continue developing post WG whilebplaying a fort.

The first two migrant waves are hardcoded which is actually an artifact of old coding from earlier versions. Although the world as a whole is dynamic now and follows logistical rules about how and where creatures can travel, these first two waves are coded to show up no matter what happens and regardless of geographic isolation. They will even be conjured out of thin air if need be. This assures that a fort is given a fighting chance regardless of how poor and isolated it's location may be.

As for your second question, the world does continue to develop and evolve while playing, but alignment of a biome is determined during initial world gen along with other permanent attributes like the geology and climate and can not be changed by the actions of the creatures that inhabit it. In other words evil creatures such as Goblins or necromancers may build civilizations, wage wars and even eventually conquer all the other intelligent races, but it will not change the underlying alignment of the lands they decimate. Just because a goblin army is camping in a good aligned biome such as joyous wilds won't change those joyous wilds to an evil biome. There will still be unicorns, sun berries and feather trees etc.

It's often quite fun to embark on the border of multiple biomes for greater variety of flora and fauna.
« Last Edit: February 21, 2016, 11:50:01 pm by Melting Sky »
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vjek

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Re: Post worldgen, world advancement over time, spreading of evil.
« Reply #6 on: February 21, 2016, 11:48:54 pm »

Oceans/islands do not prevent migrants, in my experience, nor caravans, nor liaisons. 
They will all come, no matter what, unless all dwarven civs are dead (not just dying, but dead)

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Re: Post worldgen, world advancement over time, spreading of evil.
« Reply #7 on: February 21, 2016, 11:51:54 pm »

But if the map border is completely impassable, no migrants or caravans will come.
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