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Author Topic: Worldgen has betrayed me  (Read 1863 times)

thoushaltcallmelars

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Worldgen has betrayed me
« on: July 01, 2016, 09:54:24 pm »

So apparently the past two fortresses I've started have no civilizations except the chosen dwarven one, despite having land connections to everything. There's a huge overlapping mess of pits, towns, hippie communes, and even mountainhomes all over the south of the map (which happens to be Cold and/or Freezing), yet apparently my fortresses decided that nobody gets in except their home civ, ever.

In short, all civilization is concentrated in the south of the map - I can't find anything north of the Cold-Temperate line except mountainhomes in the major mountains. I'm wondering if there's anything that can block civilization spread other than the sea?
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Overseer Lars cancels Fortress Mode; Raging at his own stupidity.

Suffice to say, I shall forever associate all dyers with Bomrek Romekas, The Dyer, who slew four dwarves (and wounded a speardwarf) and a wardog while alive, without weapons, armor, or even clothing, before rising from the dead to rip three dwarves' limbs off. Wasn't even combat with the ghost, just "<ghost> batters <dwarf>" and I look and there's a leg, a sock, and a pool of blood.

Shonai_Dweller

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Re: Worldgen has betrayed me
« Reply #1 on: July 01, 2016, 10:10:12 pm »

Anything stopping you putting down a fortress in the South? You'll only get merchants/siegers from the civs listed as neighbors when you choose your embark location.
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zazq

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Re: Worldgen has betrayed me
« Reply #2 on: July 02, 2016, 12:53:23 am »

there seems to be something up with 43.03 where sometimes even listed civs won't visit your fortress sometimes.  Its happened twice now where an embark will say goblins but there are no goblins.  Its been 5 years in my current favorite world, and no goblins. 

is this your thing, or did your world simply not list neighbors in the embark list?  Civilizations can only spawn within particular locations during world gen.  After they spawn they can spread out into other biomes, but the starting conditions are something like:

Dwarves: Non-evil, Non-savage Mountains.
Humans: Non-evil, Non-savage Grassland or Shrubland.
Elves: Non-evil, Non-benign forests.
Goblins: Non-good, ???
Kobolds: non-good caves.

Lots of races can't spawn in savage locations.  maybe your world is savage at the top?
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Shonai_Dweller

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Re: Worldgen has betrayed me
« Reply #3 on: July 02, 2016, 01:04:22 am »

Goblins being present doesn't mean they'll attack. Did you reach the population trigger (80) yet? Are they busy attacking other places? Does the local pits have a population of 6 farmers? All reasons they may not turn up.
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thoushaltcallmelars

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Re: Worldgen has betrayed me
« Reply #4 on: July 03, 2016, 08:32:06 pm »

I mean when I hit [c] while playing the fortress, I only see a dwarf civ, and only the dwarven caravan comes. Goblins don't send snatchers, either.

And yeah, my region has a lot of savagery (despite leaving the setting untouched). Do savage biomes actually block the spread of civilization (like ocean does) or does it only stop them from settling in the savage biome itself? If it's the former, then that'd be my problem. A pretty annoying one, since the south is so packed with civs that there's little room to actually embark in.
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Overseer Lars cancels Fortress Mode; Raging at his own stupidity.

Suffice to say, I shall forever associate all dyers with Bomrek Romekas, The Dyer, who slew four dwarves (and wounded a speardwarf) and a wardog while alive, without weapons, armor, or even clothing, before rising from the dead to rip three dwarves' limbs off. Wasn't even combat with the ghost, just "<ghost> batters <dwarf>" and I look and there's a leg, a sock, and a pool of blood.

Shonai_Dweller

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Re: Worldgen has betrayed me
« Reply #5 on: July 03, 2016, 11:09:45 pm »

'c' is irrelevant. It only shows the civs who have already visited your fortress.
Snatchers are irrelevant. They're broken right now.
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Fleeting Frames

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Re: Worldgen has betrayed me
« Reply #6 on: July 04, 2016, 01:35:55 am »

Savage biomes stop the settlement of civilizations, are likely to maim them slightly, and massively slow down their spread (by centuries) until the civ can convert them to decidedly non-savage (perhaps simulating killing all the giant animals in worldgen?)

thoushaltcallmelars

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Re: Worldgen has betrayed me
« Reply #7 on: July 04, 2016, 02:17:17 am »

Huh. So the sheer amount of savage tiles has basically made civilization stagnate...
I'll just gen a new world and make sure it's not too savage, then. Maybe give it a longer history.

Thanks for the answers, all.
Logged
Overseer Lars cancels Fortress Mode; Raging at his own stupidity.

Suffice to say, I shall forever associate all dyers with Bomrek Romekas, The Dyer, who slew four dwarves (and wounded a speardwarf) and a wardog while alive, without weapons, armor, or even clothing, before rising from the dead to rip three dwarves' limbs off. Wasn't even combat with the ghost, just "<ghost> batters <dwarf>" and I look and there's a leg, a sock, and a pool of blood.

Shonai_Dweller

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Re: Worldgen has betrayed me
« Reply #8 on: July 04, 2016, 06:45:20 am »

Huh. So the sheer amount of savage tiles has basically made civilization stagnate...
I'll just gen a new world and make sure it's not too savage, then. Maybe give it a longer history.

Thanks for the answers, all.
And don't use 'c'. It means nothing.
Use the neighbours view on embark location selection to see if you have neighbours.
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Dunamisdeos

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Re: Worldgen has betrayed me
« Reply #9 on: July 05, 2016, 08:57:37 pm »



You have failed me for the last time, World Gen.
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Bumber

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Re: Worldgen has betrayed me
« Reply #10 on: July 05, 2016, 10:46:31 pm »

Snatchers are irrelevant. They're broken right now.
During my entire 15 year fort I encountered only one snatcher, sneaking alongside a siege.
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