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Author Topic: Town Populations & NPC; replacements for the fallen  (Read 1157 times)

Zogundar

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Town Populations & NPC; replacements for the fallen
« on: January 08, 2008, 11:17:00 pm »

Did a search for "population" but didn't turn up anything even though I thought I read about this somewhere, so apologies if I've missed something.

I'm just curious about the "HP" of a town; how many people can you kill before the town "dies"? If you keep taking fodder from a town and coming back to that town for replacements, will you run out? Or do the peasants eventually turn into classes, and the children into peasants? (Given enough time.)

Oh and while I'm at it, are there are nobles or are the civ leaders random? For some reason the apparent leader of the Nation of Sieging in my world is.. a Spearman? He's the guy that everyone directs me to and gives Civilization level quests at least. If there is a king at the keep, he's keeping himself well hidden. I also saw a Merchant Baroness somewhere but she didn't seem to sell anything or do anything.

(One more thing: Why are horses in this game hundreds of years old?) :P

*EDIT*

Another curiosity:
What is the meaning of flashing NPCs? They're not party members or civ/town leaders..

[ January 09, 2008: Message edited by: Zogundar ]

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Fenrir

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Re: Town Populations & NPC; replacements for the fallen
« Reply #1 on: January 09, 2008, 09:02:00 am »

I can't answer any of your other questions, but I know that flashing NPCs have earned a name, usually for me by killing my adventurer.

EDIT:
I'd like to add another question, if you don't mind. If you leave a drunk in the forest, and nobody's around to kill him, does he go home?

[ January 09, 2008: Message edited by: Fenrir ]

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Karlito

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Re: Town Populations & NPC; replacements for the fallen
« Reply #2 on: January 09, 2008, 09:12:00 am »

I do know that you can find migrant groups - and = on the map.  They will repopulate towns.
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axus

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Re: Town Populations & NPC; replacements for the fallen
« Reply #3 on: January 09, 2008, 11:37:00 am »

Does flashing mean legendary skill?
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Fenrir

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Re: Town Populations & NPC; replacements for the fallen
« Reply #4 on: January 09, 2008, 02:36:00 pm »

quote:
Originally posted by axus:
<STRONG>Does flashing mean legendary skill?</STRONG>

In adventure mode it means they're in your party, or they've earned a name.
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Railick Stonemane

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Re: Town Populations & NPC; replacements for the fallen
« Reply #5 on: January 09, 2008, 02:53:00 pm »

I think it can also mean they're enraged or entered into a combat trance cause I had some kid start flashing on me and he wasn't named or anything. As far as the drunk in the forest, get a drunk, name him something, then leave them there to see if he returns home or just hangso ut in the forest :P
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Greiger

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Re: Town Populations & NPC; replacements for the fallen
« Reply #6 on: January 09, 2008, 04:40:00 pm »

Back in 2D I remember flashing NPCs that aren't in yer party were usually someone like the civ leader.  Maybe it's changed.

And the migrants repopulate the towns, but I think there all sober and unskilled. Maybe they change when they get where they're goin.

Horses are hundreds of years old because they don't have a maxage tag.  Not as funny as the 'because horses are made of iron' excuse from 2D though.

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penguinofhonor

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Re: Town Populations & NPC; replacements for the fallen
« Reply #7 on: January 09, 2008, 10:09:00 pm »

Goblins are immortal as well. I've killed goblins that were born in the year 13. That's a 1038 year old goblin.
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Zogundar

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Re: Town Populations & NPC; replacements for the fallen
« Reply #8 on: January 10, 2008, 01:01:00 am »

quote:
Originally posted by Karlito:
<STRONG>I do know that you can find migrant groups - and = on the map.  They will repopulate towns.</STRONG>

Where do they come from? Do they just spawn randomly?

Also, I noticed in a town overflowing with people, that apparently two migrant groups had merged with the town. Thing is, there were also dwarves in the town, and according to Legends both migrant groups were human. The town was originally human. So where did the dwarves come from?   :confused:

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Keilden

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Re: Town Populations & NPC; replacements for the fallen
« Reply #9 on: January 10, 2008, 08:51:00 am »

So you wonder where humans come from? Sit down and I will talk about how a human is made..blabalbllbalbalbalbalba
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Fenrir

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Re: Town Populations & NPC; replacements for the fallen
« Reply #10 on: January 10, 2008, 09:30:00 am »

quote:
Originally posted by Zogundar:
<STRONG>

Where do they come from? Do they just spawn randomly?

Also, I noticed in a town overflowing with people, that apparently two migrant groups had merged with the town. Thing is, there were also dwarves in the town, and according to Legends both migrant groups were human. The town was originally human. So where did the dwarves come from?    :confused:</STRONG>



I don't know where the dwarves came from, but I've seen migrant groups leave a town, presumably for another town. Do townsfolk reproduce?
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Zogundar

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Re: Town Populations & NPC; replacements for the fallen
« Reply #11 on: January 16, 2008, 11:11:00 pm »

I just got what I assume is the Civilization leader to join me. Er.. what happens if they die? If I retire? I can still get quests from them (At the moment) but when inquiring as to whether or not anyone else of interest was at the capital, it came up negative.
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Alliteration

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Re: Town Populations & NPC; replacements for the fallen
« Reply #12 on: January 17, 2008, 01:44:00 pm »

I recently abandoned a large fort because of mass tantruming and lag. The fort had over 150 dwarves in it, and a large number of cool sieges and dragon fights engraved, so I made an adventurer to go log it all.

The fort was empty of everything except items strewn across the landscape and dead pets, but a few world map spaces away there was a migrant icon.

I went there and found all 150 of my dwarves, no longer tantruming apparently. For fun I asked one of my Champion hammerdwarves if he would join my party but he snubbed me saying that I would be the one to join his party if anything. More questions revealed he was on his way home. So from this I assume that dwarves surviving abandonment move on to populate other settlements.

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Fenrir

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Re: Town Populations & NPC; replacements for the fallen
« Reply #13 on: January 17, 2008, 01:55:00 pm »

quote:
Originally posted by Alliteration:
<STRONG>More questions revealed he was on his way home. So from this I assume that dwarves surviving abandonment move on to populate other settlements.</STRONG>

Awesome!
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Gaulgath

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Re: Town Populations & NPC; replacements for the fallen
« Reply #14 on: January 17, 2008, 06:26:00 pm »

I also recall Toady saying they came from ships (from "overseas"). So that is also a contributing factor.
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