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Author Topic: Worldgen ends @ year 200, all megabeasts are dead  (Read 1311 times)

Tormy

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Worldgen ends @ year 200, all megabeasts are dead
« on: August 04, 2008, 03:38:32 pm »

Okay Im not sure that this is a bug or not, but at year 200, the worldgen has stopped as usual, and all megabeasts are dead.
Unmodded game, medium map, however Ive used seed 111111111 to generate the world, just for fun.
This was the first time, that no megabeasts were alive after a worldgen, does this happened to anyone else before?
« Last Edit: August 04, 2008, 03:40:10 pm by Tormy »
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Soadreqm

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #1 on: August 04, 2008, 03:46:23 pm »

Yeah, this happens quite often, apparently. The megabeasts are usually slaughtered early, and at 200 (by default) the game starts checking how many of them are still alive. Once 80% (by default) are dead, worldgen ends.

If you want more megabeasts, set the worldgen ending year to something lower. If you want the generation to last longer, set the start-checking-for-megabeasts-dead-year to something higher.
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Tormy

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #2 on: August 04, 2008, 03:56:39 pm »

Yeah, this happens quite often, apparently. The megabeasts are usually slaughtered early, and at 200 (by default) the game starts checking how many of them are still alive. Once 80% (by default) are dead, worldgen ends.

If you want more megabeasts, set the worldgen ending year to something lower. If you want the generation to last longer, set the start-checking-for-megabeasts-dead-year to something higher.

Oh yeah I know that, but I thought that at least one megabeast is always alive after worldgen ends, and I always had at least 1 alive so far. Weird.
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Kishmond

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #3 on: August 04, 2008, 05:49:22 pm »

Pretty lame, what to do without dragons to fight?
You could always stop gen at year 1.
No, 10 to 50, you want some reason to kill the beasts. And some towns to do it in.

valcon

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #4 on: August 04, 2008, 06:45:31 pm »

Yeah it's completely ridiculous.

Read through your legends log.  Read about how the kobold child killed the dragons, or the elf fishery worker killed a bronze colossus.  ridiculous.
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Jualin

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #5 on: August 04, 2008, 07:34:52 pm »

You want more megabeasts later on? Buff them. Add a zero to their size in the raws. They will always make to year 10000+ with 100% of their starting numbers if you make them insane enough.

If you want to kill one and can't later, just remove the zero.
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Dadamh

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #6 on: August 04, 2008, 08:17:21 pm »

You want more megabeasts later on? Buff them. Add a zero to their size in the raws. They will always make to year 10000+ with 100% of their starting numbers if you make them insane enough.

If you want to kill one and can't later, just remove the zero.

The raws don't work like that.  Changes don't affect any worlds that already exist.  You'll just have a world with nigh-unbeatable megabeasts.
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Kishmond

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #7 on: August 04, 2008, 08:38:45 pm »

I thought changing existing raws didn't need a re-gen.

penguinofhonor

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #8 on: August 04, 2008, 10:06:59 pm »

You want more megabeasts later on? Buff them. Add a zero to their size in the raws. They will always make to year 10000+ with 100% of their starting numbers if you make them insane enough.

If you want to kill one and can't later, just remove the zero.

The raws don't work like that.  Changes don't affect any worlds that already exist.  You'll just have a world with nigh-unbeatable megabeasts.

The raws do work like that. Changes affect all worlds that already exist, except for new entries. Altered existing entries will change stuff in the world. Removed entries will cause glitches and probably crashes.
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Shadowkire

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #9 on: August 05, 2008, 03:50:17 am »

I find that adding 20-30 to the size of the megabeasts can keep some alive all the way to 1000. And [NOBLEED] can make them survive even longer than that.
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Deathworks

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #10 on: August 05, 2008, 04:00:20 am »

Hi!

Actually, there seem to be some methods besides modding to help megabeasts survive.

Probably the least attractive is creating a world of islands (sounds rather boring)

Reduce the number of civilizations and/or reduced the population cap for them. (Delays the discovery of the megabeasts - and thus their slaughter).

Increase size and number of caves. While it is not sure whether it positively influences the number of megabeasts, it can definitely slow down the civs as they lose settlements they put in the wrong place.

Increase number of high savagery zones. Civs start in savagery <65, so deep high savagery zones would be off limits. Can also be combined with reduced savagery variance, but this leads to a lot of rejects before you get a working world.

Deathworks
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Tormy

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Re: Worldgen ends @ year 200, all megabeasts are dead
« Reply #11 on: August 05, 2008, 09:12:22 am »

Hmmmm why isnt there an option to set the number of megabeasts in the game? Example: Number of Megabeasts: 1-200.
This would solve the problems, some megabeasts would surely make it alive even up to 1000+ without making them gods via modding.
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