Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: 31.16 Re-embarking without reclaiming  (Read 637 times)

FleshForge

  • Bay Watcher
    • View Profile
31.16 Re-embarking without reclaiming
« on: October 09, 2010, 09:19:50 pm »

Since the newer versions allow this I decided to try it - it looks to me as if unit spawn locations are retained from the original embark, which is pretty awkward if the new location is not exactly the same and if you prefer to build walls near the extents of your map.  Namely, sieges spawn in unexpected locations and not on the edge of the map, which can be inside your walls.  I don't know if this is a bug or a feature, since this business of re-embarking without reclaiming is new.  FYI!
Logged

Aachen

  • Bay Watcher
  • Wenzo Pilgrim cancels job: unstuck in time.
    • View Profile
Re: 31.16 Re-embarking without reclaiming
« Reply #1 on: October 09, 2010, 10:04:03 pm »

Did you chose a square or rectangular area for re-embarking? I saw quite a few reports in past versions that rectangular embarks had similar issues.
Logged
Quote from: Rithol Camus
There is but one truly serious philosophical problem and that is magma.

Quote from: Chinua Achebe
.... For Cliché is pauperized Ecstasy.

FleshForge

  • Bay Watcher
    • View Profile
Re: 31.16 Re-embarking without reclaiming
« Reply #2 on: October 09, 2010, 10:22:02 pm »

Square (4x4) - on re-embark I had shifted the area to the right by one tile, and the first migrants and first siege both spawned about where the edge of the map was before I abandoned.
Logged