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Author Topic: Too-deep'ed cave?  (Read 1370 times)

Sean Mirrsen

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Too-deep'ed cave?
« on: January 14, 2008, 12:39:00 pm »

Actually, "A cave too deep" would be more fitting.  :)

Picture:

It's not game breaking, as this is the only instance I found, but still somewhat frustrating - I can go there, and my companions can't!!!

In case you're wondering, the seed is 486581926, although the cave will probably not be there, because I've got extensive modding going on. The location is on the leftmost edge of the map, on the end of the little 3-long "finger" of mountain tiles, second range from below. The fact that the seed is zero-reject should not be altered by that modding though, as it only concerns civs.

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Game Two, Discontinued at World 1.

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Bullion

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Re: Too-deep'ed cave?
« Reply #1 on: January 14, 2008, 01:17:00 pm »

i think the modding is what has caused this
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Sean Mirrsen

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Re: Too-deep'ed cave?
« Reply #2 on: January 14, 2008, 01:20:00 pm »

I doubt modding in a few new creatures and weapons, some new melee attacks for creatures, and duplicating elves and dwarves onto the plains can cause THIS. I'll go ahead and try this seed in an unmodded copy, just to see if the layout's the same.
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Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Draco18s

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Re: Too-deep'ed cave?
« Reply #3 on: January 14, 2008, 01:47:00 pm »

You'd be surprised what effects world-gen in terms of mods.
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Sean Mirrsen

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Re: Too-deep'ed cave?
« Reply #4 on: January 14, 2008, 02:02:00 pm »

Restored the game to original (plus the tileset), regenerated from the seed. Same thing, a two-levels-deep entry to the cave. The seed remains zero-reject.

I think Toady should go the easy way, and just add a cone-shaped multilevel entrance to the cave template, so that such artifacts don't break the game in the future.

[ January 14, 2008: Message edited by: Sean Mirrsen ]

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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India

Fenrir

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Re: Too-deep'ed cave?
« Reply #5 on: January 14, 2008, 02:40:00 pm »

quote:
Originally posted by Sean Mirrsen:
<STRONG>
I think Toady should go the easy way, and just add a cone-shaped multilevel entrance to the cave template...</STRONG>

...or add the ability to dig.
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Sean Mirrsen

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Re: Too-deep'ed cave?
« Reply #6 on: January 14, 2008, 02:48:00 pm »

Digging is beside the point here. AI must do a lot more to be able to understand that it needs to dig to get somewhere. If the player won't interfere, and the creatures in the cave will need to feed, then the whole cave will just starve to death because nobody will ever get out, except swallowmen.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

"Europe has to grow out of the mindset that Europe's problems are the world's problems, but the world's problems are not Europe's problems."
- Subrahmanyam Jaishankar, Minister of External Affairs, India