Subject says it all. I created a 9 z level drop mass pit and put some pandamen down it and they got pretty wrecked but were still alive and able to move. The ground was cluttered with 9 levels of mined stone.
I dropped fully armed gobbos down a 10z and they splattered all over the place so I assume the stones are somehow breaking the fall of the pandamen? Or do animals just require a longer drop than goblins to splat?
Also, if I create a succession of forts in the same world, will my newer forts engrave and make items referencing the older forts or only if they are the same civ?
Also, I usually get like 10 dwarven civs on embark, but only a few of them have blinking blue statues denoting where their area of influence is. Does that mean all the other civs are dead? And if so, why can I choose them?
As for worldgen, I mentioned this in a previous post but it was tangential to my main question so no one directly answered it. I created a custom world where I didn't change anything except 1) made caverns more open and less dense (open stat changed from 50-100 to 75-100 and density stat changes from 0-50 to 0-25).2) Increased levels of stone between surface and 1st cavern (10) and between each cavern (5). I did not change distance from last cavern to magma sea or ms to HFS.
Sooo when I played this world the caverns were certainly more open and I was happy with their shape, but they had muddy marble for the most part and no plants or trees were growing. SOME parts had the multicolored moss floor and growing things but for the most part it didn't. Every "standard" world I have made was all growing, there was never any exposed cavern floor that was just muddy stone with no flora. Did something I do cause this, because I liked my custom caves, but I want them to be growing stuff to be used for pasture. Is there some limit to z levels? What I mean is if I ask for more z levels between caves does that "smash" the caves so they take up less vertical space (this is actually desirable for me) or does it lead to bugs and errors (my fear with this world). Also, what is the numerical equivalent in advanced world gen to the "everywhere" mineral setting in the standard world gen. I lowered mineral rarity substantially from the default, but there were still hardly any ores anywhere.
Thank you!