Dwarf Fortress Bug Tracker - Dwarf Fortress |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0005269 | Dwarf Fortress | World Generation -- Beasts | public | 2012-02-18 09:59 | 2012-03-06 10:05 |
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Reporter | NW_Kohaku | |
Assigned To | Toady One | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 0.34.01 | |
Target Version | | Fixed in Version | 0.34.03 | |
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Summary | 0005269: Worldgen has alarmingly high rate of monster rampages and extremely high monarch mortality rate |
Description | Digging through legends, I found some very odd things happen in many of the towns and civilizations.
First, a SINGLE city had over 10,000 monster rampages in its only slightly over 300-year history, an average of 30 per year. And this isn't even terribly unusual as worldgen gets going - and may well be a significant cause of the slowdown and tremendous number of events generated.
Second, monarchs have an extraordinarily high mortality rate in CAVE_DETAILED civs (like dwarves), where most of their civs went through 200 up to nearly 300 monarchs in a 350-year worldgen. They tend to not only be abducted with extreme frequency, but also seem to be the first ones killed in monster rampages or wars, in spite of presumably being in the safest positions in the forts... |
Steps To Reproduce | Simply gen a world and use legends mode. Legends viewing software may make actually finding concrete numbers more easy, however. |
Additional Information | This world had roughly 1,000,000 events in it. That single town had 10,000 monster rampages. This may be why worldgen is chugging so hard. |
Tags | 0.34.01, 34.01, werecreature, werecreatures, world generation, worldgen |
Relationships | related to | 0003963 | resolved | Toady One | World Generation too slow |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2012-02-18 09:59 | NW_Kohaku | New Issue | |
2012-02-18 10:04 | NW_Kohaku | Note Added: 0020051 | |
2012-02-18 10:05 | NW_Kohaku | Tag Attached: 0.34.01 | |
2012-02-18 10:05 | NW_Kohaku | Tag Attached: 34.01 | |
2012-02-18 10:05 | NW_Kohaku | Tag Attached: world generation | |
2012-02-18 10:05 | NW_Kohaku | Tag Attached: worldgen | |
2012-02-20 22:27 | NW_Kohaku | Note Added: 0020326 | |
2012-02-21 11:37 | Footkerchief | Relationship added | related to 0003963 |
2012-02-21 23:36 | d64 | Issue Monitored: d64 | |
2012-02-22 10:33 | NW_Kohaku | Note Added: 0020467 | |
2012-02-22 13:00 | thvaz | Note Added: 0020479 | |
2012-02-22 13:10 | d64 | Note Added: 0020480 | |
2012-02-22 15:55 | NW_Kohaku | Note Added: 0020503 | |
2012-02-22 23:03 | NW_Kohaku | Note Added: 0020522 | |
2012-02-23 09:08 | NW_Kohaku | Note Added: 0020544 | |
2012-02-27 02:19 | Buglist | Tag Attached: werecreatures | |
2012-02-27 02:20 | Buglist | Tag Attached: werecreature | |
2012-03-03 18:40 | Toady One | Note Added: 0021035 | |
2012-03-03 18:40 | Toady One | Status | new => resolved |
2012-03-03 18:40 | Toady One | Fixed in Version | => 0.34.03 |
2012-03-03 18:40 | Toady One | Resolution | open => fixed |
2012-03-03 18:40 | Toady One | Assigned To | => Toady One |
2012-03-06 10:05 | d64 | Issue End Monitor: d64 | |
Notes |
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The problems with werecritters could also be simplified by making werecritter rampages less frequent, while upping the carnage when they do rampage. We don't need 50,000,000 instances of "the civilian ran away" in legends mode.
Toady could also do the most sane and reasonable way to control werecritter populations from an in-universe perspective: When over a certain number of rampages occurs per year, humanoids band together and go werecritter-hunting, and send out heroes more often with the specific goal of finding werecritter lairs and killing them when in their weak naked peasant form.
Many of these towns will have several dozen werecritter lairs dotting the landscape around the town. In fact, just playing adventurer, it's almost impossible to fast travel without ramming headlong into another freakin' lair. |
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(0020479)
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thvaz
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2012-02-22 13:00
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I agree there is an excess of were-creatures, specially in older worlds (300+ years). The only quest you get usually is to kill them.
What about we do a test? - if you set the were-creature param to zero, the speed of the world generation should improve. |
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(0020480)
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d64
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2012-02-22 13:10
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I tried to generate a couple of worlds with werecurses set to 0. It seems like it may be somewhat faster, but still definitely slows down way too much for any longer history. |
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Thvaz -
http://www.bay12forums.com/smf/index.php?topic=100732.msg3013641#msg3013641 [^]
There already has been testing. It shows it helps to 0 the weres. That thread also has a lot of information on the testing in general.
There are two major reasons for the slowdown in worldgen, as far as I can tell, and that is trade and werecritters. Trade, even inside of a single civ, will also eventually hit worldgen-crippling levels if the civ expands far enough. Worlds that exist in areas where civs have little room to expand gen faster. Worlds with no werecritters and no room for expansion are blindingly fast. |
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As for vampires, I also find vampires in legends mode that seem to just plain never move around after a certain number of times being discovered - they stay in the same cities for hundreds of years, and have thousands of kills, and the villagers know who they are, but they are never driven out. |
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These particular issues are sorted in 34.03, though there is more to do. |
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