Dwarf Fortress Bug Tracker - Dwarf Fortress |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0003230 | Dwarf Fortress | Dwarf Mode -- Embark/Setup | public | 2010-09-15 12:18 | 2010-12-30 05:47 |
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Reporter | oolon1 | |
Assigned To | Toady One | |
Priority | normal | Severity | feature | Reproducibility | N/A |
Status | resolved | Resolution | fixed | |
Platform | | OS | | OS Version | |
Product Version | 0.31.13 | |
Target Version | | Fixed in Version | 0.31.14 | |
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Summary | 0003230: Hard to find places to embark due to civ sprawl |
Description | I've done a few default medium and small worldgens now and it's been very hard to find a good place to embark. Huge swaths of the world are covered in the civ site tiles, and some are so large that they appear in the world level of the screen.
I'm posting this as a private issue, but I assume you can still see it. I don't want to put this as a bug if it's intended. |
Steps To Reproduce | |
Additional Information | |
Tags | civilization, Intentional/Expected?, towns, worldgen |
Relationships | has duplicate | 0003286 | resolved | Logical2u | Dwarf Villages fill most available space |
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Attached Files | |
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Issue History |
Date Modified | Username | Field | Change |
2010-09-15 12:18 | oolon1 | New Issue | |
2010-09-15 20:31 | Logical2u | View Status | private => public |
2010-09-15 23:18 | kuketski | Note Added: 0012694 | |
2010-09-16 03:26 | Kurik | Issue Monitored: Kurik | |
2010-09-16 08:03 | TomiTapio | Note Added: 0012706 | |
2010-09-16 08:04 | TomiTapio | Note Edited: 0012706 | bug_revision_view_page.php?bugnote_id=0012706#r4933 |
2010-09-17 18:34 | HebaruSan | Issue Monitored: HebaruSan | |
2010-09-18 09:53 | Artfunkel | Note Added: 0012792 | |
2010-09-19 03:54 | Artfunkel | Issue Monitored: Artfunkel | |
2010-09-19 03:55 | Artfunkel | Note Added: 0012809 | |
2010-09-20 06:05 | kuketski | Note Edited: 0012694 | bug_revision_view_page.php?bugnote_id=0012694#r4990 |
2010-09-20 06:44 | Logical2u | Relationship added | has duplicate 0003286 |
2010-09-20 06:44 | Logical2u | Issue Monitored: Hieronymous Alloy | |
2010-09-20 07:17 | Nabeshin | Issue Monitored: Nabeshin | |
2010-09-20 15:12 | Kennel | Tag Attached: civilization | |
2010-09-20 15:12 | Kennel | Tag Attached: towns | |
2010-09-20 15:12 | Kennel | Tag Attached: worldgen | |
2010-09-20 15:13 | Kennel | Tag Attached: Intentional/Expected? | |
2010-09-20 21:02 | kynalvarus | Note Added: 0012854 | |
2010-09-21 03:06 | Artfunkel | Note Added: 0012856 | |
2010-09-23 11:15 | Artfunkel | Note Added: 0012922 | |
2010-09-23 11:25 | Artfunkel | Note Added: 0012923 | |
2010-09-23 16:39 | Logical2u | Note Added: 0012931 | |
2010-09-23 16:39 | Logical2u | Tag Attached: AWAITING UPDATE | |
2010-09-23 16:39 | Logical2u | Tag Attached: Fixed in 0.31.14? | |
2010-12-07 15:06 | Nabeshin | Issue End Monitor: Nabeshin | |
2010-12-07 19:35 | Footkerchief | Status | new => resolved |
2010-12-07 19:35 | Footkerchief | Fixed in Version | => 0.31.14 |
2010-12-07 19:35 | Footkerchief | Resolution | open => fixed |
2010-12-07 19:35 | Footkerchief | Assigned To | => Toady One |
2010-12-09 11:00 | Dwarfu | Tag Detached: AWAITING UPDATE | |
2010-12-10 22:10 | Hieronymous Alloy | Issue End Monitor: Hieronymous Alloy | |
2010-12-11 08:51 | Dwarfu | Tag Detached: Fixed in 0.31.14? | |
2010-12-30 05:47 | Kurik | Issue End Monitor: Kurik | |
Notes |
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(0012694)
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kuketski
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2010-09-15 23:18
(edited on: 2010-09-20 06:05) |
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I`,ve generated LARGE ISLAND and i`ve spent ~ 10 minutes looking for free area to embark - too many locations on too few land make it very HARD...
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(0012706)
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TomiTapio
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2010-09-16 08:03
(edited on: 2010-09-16 08:04) |
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I think using year 150 instead of year 1050 is a workaround. Also cuts down on memory usage!
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I also have huge tracts of land covered by many individual forts. The top end of one continent is almost completely paved over! |
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I found the same thing. Almost all forests were solid with elven villages, almost all mountain edges were wall-to-wall dwarves, and so on. The only empty spaces seemed to be in deserts and near glaciers. Also note that the Age of Myth never ended, and the average number of civilizations surviving 1050 years was about double what I'd seen in earlier releases. Goblin settlements were very scarce. Perhaps we just need more worldgen wars, calamities, and myth-age megabeast rampages? Make the elves, dwarves, and humans more prone to pointless wars with each other, or have some intra-race and/or civil wars? Increased aggressiveness would also likely cause the Ages to progress sooner, by killing the demons and megabeasts, no? |
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Simulation of population vs. food availability would help too. |
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This is supposedly fixed in 31.14, though there are large regions covered in grey fortresses...*but* when I visited one in adventure mode it's just a small village surrounded by fields. It would seem that the "forts" we're seeing on the embark screen are just the game's way of telling us that another settlement is already present.
Nevertheless, whole mountain ranges and forests remain carpeted with dwarven settlements after just a few decades. Even if it does make a bit more sense now, that's still some extreme growth! |
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(I've also found some settelements that are either very well hidden or nonexistent on the ground.) |
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Right, in 31.14 there are new options for controlling civilization sprawl. With default options is this still a problem (IE: Should the default options be tweaked) or is it, as a whole, somewhat better? |
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