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DF Modding / Re: Modded Civs with Economic Settlements Issue.
« on: February 21, 2019, 02:58:12 pm »
Yeah. I kinda figured that was possible.. but its still not the same normal way tho :c
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Idk. Then my Outpost Liaison showed up and was like "Hi would you like to have barony now?"*facepalm*
No,
Each site has something called an entity population, there are very few ways to see it, but like i said you can do it with legends viewer. rest assured the population is still tracked properly. They are "generic" because it grabs from the entity population to populate the site when you go there, and from hist figs (but if there are no hist figs left it will use the entity population), and these populations can be in the thousands (of entity population) they are mostly used right now to crate armies, and to generate historical figures for when the civilization needs a new ruler or noble and there isn't an heir for example, so as i said earlier. Its just that populations can be very big. And only a certain amount of them can be loaded at a time. But no, its still all entirely tracked and you can still kill them all eventually and this is easily confirmed with legends viewer. Please stop with the speculation. This is very easy to confirm.
When you kill them, you will see the entity population drop, once it hits 0, the site is considered depopulated, and they will no longer spawn, what you are seeing in your "examples" is it populating from entity populations. You can still kill them all off with enough work.
Well, I tried. I tried hunting them out. However what good it is, if DF crashes to desktop with segmentation fault. Specially, if you saved 2h ago and speeds inside camp are 4(4) and 8(8 ), right? I never fast traveled in this game. It ended on 10th of hematite y05. Maybe if you fast travel, then it takes longer before DF goes crashing on you time after time with segmentation fault, giving you a hint that something really bad is going on in Adventure Mode.
Can't we get common conclusion that DF in Adventure Mode, as it currently stands is simply: UNPLAYABLE.
No, thats not how that works in dwarf fortress, populations are tracked. Its just that populations can be very big. And only a certain amount of them can be loaded at a time. There is no such thing as "respawning" in the normal sense in dwarf fortress, the only time respawning happened, it was a bug and was promptly fixed. Its more like "loading more entity population since the numbers are large".
You can easily confirm that i am correct by using legends viewer look at a place in legends viewer check its population, go to that place (a hamlet, kobold cave or whatever), kill a bunch of them. Retire, export legends, and look in legends viewer, you will see that population has now dropped. Or you can just depopulate a hamlet and see that they dont come back.
Even animal populations are tracked. I havent tested whether your kills effect wild animal populations in awhile, but i believe t is indeed the case and that it has been asked on the FOTF before. (Also i recall that i killed off the giant wolverine population on a mountain once, and confirmed with legends viewer) (they have small populations in each region, so are a good test case)
The only time "actual" respawning happens, is with Angels in Vaults.