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Author Topic: tower-splosions/funnest embark  (Read 773 times)

Catsup

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tower-splosions/funnest embark
« on: April 07, 2013, 03:49:01 am »

Spoiler (click to show/hide)

managed to generate this relatively reliably after modding the default entities a bit. The main mods were that dwarves, humans, and elves had no starting biome restrictions, and that all races could build bridges and roads. Fortifications and tombs were removed from humans to cut down on site number. (for this particular world, i changed human towns to dark fortresses to try to offset crashes during finalizing sites, not sure if that has any effect though).

creatures where also modded, the relevant modifications being that elves and goblins now have a negligible max age of 3k, so elf and goblin necromancers will occur (though less often than dwarf and human) in world-gen.

after some science i think i figured out the reason why some maps may generate fun amounts of towers. Its mainly luck based, but it doesnt occur normally for the most part even if secrets is set to 1k, but there is always a small chance for it to occur. I managed to save one of these worlds in year 700-ish before it would crashed from bug (most worlds i tried making did):
http://www.bay12games.com/dwarves/mantisbt/view.php?id=5161
and taking a look at the origin of the towers in legends, it appears the necromancers need a lot of corpses in 1 place, for 1 reason or another. The corpses could be the result of a world-gen war, or evil biomes (most likely the case in this one). Evil biomes do not reanimate corpses in world gen. A high number if civs tend to cause more in-fighting/wars, but higher sites and population than vanilla just seem to cause more crashes. A high variance that results in very few large biomes makes it so the civs start out close to each other and in conflict; it also makes sure they start out close to evil areas.

GiglameshDespair

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Re: tower-splosions/funnest embark
« Reply #1 on: April 07, 2013, 08:21:27 am »

Yeah, occasionally necromancers spring up like mold. Much like mold on a necromancer, I'd imagine.
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Catsup

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Re: tower-splosions/funnest embark
« Reply #2 on: April 07, 2013, 09:23:09 am »

reading through the legends for this particular example, it seems a slab was found very early, in year 37 by a human civilization just below the dwarven fortress in the screenshot (its not a dark-fortress icon, so it cant be seen). Various necromancers accumulated in that city over the years, especially leaders (heck it even had elves from far-away civs coming to seek immortality).

The dark fortress at the north east of the dwarven hall is a goblin expansion, and in the year 98 the dwarves attacked the goblins with a 1k man army, and the goblins, shockingly managed to win with only 100 goblins, 25 trolls, and several ogres, killing almost all the dwarves (980-ish), while losing about 100 of their numbers as well.

The year right after that it said the slab found in 37 was stored in a "tower" in 99. Seems all the necromancers that gathered in the neutral human civ used all the corpses at once to create their armies. About 8 towers appeared in the area in 1 year. More appeared in the following years, but it soon stagnated.

so for tower-splosions to occur, you need to get very lucky during world gen. Things that cause mass-death in an area where towers may spawn, may cause a tower-splosion. Also of note is that i think once a necromancer as settled down in a tower, they become secluded from others who want to learn the secret, and will no longer teach any new apprentices. So this necromancer has been teaching new apprentices for the 62 years without a tower, in 1 fortress, and when a massive amount of corpses became available in the area; tower-splosion.