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Author Topic: Horse epidemic in .42.01  (Read 12838 times)

Pseudopuppet

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Horse epidemic in .42.01
« on: December 02, 2015, 09:09:13 pm »

Anyone else getting absurd amounts of horses in their worlds?

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Admiral Obvious

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Re: Horse epidemic in .42.01
« Reply #1 on: December 02, 2015, 09:11:18 pm »

I noticed it in adventure mode, as well as the fact that both of my starting animals for my forts twice were horses.
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"I have a rock here for you.  No animals or plants died bringing you this rock.  How fast do you want me to throw it at you?"

Max™

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Re: Horse epidemic in .42.01
« Reply #2 on: December 02, 2015, 09:15:22 pm »

Yeah, I've gotten used to all of the animals I bump into when I drop out of travel mode being horses.

It was kinda weird at first, then scary finding them in the tunnels between fortresses, now it's almost familiar.
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Pseudopuppet

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Re: Horse epidemic in .42.01
« Reply #3 on: December 02, 2015, 09:18:32 pm »

There's a large amount of them in each of almost every settlement on my worlds

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Shonai_Dweller

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Re: Horse epidemic in .42.01
« Reply #4 on: December 02, 2015, 10:20:06 pm »

Ha ha. Not my imagination after all. Was browsing Legends Viewer and came up with these results from a couple of my Dwarf civs:

civ 1: 21200 horses, 2467 Dwarves
civ 2: 42642 horses, 5914 Dwarves
civ 3: 134800 horses, 3772 Dwarves (!)

My theory is that Toady has made all mounts inedible to ensure goblins have enough beakdogs to ride (he said part of the problem was that initial population was low and the goblins butchered the rest). Human civs also have a lot more horses.
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Putnam

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Re: Horse epidemic in .42.01
« Reply #5 on: December 03, 2015, 01:57:36 am »

Oh, that explains why I could make a horse adventurer.

Shonai_Dweller

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Re: Horse epidemic in .42.01
« Reply #6 on: December 03, 2015, 02:11:40 am »

So many horses that, against all the odds one or two became civilised like an animal man does?
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Admiral Obvious

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Re: Horse epidemic in .42.01
« Reply #7 on: December 03, 2015, 02:31:33 am »

Ha ha. Not my imagination after all. Was browsing Legends Viewer and came up with these results from a couple of my Dwarf civs:

civ 1: 21200 horses, 2467 Dwarves
civ 2: 42642 horses, 5914 Dwarves
civ 3: 134800 horses, 3772 Dwarves (!)

My theory is that Toady has made all mounts inedible to ensure goblins have enough beakdogs to ride (he said part of the problem was that initial population was low and the goblins butchered the rest). Human civs also have a lot more horses.

I will note that I butchered a horse in both adventure mode, and fortress mode, and it was still edible, so I don't think that's the issue. I think it's something involving a "how common is it" thing in the raws.
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Shonai_Dweller

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Re: Horse epidemic in .42.01
« Reply #8 on: December 03, 2015, 04:02:31 am »

Must be just the population boost then. Start off ridiculously high, see if that encourages riders, then gradually work down to something more realistic. Or something.

Anyone been attacked by mounted goblins/elves/humans yet?
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Trif

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Re: Horse epidemic in .42.01
« Reply #9 on: December 03, 2015, 06:04:33 am »

My very first adventurer started in a dwarven fortress filled with horses everywhere. Incredibly laggy.

The population numbers are interesting. If a site has horses, it's 3600 most of the time. Sometimes 2600, sometimes 100, but 3600 pops up very often. Even in towns like this:


Just imagine that place. I don't know if PETA would be enraged or proud.

Non-edit: okay, this is just ridiculous:


I don't think the goblins really own this place - it's more like they're tolerated there.
And I guess two of the horses must have left to make a new outpost for the glory of all of horsekind. Graze the earth!
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miauw62

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Re: Horse epidemic in .42.01
« Reply #10 on: December 03, 2015, 08:41:57 am »

DF: Graze The Earth Edition
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Daniel the Finlander

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Re: Horse epidemic in .42.01
« Reply #11 on: December 03, 2015, 09:48:27 am »

GRAZE THE EARTH

Has anybody filed a bug report yet?
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King_of_Baboons

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Re: Horse epidemic in .42.01
« Reply #12 on: December 03, 2015, 01:19:53 pm »

Can confirm:



I'm pretty sure that something related to how civs work now is causing this.
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Ysyua

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Re: Horse epidemic in .42.01
« Reply #13 on: December 03, 2015, 01:46:48 pm »

Can confirm:

Spoiler (click to show/hide)

I'm pretty sure that something related to how civs work now is causing this.

Might be related to how Toady fixed mounts for goblins. He might have made mounts more common across the board and now we have horses galore.
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Linkxsc

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Re: Horse epidemic in .42.01
« Reply #14 on: December 03, 2015, 01:49:22 pm »

Bit off topic here. But does this by extension mean that human traders show up with tons of horses for sale?

And if that were true, could I catch some other "mount" type creatures, sell them to the humans or whoever, the humans then breed them as mounts (and not have to deal with grazing/feeding as I would have to) and then start bringing those animals back for sale in bulk again?
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