View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001251 | Dwarf Fortress | Creatures | public | 2010-04-16 15:19 | 2014-04-14 00:17 |
Reporter | skeggox | Assigned To | |||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | no change required | ||
Platform | Intel Core 2 6300 | OS | Windows | OS Version | XP |
Product Version | 0.31.03 | ||||
Summary | 0001251: Killing a yeti always causes a new yeti to immediately spawn | ||||
Description | I embarked on a 3x3 flat snow region, where I found a yeti prowling the snow at embark. After a month or two it charged into my fort and started toppling buildings. I killed it, only to have another yeti appear instantly on the edge of the map. Rinse and repeat. Each new yeti spawned at a different map edge, but invariably within moments of the death of the existing one. As an experiment I set up a sacrificial workshop on the surface, enclosed in walls and a potent weapon trap in the only center. I killed on average 8 yeti's a month for 2 years, before a forgotten beast stopped by for tea. I know this is intended behavior (wildlife populations are replenished from map edges) but infinitely respawning annoying building destroyers? | ||||
Steps To Reproduce | 1) Embark on a 3x3 flat snow covered area (I have a save if necessary) 2) Look for surface yeti's (I haven't tried other creatures) 3) Kill it and check the map for the respawns. | ||||
Tags | gameplay tweak, respawns, suspension of disbelief | ||||
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Save uploaded: http://dffd.wimbli.com/file.php?id=2130 |
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This is probably just a reflection of the area your at as whenever a spawn exits or is destroyed anouther will arrive. That said you should get other artic creatures like penguins I assume (I dont play ice maps). Maybe at your current fort the yetis have killed all the other natural populations. |
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That is what I was guessing is happening. In that case the respawn algorithm needs a few tweaks to keep it believable and fun: 1) Vary the respawn delay timer randomly 2) Vary the number of critters on the map at any given moment 3) Institute some kind of selection process where large number of kills reduce the respawn chances. Call it culling the stupid ones, or imprinting a mortal fear of the area in the rest :) |
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There is a way to stop the behaviour - cage traps. Once you have a certain number of the hairy gits locked away, the game wont spawn any more as there can only be a certain number of each creature on the map, as defined by its raws entry. I had to do this to stop the crundles, I know it works. Bloody things were just coming in waves of ten or so, fresh ones each time my dwarves wiped one lot out, forever, till I started catching them. |
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You will usually have only a single group of creatures for each map layer. You'll see the same behavior if you have hunters or soldiers mopping up in the caverns. As soon as you kill that last cave blob a new set of creatures will spawn. It may be cave blobs, or it may be elk birds. Same thing happens if that group gets bored and leaves the map on its own. If you're on a glacier there isn't much variety in the local wildlife, so you'll probably just get yeti, muskox, and the occasional ice wolf. |
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At the time there was only polar bears and yeti to draw from for glacier maps that weren't also evil. As more creatures are added (penguins didn't even exist yet as creatures) and the populations are dealt with, you'll see more variety. |
Date Modified | Username | Field | Change |
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2010-04-16 15:19 | skeggox | New Issue | |
2010-04-16 15:44 |
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Summary | Infinite Yetis => Building-destroying yetis arrive in infinite sequence |
2010-04-16 22:56 | skeggox | Note Added: 0003945 | |
2010-04-16 23:35 | Cryten | Note Added: 0003947 | |
2010-04-17 03:09 | skeggox | Tag Attached: gameplay tweak | |
2010-04-17 03:09 | skeggox | Tag Attached: respawns | |
2010-04-17 03:09 | skeggox | Tag Attached: suspension of disbelief | |
2010-04-17 03:13 | skeggox | Note Added: 0003962 | |
2010-04-17 03:33 | king doom | Note Added: 0003963 | |
2010-12-03 11:03 |
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Summary | Building-destroying yetis arrive in infinite sequence => Killing a yeti always causes a new yeti to immediately spawn |
2010-12-03 13:38 | hyndis | Note Added: 0014401 | |
2010-12-03 13:38 | hyndis | Note Edited: 0014401 | |
2014-04-14 00:17 |
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Note Added: 0024695 | |
2014-04-14 00:17 |
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Status | new => resolved |
2014-04-14 00:17 |
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Resolution | open => no change required |
2014-04-14 00:17 |
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Assigned To | => user11 |