View Issue Details

IDProjectCategoryView StatusLast Update
0005269Dwarf FortressWorld Generation -- Beastspublic2012-03-06 10:05
ReporterNW_Kohaku Assigned ToToady One  
PrioritynormalSeverityminorReproducibilityalways
Status resolvedResolutionfixed 
Product Version0.34.01 
Fixed in Version0.34.03 
Summary0005269: Worldgen has alarmingly high rate of monster rampages and extremely high monarch mortality rate
DescriptionDigging through legends, I found some very odd things happen in many of the towns and civilizations.

First, a SINGLE city had over 10,000 monster rampages in its only slightly over 300-year history, an average of 30 per year. And this isn't even terribly unusual as worldgen gets going - and may well be a significant cause of the slowdown and tremendous number of events generated.

Second, monarchs have an extraordinarily high mortality rate in CAVE_DETAILED civs (like dwarves), where most of their civs went through 200 up to nearly 300 monarchs in a 350-year worldgen. They tend to not only be abducted with extreme frequency, but also seem to be the first ones killed in monster rampages or wars, in spite of presumably being in the safest positions in the forts...
Steps To ReproduceSimply gen a world and use legends mode. Legends viewing software may make actually finding concrete numbers more easy, however.
Additional InformationThis world had roughly 1,000,000 events in it. That single town had 10,000 monster rampages. This may be why worldgen is chugging so hard.
Tags0.34.01, 34.01, werecreature, werecreatures, world generation, worldgen

Relationships

related to 0003963 resolvedToady One World Generation too slow 

Activities

NW_Kohaku

2012-02-18 10:04

reporter   ~0020051

Ah, forgot to link savegame - http://dffd.wimbli.com/file.php?id=5586

NW_Kohaku

2012-02-20 22:27

reporter   ~0020326

A couple posts from trying to get to the root of the problem:

http://www.bay12forums.com/smf/index.php?topic=100732.msg3013512#msg3013512
http://www.bay12forums.com/smf/index.php?topic=100732.msg3013641#msg3013641

NW_Kohaku

2012-02-22 10:33

reporter   ~0020467

The problems with werecritters could also be simplified by making werecritter rampages less frequent, while upping the carnage when they do rampage. We don't need 50,000,000 instances of "the civilian ran away" in legends mode.

Toady could also do the most sane and reasonable way to control werecritter populations from an in-universe perspective: When over a certain number of rampages occurs per year, humanoids band together and go werecritter-hunting, and send out heroes more often with the specific goal of finding werecritter lairs and killing them when in their weak naked peasant form.

Many of these towns will have several dozen werecritter lairs dotting the landscape around the town. In fact, just playing adventurer, it's almost impossible to fast travel without ramming headlong into another freakin' lair.

thvaz

2012-02-22 13:00

reporter   ~0020479

I agree there is an excess of were-creatures, specially in older worlds (300+ years). The only quest you get usually is to kill them.

What about we do a test? - if you set the were-creature param to zero, the speed of the world generation should improve.

d64

2012-02-22 13:10

reporter   ~0020480

I tried to generate a couple of worlds with werecurses set to 0. It seems like it may be somewhat faster, but still definitely slows down way too much for any longer history.

NW_Kohaku

2012-02-22 15:55

reporter   ~0020503

Thvaz -
http://www.bay12forums.com/smf/index.php?topic=100732.msg3013641#msg3013641
There already has been testing. It shows it helps to 0 the weres. That thread also has a lot of information on the testing in general.

There are two major reasons for the slowdown in worldgen, as far as I can tell, and that is trade and werecritters. Trade, even inside of a single civ, will also eventually hit worldgen-crippling levels if the civ expands far enough. Worlds that exist in areas where civs have little room to expand gen faster. Worlds with no werecritters and no room for expansion are blindingly fast.

NW_Kohaku

2012-02-22 23:03

reporter   ~0020522

As for vampires, I also find vampires in legends mode that seem to just plain never move around after a certain number of times being discovered - they stay in the same cities for hundreds of years, and have thousands of kills, and the villagers know who they are, but they are never driven out.

NW_Kohaku

2012-02-23 09:08

reporter   ~0020544

I guess I should put this link in this thread as well...

http://www.bay12forums.com/smf/index.php?topic=102293.0

Is for a suggestion thread on how to reduce the problem.

Toady One

2012-03-03 18:40

administrator   ~0021035

These particular issues are sorted in 34.03, though there is more to do.

Issue History

Date Modified Username Field Change
2012-02-18 09:59 NW_Kohaku New Issue
2012-02-18 10:04 NW_Kohaku Note Added: 0020051
2012-02-18 10:05 NW_Kohaku Tag Attached: 0.34.01
2012-02-18 10:05 NW_Kohaku Tag Attached: 34.01
2012-02-18 10:05 NW_Kohaku Tag Attached: world generation
2012-02-18 10:05 NW_Kohaku Tag Attached: worldgen
2012-02-20 22:27 NW_Kohaku Note Added: 0020326
2012-02-21 11:37 user6 Relationship added related to 0003963
2012-02-22 10:33 NW_Kohaku Note Added: 0020467
2012-02-22 13:00 thvaz Note Added: 0020479
2012-02-22 13:10 d64 Note Added: 0020480
2012-02-22 15:55 NW_Kohaku Note Added: 0020503
2012-02-22 23:03 NW_Kohaku Note Added: 0020522
2012-02-23 09:08 NW_Kohaku Note Added: 0020544
2012-02-27 02:19 Buglist Tag Attached: werecreatures
2012-02-27 02:20 Buglist Tag Attached: werecreature
2012-03-03 18:40 Toady One Note Added: 0021035
2012-03-03 18:40 Toady One Status new => resolved
2012-03-03 18:40 Toady One Fixed in Version => 0.34.03
2012-03-03 18:40 Toady One Resolution open => fixed
2012-03-03 18:40 Toady One Assigned To => Toady One