# Way too many scientists in 0.A?

**URL:** <https://discourse.cataclysmdda.org/t/way-too-many-scientists-in-0-a/5319>\
**Category:** The Garage\
**Created:** [March 7, 2014, 2:47am UTC](https://discourse.cataclysmdda.org/t/way-too-many-scientists-in-0-a/5319 "2014-03-07T02:47:24Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![tasteful](https://avatars.discourse-cdn.com/v4/letter/t/f4b2a3/32.png) [@tasteful](https://discourse.cataclysmdda.org/u/tasteful)\
**Post date:** [March 7, 2014, 2:47am UTC](https://discourse.cataclysmdda.org/t/way-too-many-scientists-in-0-a/5319/1 "2014-03-07T02:47:24Z")

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In my current world it seems that zombie scientists and dead scientist piles are in about a quarter of the empty maptiles, which is presumably not supposed to be the case

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**Author:** ![tasteful](https://avatars.discourse-cdn.com/v4/letter/t/f4b2a3/32.png) [@tasteful](https://discourse.cataclysmdda.org/u/tasteful)\
**Post date:** [March 7, 2014, 2:47am UTC](https://discourse.cataclysmdda.org/t/way-too-many-scientists-in-0-a/5319/2 "2014-03-07T02:47:49Z")

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running curses stable on a mac.

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**Author:** ![system](https://us1.discourse-cdn.com/flex016/uploads/cataclysmdda/original/1X/21b5d044e8473b25d0bf905d60477e25f6fbe0cf.png) [@system](https://discourse.cataclysmdda.org/u/system)\
**Post date:** [March 8, 2014, 7:11pm UTC](https://discourse.cataclysmdda.org/t/way-too-many-scientists-in-0-a/5319/3 "2014-03-08T19:11:12Z")

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It seems they’ve been severely buffed too. With high stats and decent armor and a pipe I tried to take on two as they crossed a pile of sharp metal wreckage. All attributes were at 12, throwing 2, melee 4, and dodge 2, kevlar armor and army helmet, a good about of thrown items before melee, it was an utter defeat. A terrible defeat just 40 or so squares from the shelter, and I thought I had a pretty good tactical advantage too.

Maybe you enjoy a game where you are steamrolled as soon as you leave the shelter, but not me. I had a few good runs at 0.9. 0.A makes me want to give up before I start.

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**Author:** ![ekSeL](https://avatars.discourse-cdn.com/v4/letter/e/e9bcb4/32.png) [@ekSeL](https://discourse.cataclysmdda.org/u/ekSeL)\
**Post date:** [March 8, 2014, 7:32pm UTC](https://discourse.cataclysmdda.org/t/way-too-many-scientists-in-0-a/5319/4 "2014-03-08T19:32:42Z")

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Well, in latest experimental builds I see hordes of Mi-Go, thats just crazy.

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**Author:** ![KA101](https://avatars.discourse-cdn.com/v4/letter/k/278dde/32.png) [@KA101](https://discourse.cataclysmdda.org/u/KA101)\
**Post date:** [March 9, 2014, 8:08am UTC](https://discourse.cataclysmdda.org/t/way-too-many-scientists-in-0-a/5319/5 "2014-03-09T08:08:31Z")

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> [@ekSeL](#):
>
> Well, in latest experimental builds I see hordes of Mi-Go, thats just crazy.

That was me. You may also see gracken (generally non-hostile), krecks (hostile but comparatively weak), and amoebic molds (meh) about.

I put Nether critters around corpses for two reasons:

1. To help answer the constant speculation about why the corpses are there. Maybe the Denizens killed 'em, maybe they’re just curious.

2. In the case of the mi-go and (lesser extent) krecks, to put something that’s a decent challenge in the vicinity. Folks loved to complain about how corpses were Free Loot and Needed Nerfed, even after I’d made 'em have a chance to feature special zombies. Judging by this and other posts, they are adequately nerfed now. I guess I didn’t need to add flying polyps to the spawn list.

More generally, mapgen is random. Map “extras” like corpses are fairly rare. Within map extras, corpses are fairly commonplace. I don’t know if something got changed in translation to the Mac, and without seeing the character I can’t tell if there was some sort of miscalculation.

I don’t enjoy being steamrolled as I leave the shelter, though.
