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2) they ned a floor to spawn, you can prevent spawning completely if you build a wall around your map at the very edge. but that also means no merchants and no more gnomads...
3) yes
4) i don't think so. the lag before spawning will increase as it takes longer to find a valid spawn.
5) yes, at the very edge there might spawn enemies (and merchants/gnomads) at level -3, below -7 there will be skeletons etc.
There is just one difference to non infected gnomes: if they die they turn into a zombie. so keep them away from danger or get them killed. and kill them again... :P
Zombie Infected Gnomes remain normal Gnomes, they still do their work as usual and go about their normal daily lives like any Gnome would. They do not suffer or die from the virus. The only effect the Zombie Virus has is that when they die, from being killed by an enemy or purposefully starved, they will reanimate as a Zombie, and become an enemy. In most cases Virus Infections pose no real threat to your kingdom, however it can cause you to easily be overrun if you have a lot of infected around the fort, and many of them somehow die in quick succession, resulting in an army of zombies fighting along whatever attacked you.
Zombies do not starve to death, nor do any of the underground monsters.
Enemies can spawn on top of walls easily, as well as inside them, but only if they are close enough to the borders, and you have floors placed on top of your walls. If you remove all of the floors around your Borders, I believe it may cause studders of lag while the game tries to locate a place to spawn units, and being unable to do so. I have never personally experienced removing all of the tiles, but I assume the worst would happen if doing so. Besides it would greatly harm your kingdom's advancement.
You can probably try to "force" the spawns to only be at your front gate, but to be honest, I don't see the point, for so long as you only have one enterance, Enemies have to pass through it no matter what. Forcing them to spawn in only one area seems to have no point if you have an open gate with guards.
You could try the cell approach by blocking off "cells" near the borders of the map, and only opening them up when enemies are inside and your army is ready. It's a very cheap but effective way to control your battles.
You might notice that it's difficult to get nomads trying to strain your borders like this though, Gnomads may spawn in the same cells/forced zoned as enemies, with no real room to escape, so by leaving enemies like that you're mostly hurting yourself.
Torches only affect the spawn rates (completely elliminating them within their radius) of underground monsters. Surface monsters are not affected by torches, however on a larger map, Torches can be used to give you Line of Sight. If a surface enemy crosses a Torch, where you normally wouldn't see them without a Gnome nearby, you'll spot them within the torch range giving you earlier detection.
You can build monster spawning rooms/nests by simply digging out an area, and then sealing it off. Use mechanical doors or simply destory and rebuild walls to let in soldiers, and hope they don't get slaughtered. A good way to get some live shooting practice for ranged gnomes is to dig out a room, with one of the walls having a trench, and just move your gnomes in to engage any enemies they see across the trench. The issue here however is that they will have limited Line of Sight and Range on most ranged weapons. You'll likely want a torch bearer to assist your ranged gnomes with greater LoS.
You cannot however dig a hole from the surface down to the monster spawning levels, and expect monsters to spawn directly inside of that hole, as the underground monsters require thick darkness and being within a certain distance of gnomes to spawn. You can however try to dig out a dungeon underground and link it to the surface, which may unleash monsters from underground, to the surface, so long as you have gnomes enter it from time to time to proc a spawning event.
When you guys mention pre-spawn lag...does it last seconds, or is it all day or something?
Enemies can spawn INSIDE walls? ..I hope you mean on the gnome-side of my wall, & not actually in a space that's occupied by wall.
The cell method is, i think, what i did...i put a block every 8 border spaces, so everyone gets a section when they spawn. Haven't lost any NPCs yet, & the MOBs mostly retreat, though occasionally i find a couple dead goblins+badger piled in a cell.
I'm definitely gonna make spawn rooms downstairs, if not ground level too.
If underground enemies never starve, does it mean it's possible for a room to build up a small monster army, if my gnomes pass by often?
..But are there no enemies who can shoot back at us across trenches??
I thought it'd make sense to force ground spawns on a 5x5, to get NPCs in quicker & avoid having em run into a bear if they spawn at the 'backside' of my kingdom.
But it sounds best if i just leave that border line of squares open all the way round, without even trees...spawning makes more sense now.
Yes, I meant within the space that is considered the "inside" of your walls, not actually inside the blocks themselves. If you contruct your walls too close to the border (I think Goblins have a 2-tile range from the border to spawn) they can spawn within your fort instead of outside. But I think you already have it figured out.
Also, I don't think enemies ever retreat? At least, I never thought they did. I was always pretty sure they just exist on your map until they starve or die. I could be wrong as I don't tend to play on tiny maps or border watch anymore.
So maybe both those things are changed, dunno.
Well if you're using cells around your fort, you can't actually see into the cells all of the time unless you post gnomes above the walls to look in, or have torches inside of the cells to produce Line of Sight. That could be why you think they're retreating.
The Line of Sight mechanics are a little bit odd as well, sometimes you can see enemies during the day despite a lack of line of sight, and other times you can't.