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Author Topic: Another necromancer bug  (Read 1753 times)

exarion

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Another necromancer bug
« on: June 03, 2012, 11:35:02 pm »

A while ago, there a bug about duplicate companions after they left and rejoined. As it turns out, the same thing happens to necromancers whenever they animate a corpse that was in their party when it died. Another problem is that this increases your companions count despite not actually increasing the number of companions you have. This means that ambushes quickly get to be very large, which will probably mean the you need to reanimate your corpses more. This can eventually lead to blatantly impossible ambush sizes, as you'll encounter 3000 goblins from a civilization of 1500, and eventually encounter an ambush of 6000 kobolds in world with 5000 total population. These battle predicatably cause massive amounts of lag, and it takes about 3 seconds to complete one move on my system.

Spoiler: technical (click to show/hide)

Brief version: If you play as a necromancer, be careful about reanimating a corpse that was in your party, and be sure to attack one of your corpses occasionally to keep your bugged large army from generating lag-inducing ambushes.
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i2amroy

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Re: Another necromancer bug
« Reply #1 on: June 04, 2012, 03:48:07 am »

Even if this is a bug, if you have a computer that can handle it is seems like an awesome way to enact those "1 man versus and army battle scenes" that you dream of in so many adventure games.
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Zale

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Re: Another necromancer bug
« Reply #2 on: June 04, 2012, 04:47:01 am »

Even if this is a bug, if you have a computer that can handle it is seems like an awesome way to enact those "1 man versus and army battle scenes" that you dream of in so many adventure games.

Of course, those don't usually end with the hero being riddled with crossbow bolts.
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WisdomThumbs

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Re: Another necromancer bug
« Reply #3 on: June 04, 2012, 05:16:15 am »

Even if this is a bug, if you have a computer that can handle it is seems like an awesome way to enact those "1 man versus and army battle scenes" that you dream of in so many adventure games.

Of course, those don't usually end with the hero being riddled with crossbow bolts.

I actually can't think of any examples where the 1 man vs. Army scenario plays out in any way that includes the 1 man surviving. Well, maybe if you include really over the top action movies like Rambo, but that's not so much a last stand as a supersoldier hunting down mooks.
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Nyan Thousand

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Re: Another necromancer bug
« Reply #4 on: June 04, 2012, 05:29:01 am »

Even if this is a bug, if you have a computer that can handle it is seems like an awesome way to enact those "1 man versus and army battle scenes" that you dream of in so many adventure games.

Of course, those don't usually end with the hero being riddled with crossbow bolts.

I actually can't think of any examples where the 1 man vs. Army scenario plays out in any way that includes the 1 man surviving. Well, maybe if you include really over the top action movies like Rambo, but that's not so much a last stand as a supersoldier hunting down mooks.
Yeah, most last stands usually don't work in favor of the standing (Thermopylae, Constantinople, Tirad Pass, Alamo, Iwo Jima, and many many many others). There's Zulu, of course (I just googled it, it's Rorke's Drift), but that's the exception and not the rule.

Still, this is Dorf Fort. This is where we go beyond the impossible and we kick reason to the curb. Who the hell do you think we are?
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Rumrusher

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Re: Another necromancer bug
« Reply #5 on: June 04, 2012, 07:51:34 am »

A while ago, there a bug about duplicate companions after they left and rejoined. As it turns out, the same thing happens to necromancers whenever they animate a corpse that was in their party when it died. Another problem is that this increases your companions count despite not actually increasing the number of companions you have. This means that ambushes quickly get to be very large, which will probably mean the you need to reanimate your corpses more. This can eventually lead to blatantly impossible ambush sizes, as you'll encounter 3000 goblins from a civilization of 1500, and eventually encounter an ambush of 6000 kobolds in world with 5000 total population. These battle predicatably cause massive amounts of lag, and it takes about 3 seconds to complete one move on my system.

Spoiler: technical (click to show/hide)

Brief version: If you play as a necromancer, be careful about reanimating a corpse that was in your party, and be sure to attack one of your corpses occasionally to keep your bugged large army from generating lag-inducing ambushes.
Toady coded it so that when you reanimate a body you make a new unit that copies the body description, wounds, and race. re-reanimating said body again just copies the zombie unit body again so if you reanimate a companion you have 1 companion soul and 1 zombie soul. The only way this doesn't work is if you resurrect the body which will bring back the unit from death. What happen to the guy seem totally different and really is a bug.
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davros

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Re: Another necromancer bug
« Reply #6 on: June 04, 2012, 01:18:18 pm »

Even if this is a bug, if you have a computer that can handle it is seems like an awesome way to enact those "1 man versus and army battle scenes" that you dream of in so many adventure games.

Of course, those don't usually end with the hero being riddled with crossbow bolts.

I actually can't think of any examples where the 1 man vs. Army scenario plays out in any way that includes the 1 man surviving. Well, maybe if you include really over the top action movies like Rambo, but that's not so much a last stand as a supersoldier hunting down mooks.
Yeah, most last stands usually don't work in favor of the standing (Thermopylae, Constantinople, Tirad Pass, Alamo, Iwo Jima, and many many many others). There's Zulu, of course (I just googled it, it's Rorke's Drift), but that's the exception and not the rule.

Still, this is Dorf Fort. This is where we go beyond the impossible and we kick reason to the curb. Who the hell do you think we are?
Some guys whose forts eventually end up mindraped by the HFS?
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exarion

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Re: Another necromancer bug
« Reply #7 on: June 04, 2012, 10:12:02 pm »

A while ago, there a bug about duplicate companions after they left and rejoined. As it turns out, the same thing happens to necromancers whenever they animate a corpse that was in their party when it died. Another problem is that this increases your companions count despite not actually increasing the number of companions you have. This means that ambushes quickly get to be very large, which will probably mean the you need to reanimate your corpses more. This can eventually lead to blatantly impossible ambush sizes, as you'll encounter 3000 goblins from a civilization of 1500, and eventually encounter an ambush of 6000 kobolds in world with 5000 total population. These battle predicatably cause massive amounts of lag, and it takes about 3 seconds to complete one move on my system.

Spoiler: technical (click to show/hide)

Brief version: If you play as a necromancer, be careful about reanimating a corpse that was in your party, and be sure to attack one of your corpses occasionally to keep your bugged large army from generating lag-inducing ambushes.
Toady coded it so that when you reanimate a body you make a new unit that copies the body description, wounds, and race. re-reanimating said body again just copies the zombie unit body again so if you reanimate a companion you have 1 companion soul and 1 zombie soul. The only way this doesn't work is if you resurrect the body which will bring back the unit from death. What happen to the guy seem totally different and really is a bug.

I can confirm that I am encountering multiple entries for the same companion.
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Rumrusher

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Re: Another necromancer bug
« Reply #8 on: June 06, 2012, 03:27:04 am »

A while ago, there a bug about duplicate companions after they left and rejoined. As it turns out, the same thing happens to necromancers whenever they animate a corpse that was in their party when it died. Another problem is that this increases your companions count despite not actually increasing the number of companions you have. This means that ambushes quickly get to be very large, which will probably mean the you need to reanimate your corpses more. This can eventually lead to blatantly impossible ambush sizes, as you'll encounter 3000 goblins from a civilization of 1500, and eventually encounter an ambush of 6000 kobolds in world with 5000 total population. These battle predicatably cause massive amounts of lag, and it takes about 3 seconds to complete one move on my system.

Spoiler: technical (click to show/hide)

Brief version: If you play as a necromancer, be careful about reanimating a corpse that was in your party, and be sure to attack one of your corpses occasionally to keep your bugged large army from generating lag-inducing ambushes.
Toady coded it so that when you reanimate a body you make a new unit that copies the body description, wounds, and race. re-reanimating said body again just copies the zombie unit body again so if you reanimate a companion you have 1 companion soul and 1 zombie soul. The only way this doesn't work is if you resurrect the body which will bring back the unit from death. What happen to the guy seem totally different and really is a bug.

I can confirm that I am encountering multiple entries for the same companion.
Yeah because there different unit each reanimation. your not reanimating the same zombie unit but a new zombie unit with the name "[person's body]'s corpse" due to companions keep track of living and dead folks you can pile up a huge list of the same zombie name for each new unit companion. Dfusion or dfhack could properly fully heal each of those guys and you could technically make an army of clones.
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I thought I would I had never hear my daughter's escapades from some boy...
DAMN YOU RUMRUSHER!!!!!!!!
"body swapping and YOU!"
Adventure in baby making!Adv Homes