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Author Topic: My dear fellow Urists, a list of bugs in 34.02 and how to squish them.  (Read 15763 times)

njero

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A new bug has popped up for, if i even DARE think about deconstructing the starting wagon the game implodes and i have to start again, so now i have a derelict wagon of uselessness every embark

On another note, i was hoping that the economy and guilds would be put back into the game this version
Clearly your problem is that your embark lacked sufficient cliffs to auto-deconstruct your wagon for you. What kind of dwarf embarks to flat terrain! :P

Yeah, you should probably get that one reported.
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these aren't buzzards, they're cliff racers!

Vehudur

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Can he cave in his wagon to deconstruct it?
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krenshala

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Embarking with half the wagon on a frozen pond works too.  As soon as the pond thaws the wagon breaks and half the items end up in the drink.  A rapidly built screw pump removing half the water allowed me to recover the rest of the items.
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Quote from: phoenixuk
Zepave Dawnhogs the Butterfly of Vales the Marsh Titan ... was taken out by a single novice axedwarf and his pet war kitten. Long Live Domas Etasastesh Adilloram, slayer of the snow butterfly!
Doesn't quite have the ring of heroics to it...
Mother: "...and after the evil snow butterfly was defeated, Domas and his kitten lived happily ever after!"
Kids: "Yaaaay!"

njero

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Can he cave in his wagon to deconstruct it?
It's how all the cool dwarfs unpack after the holidays.
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these aren't buzzards, they're cliff racers!

agatharchides

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Can anyone confirm if glumpwrong and sliver barbs are back? This was my only problem with DF2011 and led me to mod a game so perfect i swore i never would... I have only embarked a few times so far, and i have not seen any yet.

And just to comment, i have never even thought of checking out any of the 3rd party utilities for this game. Last year after modding in a plant to get my black dye i had a little fun making unique tiles for a few things using some of the unused spots on the tileset (it was too hard to see ogres on the eyeball grass...) and some different animated grass... but other than that i play vanilla DF. i've been playing since 2007, since i read the interview with Toady in the ill-fated Games for Windows magazine, if anyone cares... Thanks in advance.
I don't think they are back, but surface farming in evil areas is nearly suicidal in most evil areas anyway, based on my experience.
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Memento Mori

kcwong

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I've never really understood the nessecity of Dwarf Therapist, I tend to use it and the u > c into labor menus.

Example 1:
Okay, my fort has plenty of labor now (200), let's start a mega project! I'll first mine out all those colorful rocks to make blocks. How many miners and masons do I have?

Without DT: You check each and every one of your 200 dwarfs.
With DT: Click sorting on Mining and Mason.

Example 2:
Okay, now I got a lot of blocks ready. Let's start the construction! I'll make most of my dwarfs as masons to help the construction go faster.

Without DT: You modify labor of each and every one of your 200 dwarfs, keeping in mind to exclude some essential dwarfs like your brewer and military.
With DT: Sort then select all, shift-click away essential dwarfs, enable mason on selected.

Example 3:
Migrants have arrived! It's a full 30-men wave. Let's check each of them and see what positions they can fill!

Without DT: You intercept the migrants on their way to your fortress, view each of them and hope you don't miss any.
With DT: Sort on wave and you have all their skills right there on the same screen.


It's for efficiency, both for making changes and gathering information. DT is 100 times more efficient than DF's interface.
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Darchitect

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I've updated my original post to reflect what I've learned. Feel free to post other bugs for me to test or that you're curious about. Also, if you've discovered a new or recurring bug, please go to the official bug tracker and report it! An extra bucket of win for you if you upload a save file with the report!
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Crustypeanut

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I don't know if the clothes bug is gone yet or not, but one of my dwarves has enough bone jewelry on him from when he migrated to cover his entire body even after his clothes disintegrate.  This dude has a lot of Bling..
Kill him immediately,as he is a vampire.

Nope, he wasn't a vampire :D Just one bad ass farmer.
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Specialsurprise - a Tale of ‼Medicine‼ and ‼Science‼ !

MarcAFK

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Re: My dear fellow Urists, a list of bugs in 34.02 and how to squish them.
« Reply #53 on: February 23, 2012, 11:10:03 pm »

I'm still partially getting the uniform bug, immediately upon embarking in an evil region i was assaulted by zombie sows and boars, my miners and woodcutters proceeded to tear them to bits, however i found only my miners would then use their picks, the woodcutters just stood around with their thumbs up their butts, i shall test next embark if using the axe first makes a difference.
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They're nearly as bad as badgers. Build a couple of anti-buzzard SAM sites marksdwarf towers and your fortress will look like Baghdad in 2003 from all the aerial bolt spam. You waste a lot of ammo and everything is covered in unslightly exploded buzzard bits and broken bolts.

Pukako

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Re: My dear fellow Urists, a list of bugs in 34.02 and how to squish them.
« Reply #54 on: February 24, 2012, 02:16:01 am »

I have 'glowing' dwarves, still getting hungry, thirsty, etc.

Trouble is, they are standing in waist high magma.

Are they ghosts, fire resistant, WHAT?

Actually, a real ghost has risen, and it's not that...  So what's up with the glowy stuff?
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Because DF players are heavily into pain.

flieroflight

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Re: My dear fellow Urists, a list of bugs in 34.02 and how to squish them.
« Reply #55 on: February 24, 2012, 03:02:11 am »

fire?
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Darchitect

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Re: My dear fellow Urists, a list of bugs in 34.02 and how to squish them.
« Reply #56 on: February 24, 2012, 01:30:34 pm »

I'm still partially getting the uniform bug, immediately upon embarking in an evil region i was assaulted by zombie sows and boars, my miners and woodcutters proceeded to tear them to bits, however i found only my miners would then use their picks, the woodcutters just stood around with their thumbs up their butts, i shall test next embark if using the axe first makes a difference.

It's my understanding (and I'm testing this in my game currently) that having Woodcutters and Hunters in the military is a problem.

Here's why: when they switch from their civilian role to their military role, the program doesn't stop to check if the tool/weapon they currently have equipped (i.e. axe for Woodcutters or crossbow for hunters) can be used. So then, assuming you have extra tools/weapons (say, 20 axes and 20 crossbows for a 10 dwarf axeman squad and a 10 dwarf crossbow squad), once your dwarves switch from civilian to military, they'll run and pickup the available tools/weapons.

But here's where the second bug kicks in. We'll call it the "Better Weapon Cascade." Urist1 drops off his axe, grabs the highest quality one he can find, and then proceeds to head out to follow his assigned duties. Urist2, 3, 4, et al. follow suit. But let's say that Urist 8 drops off a masterwork quality crossbow. Urist1, en route to his duties, says, "Ooooo! Wait! That weapon is better than mine!" He goes running back to pick it up. And drops his superior quality crossbow off. Which is better than Urist4's crossbow...

You see how this is going to end, right? Two years later, the cascade finally ends. And there's no guarantee it actually will, if you don't have your squad set to "minimum number to train" to the exact number of dwarves in your squad. And so long as there are no other dwarves with Woodcutting or Hunting enabled (as when they drop off their weapon/tool, it'll restart the cascade.) And Armok forbid you have a weaponsmith who makes another masterwork quality crossbow or axe. Or you kill a goblin with a better weapon than you and you don't have Forbid Death Items set in the Order screen.

I'll be testing and looking for an acceptable solution. And hopefully Toady will just fix this soon.
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doublestrafe

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Re: My dear fellow Urists, a list of bugs in 34.02 and how to squish them.
« Reply #57 on: February 24, 2012, 02:50:04 pm »

But here's where the second bug kicks in. We'll call it the "Better Weapon Cascade."

Uh...yeah. Because I totally want all my dwarves to be using shitty weapons and not upgrading.

It's not as if the game seeks out the dwarf with the second-best weapon to upgrade. It's just whoever's going on duty at the time. Maybe you got unlucky.
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Karnewarrior

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Re: My dear fellow Urists, a list of bugs in 34.02 and how to squish them.
« Reply #58 on: February 24, 2012, 03:12:33 pm »

Maybe there should be an upgrade button, that will automatically make the selected squad drop their weapondry and unclaim it, and then check for the best available weapon. It might seem unweildy at first, but so long as you make your weapons in a group (which you probably are anyways) it'll only be a little clunkier than it is now, and with less chance of a cascade.
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Darchitect

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Re: My dear fellow Urists, a list of bugs in 34.02 and how to squish them.
« Reply #59 on: February 24, 2012, 03:41:21 pm »

But here's where the second bug kicks in. We'll call it the "Better Weapon Cascade."

Uh...yeah. Because I totally want all my dwarves to be using shitty weapons and not upgrading.

It's not as if the game seeks out the dwarf with the second-best weapon to upgrade. It's just whoever's going on duty at the time. Maybe you got unlucky.

I think you're missing the point. Of course they should upgrade their weapons. The AI just needs to be tweaked so that they'll do it in a more useful fashion. I'm going to test out how they handle assigned specific weapons next. Like if an axedwarf with a specific weapon assigned will drop it when off duty, and will a Woodcutter be allowed to grab it to go chop trees. And then the axedwarf becomes military again, will he just go out without a weapon? We'll see.
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