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Author Topic: Very Interesting Refugee (Migrant) Findings...  (Read 4579 times)

Talvieno

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Re: Very Interesting Refugee (Migrant) Findings...
« Reply #15 on: February 17, 2012, 03:41:53 pm »

so if dwarves come over with injuries, I wonder if they would also bring over syndromes?
This is a good question... Does traveling kill germs/curses? If it doesn't, starting a new fort could be pretty dangerous... You might have to come up with some way to "screen" migrants before allowing them into their fort... Something with a lever and a pool of magma.
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Thelogman

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Re: Very Interesting Refugee (Migrant) Findings...
« Reply #16 on: February 17, 2012, 03:59:51 pm »

It looked like the "personal inventories" of the dwarves that migrated over were reset, they didn't have the armor or weapons they were carrying, and the ones that had degraded or water covered clothes didn't have that when they moved to the new fort.

This indicates to me that the contact syndromes would NOT be transferred between fortresses, since the dust that was covering their clothes would no longer be there.

I think that the EFFECTS of that syndrome would still be there, if the syndrome did serious damage to their eyes or killed their legs or whatever, that damage would remain evident, but the dust or slime that caused the syndrome would not be present on the migrant's clothing.
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Splint

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Re: Very Interesting Refugee (Migrant) Findings...
« Reply #17 on: February 17, 2012, 04:06:31 pm »

Solution to missing legs, explaining the bug: They straped the crutch to thier leg, thereby making a pegleg.

Thelogman

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Re: Very Interesting Refugee (Migrant) Findings...
« Reply #18 on: February 20, 2012, 10:59:45 pm »

NEW FINDING: Migrating to a new fortress removes naturally healing Injuries, but NOT NERVOUS INJURIES.

Explanation: two of my miners in a fort lost in a zombie invasion had their legs broken in a number of places, and infection was rapidly setting in. One of the miners had a broken spine, the other just had broken legs. I abandoned the fort just before they died, and now in this new fortress, a fortress that they migrated to in the third or so month of the year (two legendary miners in the first few months...excellent!) their legs seem fine.

However, the spine miner has the red flashing cross indicating a loss of walking ability. When I checked his injuries, his lower spine is blue, indicating loss of function. Most curiously, however, he seems to be getting around just fine, with no crutches and no crutch-walker skill. His background is brown, indicating he is crawling, but he seems to be crawling as fast as any other dwarf walks. I'm afraid that getting hospitalized will reveal he is unable to walk, but the game doesn't seem to care about that very much.

Seems like a bug of some sort? Much like the other fort where the dwarf had a lost leg and was walking at 100% speed with no crutches?

EDIT: Upon further reflection, the miner is in fact slower than other dwarves, but not by much. I think that his extraordinary physical stats as a result of being a 5-year legendary miner in the old fortress have enabled him to crawl along the ground at almost the speed of a regular dwarf. I suppose I could injure him, force hospitalization and diagnosis, and then have him diagnosed with crutches, but I'm afraid of hurting him even more.

As a fun note, this demonstrates that physical attributes as well as skills are moved over when dwarves migrate to a new fortress, proving that a dwarf from an old fort is 100% the same, down to the miserable condition these guys came in as a result of having just seen their friends torn to bits by zombies.
« Last Edit: February 20, 2012, 11:07:02 pm by Thelogman »
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Urist Da Vinci

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Re: Very Interesting Refugee (Migrant) Findings...
« Reply #19 on: February 20, 2012, 11:18:18 pm »

...
3. Injuries are exported in a funny way. One of my Axedwarves lost a leg to a Ruther in the old fort. In this new fort, he's still missing that leg, but can walk just fine, whereas before he needed a crutch to walk around. So he essentially lost his "lost ability to stand" tag in the trade over. On the other hand, my hammerdwarf who lost his arm still lost his ability to grasp, so something fishy is going on there in terms of what is kept and what is not.

4. What they were wearing does not seem to transfer over. My Military Dwarves didn't have any of their old armor or weapons, and arrived in the same generic migrant outfits (one of everything of random leathers and clothes).
...

In adventurer mode, you used to be able (maybe still can) pick up a crutch to gain the benefit, then throw it. The game continues to think that you have a crutch unless you put it away in a specific manner. So in your case, the game stole the crutch from the axedwarf when it took his other items, but he thinks he still has it so he can still walk.

Thelogman

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Re: Very Interesting Refugee (Migrant) Findings...
« Reply #20 on: February 20, 2012, 11:24:34 pm »

...
3. Injuries are exported in a funny way. One of my Axedwarves lost a leg to a Ruther in the old fort. In this new fort, he's still missing that leg, but can walk just fine, whereas before he needed a crutch to walk around. So he essentially lost his "lost ability to stand" tag in the trade over. On the other hand, my hammerdwarf who lost his arm still lost his ability to grasp, so something fishy is going on there in terms of what is kept and what is not.

4. What they were wearing does not seem to transfer over. My Military Dwarves didn't have any of their old armor or weapons, and arrived in the same generic migrant outfits (one of everything of random leathers and clothes).
...

In adventurer mode, you used to be able (maybe still can) pick up a crutch to gain the benefit, then throw it. The game continues to think that you have a crutch unless you put it away in a specific manner. So in your case, the game stole the crutch from the axedwarf when it took his other items, but he thinks he still has it so he can still walk.


That makes sense. Regretfully that save was lost to save corruption (the big that Toady fixed in the most recent patch) before I established a chief medical dwarf, so I have no idea if his file still said he required a crutch to walk. That could be the explanation for why a dwarf who was missing a foot and was a crutch walker (but lost it) was able to walk just fine, but a dwarf who had a nervous injury and did not have a crutch at time of export is crawling around on the ground.


EDIT: A Furnace Operator from my previous fort had a scar that persisted in this world as a yellow wound on his left foot, right where it was in the old fort, and the scar has been recorded in his dwarf file.

This means that the three major ways to receive a permanent injury: 1. Nervous damage 2. Having a body part removed 3. Scars...all persist into new fortresses, but all other wounds are healed, including infections, compound fractures, and any number of broken bones.

This means that migration is a viable way to save infected or too injured dwarves that are worth more to you than the fortress that they live in. So far it's been one season and I've already received four legendary dwarves from my last fortress, and a number of other extremely well skilled ones. 
« Last Edit: February 20, 2012, 11:39:13 pm by Thelogman »
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