Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Evil companions  (Read 3138 times)

Wurokian

  • Bay Watcher
    • View Profile
Evil companions
« on: April 10, 2012, 09:54:14 am »

Hello, so i have been playing the adventure mode of dwarf fortress and recently ran into a rather frustrating problem.

When i start, i as usual gather some companions and go around doing quests killing local bandits, demon pigs and stuff, but sooner or later all of my companions suddenly change names, turn on me and massacre me as i hopelessly try to run or fight back.

I have no chance of defeating all of my former friends since this always happens very early in the game when i still have mediocre skills and incomplete leather/metal armor.

Is there any particular thing that causes companions to become enemies? It always seems to happen at random, soon after starting the game.



i'm sorry if my grammar isnt perfect, english is not my first language.   

Logged

nenjin

  • Bay Watcher
  • Inscrubtable Exhortations of the Soul
    • View Profile
Re: Evil companions
« Reply #1 on: April 10, 2012, 10:53:32 am »

Loyalty cascades, usually. Many of the bandits ect.... have mixed civ relationships and occasionally you'll get a quest to kill someone that is still considered a member of a friendly civ. So when you strike them down, your companions view you as an enemy.
Logged
Cautivo del Milagro seamos, Penitente.
Quote from: Viktor Frankl
When we are no longer able to change a situation, we are challenged to change ourselves.
Quote from: Sindain
Its kinda silly to complain that a friendly NPC isn't a well designed boss fight.
Quote from: Eric Blank
How will I cheese now assholes?
Quote from: MrRoboto75
Always spaghetti, never forghetti

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Evil companions
« Reply #2 on: April 10, 2012, 08:21:13 pm »

Also you may have started as a different entity so the people you recruit become valid attack targets when you move... Accidentally hit one and you're marked as an enemy.

Wurokian

  • Bay Watcher
    • View Profile
Re: Evil companions
« Reply #3 on: April 11, 2012, 06:08:25 am »

The thing is that this doesnt even happen during a quest or combat

Sometimes it happens by just walking around towns, shops or the wilderness

And its not just one or two of them that turn hostile its ALL of them at once, no matter how many i have
Logged

Hylas

  • Bay Watcher
    • View Profile
Re: Evil companions
« Reply #4 on: April 11, 2012, 07:54:35 am »

More details, please.
What version are you playing?
Are you using any mods, or have you modified the raws in any way?
What race/civ are you? What race/civ are your companions?
Logged

Wurokian

  • Bay Watcher
    • View Profile
Re: Evil companions
« Reply #5 on: April 11, 2012, 08:17:33 am »

I play version 0.34.07 i think its the newest one

I have neither modified the game files, nor installed any mods.
I almost always play human and get companions who are also humans (i very rarely find other sentient races apart from goblins and kobolds) from nearby towns and fortresses because as i mentioned i dont get a chance to travel very far

Also i dont think that this is world a specific "everyone's evil so kill everything thingamajig" because this happens on all the worlds i try to play
Logged

Hylas

  • Bay Watcher
    • View Profile
Re: Evil companions
« Reply #6 on: April 11, 2012, 01:17:54 pm »

OK. That... shouldn't happen.
Everything that I can think of that would turn your companions hostile (attacking a citizen or tame animal from their civilization, taking $something$ from a shop without paying, you or them gaining [CRAZED] or [OPPOSED_TO_LIFE] creature tokens from an interaction) would cause them to be immediately hostile and the cause would be obvious. And it wouldn't happen while you were just walking around the wilderness.

Playing an adventurer from or recruiting companions from a civilization with the [LOCAL_BANDITRY] entity token (goblins, kobolds and bandits in vanilla) would indeed make your companions often hostile for no reason (trying to move into the same square as them results in an attack), but if you have not modified the raws and haven't been recruiting bandits or goblins that's probably not it.

I'd try re-downloading and re-installing DF.
If that doesn't work, post the gamelog.txt text from one such event. If that doesn't isolate the problem, upload a save where this has happened to http://dffd.wimbli.com/index.php , looking at legends mode might show something or it could be used to report a bug.
Logged

Salmonpunch

  • Bay Watcher
  • Fishing poles are for the weak.
    • View Profile
Re: Evil companions
« Reply #7 on: April 11, 2012, 03:53:32 pm »


Is there any particular thing that causes companions to become enemies? It always seems to happen at random, soon after starting the game.


Doing any actions that they see as evil (killing civilians and silencing market criers for example) or accidentally (or intentionally) hitting them with arrows and the like might be the cause.
Logged
This is Gabe Newell, a vast humanoid. He undulates rhythmically. Beware his deadly release schedule!
Oh look, more apocalypse in my cereal.

Deon

  • Bay Watcher
  • 💀 💀 💀 💀 💀
    • View Profile
Re: Evil companions
« Reply #8 on: April 11, 2012, 05:36:31 pm »

my companions suddenly change names
Are you sure? Change names? Maybe those attackers are town bandits?
Logged
▬(ஜ۩۞۩ஜ)▬
✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

Corai

  • Bay Watcher
    • View Profile
Re: Evil companions
« Reply #9 on: April 11, 2012, 09:01:30 pm »

Vampire, recruited your members into a cult, and tried to flee. Thats my guess.
Logged
Jacob/Lee: you have a heart made of fluffy
Jeykab/Bee: how the fuck do you live your daily life corai
Jeykab/Bee: you seem like the person who constantly has mini heart attacks because cuuuute

Ahrimahn

  • Bay Watcher
    • View Profile
Re: Evil companions
« Reply #10 on: April 12, 2012, 01:29:54 am »

Do their jobs change to *job* cultist? Because that would mean a vampire had recruited them.

Wurokian

  • Bay Watcher
    • View Profile
Re: Evil companions
« Reply #11 on: April 12, 2012, 06:28:28 am »

I reinstalled the game, created a couple of worlds and played for a few hours
So far the problem hasn't occured, i hope it stays that way

I guess the game files got corrupted in some way, but i have no idea what might have caused that


Are you sure? Change names? Maybe those attackers are town bandits?

The name itself would stay the same but the surname would change
etc
bob mcspearman would become bob mcbaddy and so on

Logged

RAKninja

  • Bay Watcher
  • Beware his deadly fusion cannon!
    • View Profile
Re: Evil companions
« Reply #12 on: April 12, 2012, 05:07:28 pm »

I reinstalled the game, created a couple of worlds and played for a few hours
So far the problem hasn't occured, i hope it stays that way

I guess the game files got corrupted in some way, but i have no idea what might have caused that


Are you sure? Change names? Maybe those attackers are town bandits?

The name itself would stay the same but the surname would change
etc
bob mcspearman would become bob mcbaddy and so on
the name itself isnt changing, it is just "untranslating".
Logged
Goblin Fortress (NOW UPDATED FOR 34.02!
magma on his bed when he is sleeping, works every time