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Author Topic: [ORC] Bug reports and known issues.  (Read 8261 times)

smakemupagus

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[ORC] Bug reports and known issues.
« on: April 30, 2013, 09:54:41 am »


Report any bugs or issues you find in the Orc Fortress game mode here.  Please report what version you are playing and as much other relevant information as you can.
« Last Edit: April 30, 2013, 10:13:54 am by smakemupagus »
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smakemupagus

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Re: [ORC] Bug reports and known issues.
« Reply #1 on: April 30, 2013, 09:55:34 am »

#########

# Fixed in upcoming 1.33
*  find and replace [SYN_CLASS:/ with [SYN_CLASS:\ in orc's inorganic definitions (thanks drayath!)
*  fix silly typo error gave lupine mask reac name "Obsidian Spire Library" at ancient foundry
*  fix buy FUNGI_WOOD_CRATE product (thanks Nav!)
*  fix damasc SHIELD:ITEM_SHIELD_TOWER product (thanks cloaknsmoke!)
* allowed the MAGMA_ORC_FACTORY
* allowed cobalt; welded cobalt at crucible; metallurgist

# known bugs
- (fasquadron) sheared leather not globs = not tanning
http://www.bay12forums.com/smf/index.php?topic=125628.msg4285044#msg4285044
- (SuicideRey) I had a bug where my orcs would make boozebelly rum out of boiled eggs...
   -- not sure of root cause; haven't done anything with either ???
- (Meph) STARCLOAK_STONE_ORC ... decide to do something with it or delete it

# to do (Later)
- expanded raid loot tables / options; counter-invations vs raids using "siege stones"
- web weapons for someone (gladiator? treesinger?)
- something to do with stable warpstone
   -- (experimental heavy weapons? arcane weapons? magic rituals? alchemy?)
- something to do with oil shale / oil sand
   -- (flaming oil thrown weapons?  add to requirments for flamethrower / fire arrows?  heavy industry?  alchemy?)
« Last Edit: May 31, 2013, 10:10:40 am by smakemupagus »
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SuicideRey

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Re: [ORC] Bug reports and known issues.
« Reply #2 on: May 01, 2013, 07:05:47 pm »

I had a bug where my orcs would make boozebelly rum out of boiled eggs...
Here you go.

Spoiler (click to show/hide)
« Last Edit: May 01, 2013, 07:23:00 pm by SuicideRey »
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Meph

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Re: [ORC] Bug reports and known issues.
« Reply #3 on: May 01, 2013, 07:24:59 pm »

Impressive. As far as I know both reactions are copied from dwarf mode, so it would work there too.
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smakemupagus

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Re: [ORC] Bug reports and known issues.
« Reply #4 on: May 01, 2013, 07:26:15 pm »

Yes, it calls the same reactions from
reaction_masterwork.txt

SuicideRey

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Re: [ORC] Bug reports and known issues.
« Reply #5 on: May 01, 2013, 07:31:14 pm »

Impressive. As far as I know both reactions are copied from dwarf mode, so it would work there too.
I don't remember that working in dwarf mode, I will try that now.
Edit:
Surprisingly, it doesn't work in dwarf mode.
« Last Edit: May 01, 2013, 07:34:30 pm by SuicideRey »
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firefly68

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Re: [ORC] Bug reports and known issues.
« Reply #6 on: May 13, 2013, 10:16:58 am »

I keep getting multiple caravans arrive at once. Take just now for instance...ones arrived from the goblins, warlocks and orcs (in that order) within about two seconds of each other. The orc caravan came then vanished almost immediately, so maybe they saw how busy it was and left  ::). Hopefully they'll come back later. The warlocks are just hanging around by the gate since the goblins made it to the depot first.

On the matter of caravans, I noticed the other day that the warlocks were being very elf-like and refusing wooden trade goods. My orcs fed them to the wolves as punishment, but that doesn't really stop the problem occuring in the first place. I'll edit this to confirm if the behaviour shows up again if the warlocks make it into my depot.
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smakemupagus

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Re: [ORC] Bug reports and known issues.
« Reply #7 on: May 13, 2013, 10:23:47 am »

I keep getting multiple caravans arrive at once. Take just now for instance...ones arrived from the goblins, warlocks and orcs (in that order) within about two seconds of each other. The orc caravan came then vanished almost immediately, so maybe they saw how busy it was and left  ::). Hopefully they'll come back later. The warlocks are just hanging around by the gate since the goblins made it to the depot first.

Thank you for the report, but that's just what happens when you enable so many trade partners.  Normally they all can use the same depot without problems, if they don't get stuck in a traffic jam.  If you want 1 and no more traders per season then enable the evil elves, humans, and drow.

Goblins come in all seasons, because they are designed to siege the dwarves in all seasons, and that's how it works.

Quote
On the matter of caravans, I noticed the other day that the warlocks were being very elf-like and refusing wooden trade goods. My orcs fed them to the wolves as punishment, but that doesn't really stop the problem occuring in the first place. I'll edit this to confirm if the behaviour shows up again if the warlocks make it into my depot.

I have nothing to do with their civilization or ethics; Warlocks aren't intended as Orcish trade partners.  Some people like playing with them because they're so unpredictable, but elf-like ethics is by far not the worst thing they do.  The manual, wiki, and discussion thread all mention this quite prominently.

ed.
This page might be useful for general info about other Civs.
http://dwarffortresswiki.org/index.php/Masterwork:Orcish_Civilization
« Last Edit: May 13, 2013, 03:18:09 pm by smakemupagus »
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Faulik

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Re: [ORC] Bug reports and known issues.
« Reply #8 on: May 16, 2013, 07:11:31 pm »

Does the place of Raiders Drydock determine its capabilities? Example:
Spoiler (click to show/hide)
This one can do every jobs it can by my resource.
Spoiler (click to show/hide)
This cant get to copper with on the storage left to it. But boats from it can be used in first.
Spoiler (click to show/hide)
And newly builded to craft boats got the same reactions like 2nd. I have rebuilded first and second, they dont have stockpile(i recreated it to) dependensies. I dont get it.
 
The save: https://dl.dropboxusercontent.com/u/5323959/region2-aut-102-win--sum-104.rar

Warrior Society meadhall and Orcish Fletcher have the same hotkeys ctr+H.

PS: how to see the reactions like this \/ , but when i have reagents? Hotkeys?
Spoiler (click to show/hide)
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smakemupagus

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Re: [ORC] Bug reports and known issues.
« Reply #9 on: May 16, 2013, 07:25:45 pm »

>> Does the place of Raiders Drydock determine its capabilities?

No, and as far as i know it's not something I could mod (or screw up) even if I wanted to.  Are your workshops and stockpiles in different burrows?  There is a known DF bug/issue with pathfinding sometimes with custom reactions, particularly with burrows (even in the burrows are inactive).  Other than that I have no idea.  I'll take a look at your save later.

>> PS: how to see the reactions like this \/ , but when i have reagents? Hotkeys?

No way that I know of, sorry. (well, I would use a text editor and grep the raws)

Faulik

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Re: [ORC] Bug reports and known issues.
« Reply #10 on: May 16, 2013, 07:37:23 pm »

No, and as far as i know it's not something I could mod (or screw up) even if I wanted to.  Are your workshops and stockpiles in different burrows?  There is a known DF bug/issue with pathfinding sometimes with custom reactions, particularly with burrows (even in the burrows are inactive).  Other than that I have no idea.  I'll take a look at your save later.
Oh... It was it. First drydock and weapon bins were out of burrow.

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Faulik

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Re: [ORC] Bug reports and known issues.
« Reply #11 on: May 16, 2013, 08:51:12 pm »

>> PS: how to see the reactions like this \/ , but when i have reagents? Hotkeys?

No way that I know of, sorry. (well, I would use a text editor and grep the raws)
I got it sometimes so i was thinking someone know how to activate it. And i find it in dfhack, gui/workshop-job. Its alt+A combination.
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smakemupagus

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Re: [ORC] Bug reports and known issues.
« Reply #12 on: May 16, 2013, 08:52:19 pm »

Oh, cool.  Thanks  8)

Meph

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Re: [ORC] Bug reports and known issues.
« Reply #13 on: May 16, 2013, 10:28:11 pm »

How to see the reactions like V this:

Pause the game.
Mass forbid everything.
You now dont have the reagents you need, all reactions will be red.
Check the reactions you want.
Mass unforbid everything.
Unpause the game.
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
::: WorldBicyclist.com - Follow my bike tours around the world - 148 countries visited :::

smakemupagus

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Re: [ORC] Bug reports and known issues.
« Reply #14 on: May 16, 2013, 10:41:26 pm »

>>Mass forbid everything.
>>You now dont have the reagents you need, all reactions will be red.

Nice, that's pretty clever  :D
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