Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Depressed werecreature  (Read 1554 times)

Sirbug

  • Bay Watcher
    • View Profile
Depressed werecreature
« on: May 25, 2013, 01:51:37 am »

My fortress is currently plagued by trader migrants (You know, they just stay there and do nothing). Once I checked unit list and saw a werecreature berserking. But when I zoomed to it, it was just standing here, stricken by melancholy. My dwarves wandered around, ignoring it.

Then it turned into dwarf again and drowned itself, why I wasn't looking, apparently.
Logged
Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

Tirion

  • Bay Watcher
    • View Profile
Re: Depressed werecreature
« Reply #1 on: May 25, 2013, 08:48:46 am »

Evidently he took Bella's hookup with Edward really badly.
Logged
"Fools dig for water, corpses, or gold. The earth's real treasure is far deeper."

HmH

  • Bay Watcher
  • Cage Trap Personified
    • View Profile
Re: Depressed werecreature
« Reply #2 on: May 25, 2013, 04:02:18 pm »

Hm. Maybe werecreatures re-roll their type of insanity every time they turn?

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Depressed werecreature
« Reply #3 on: May 25, 2013, 05:04:11 pm »

Hm. Maybe werecreatures re-roll their type of insanity every time they turn?
Nope, always berserk. This appears to be a were-dwarf that was insane when it turned.

Strange.

Drazinononda

  • Bay Watcher
  • I'm really too normal to play this game so much.`
    • View Profile
Re: Depressed werecreature
« Reply #4 on: May 25, 2013, 07:09:50 pm »

Hmm...

Fact: Merchants go insane if they are not allowed to leave the fort.
Fact: "Trader" migrants act in almost every way as true merchants, excepting any actual trading behavior.
Fact: "Trader" migrants don't leave the map for any reason.

So I'm wondering: is it possible that the merchant was (or became) a werecreature, then went insane in between full moons? Does anyone know for sure whether mood carries over between werebeast transformations? Or for that matter, whether merchants can be werebeasts and vice versa?
Logged
Children you rescue shouldn't behave like rabid beasts.  I guess your regular companions shouldn't act like rabid beasts either.
I think that's a little more impossible than I'm likely to have time for.

Kaos

  • Bay Watcher
    • View Profile
Re: Depressed werecreature
« Reply #5 on: May 25, 2013, 10:14:29 pm »

Fact: "Trader" migrants don't leave the map for any reason.
they do leave along the next dwarven caravan.
Logged

BoredVirulence

  • Bay Watcher
    • View Profile
Re: Depressed werecreature
« Reply #6 on: May 25, 2013, 11:29:11 pm »

Fact: "Trader" migrants don't leave the map for any reason.
they do leave along the next dwarven caravan.
Since when? I'm pretty sure those bugged "trader" migrants just stay there until they die.
Logged

Sirbug

  • Bay Watcher
    • View Profile
Re: Depressed werecreature
« Reply #7 on: May 25, 2013, 11:49:46 pm »

Fact: "Trader" migrants don't leave the map for any reason.
they do leave along the next dwarven caravan.
Since when? I'm pretty sure those bugged "trader" migrants just stay there until they die.
They do gather at trade post when caravan arrive and then leave along the rest of the group.
Logged
Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Depressed werecreature
« Reply #8 on: May 25, 2013, 11:52:02 pm »

Wait this are migrants?  I thought they were just bugged caravan traders. . .
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Sirbug

  • Bay Watcher
    • View Profile
Re: Depressed werecreature
« Reply #9 on: May 26, 2013, 12:19:47 am »

Wait this are migrants?  I thought they were just bugged caravan traders. . .
Yeah, they are bugged migrants who think they are caravan traders.
Logged
Cool, but wouldn't this likely lead to tongues having a '[SPEACH]' tag, and thus via necromancy we would have nearly unkillable reanimated tongues following necromancers spamming 'it is sad but not unexpected'?

pisskop

  • Bay Watcher
  • Too old and stubborn to get a new avatar
    • View Profile
Re: Depressed werecreature
« Reply #10 on: May 26, 2013, 12:22:59 am »

Well now I don't fell so bad when a goblin ambush or wereelk or something kills them.  Serves them right for not being useful in any other way.

So why do I occasionally get a migrant with his highest skill in appraisal not bugged?
Logged
Pisskop's Reblancing Mod - A C:DDA Mod to make life a little (lot) more brutal!
drealmerz7 - pk was supreme pick for traitor too I think, and because of how it all is and pk is he is just feeding into the trollfucking so well.
PKs DF Mod!

Brilliand

  • Bay Watcher
    • View Profile
Re: Depressed werecreature
« Reply #11 on: May 26, 2013, 01:39:05 am »

Well now I don't fell so bad when a goblin ambush or wereelk or something kills them.  Serves them right for not being useful in any other way.

So why do I occasionally get a migrant with his highest skill in appraisal not bugged?

I think I read somewhere (someone else guessing?) that they have to have actually been a caravan trader at some point in the past to be bugged.  (Not necessarily to your fort, though.)
Logged
The blood of our enemies is but a symbol.  The true domain of Armok is magma - mountain's blood.

Kaos

  • Bay Watcher
    • View Profile
Re: Depressed werecreature
« Reply #12 on: May 26, 2013, 06:23:08 pm »

I just use dfhack's fixmigrant and put them to work.

I was reading another thread and bugged migrants seem to be caused by a lack of historical figures in your world so the game can choose from that pool of dwarves to give you migrants.

I usually create custom tiny worlds (with all the features) and I get a lot of "merchant migrants" and also "random generated migrants" (sometimes several in the same wave), the latter apparently are the ones with no relationships: no family, no friends, no nothing, only a few deity associations, these seem to be created randomly when the game needs to generate a migrant for you but it doesn't have a huge pool of historical figures to draw from.
Logged

Button

  • Bay Watcher
  • Plants Specialist
    • View Profile
Re: Depressed werecreature
« Reply #13 on: May 28, 2013, 12:31:33 pm »

NB. After his first transformation, a werecreature gains the trait "doesn't care about anything anymore" and is immune to insanity outside of 'that time of the month'.

So presumably your melancholy werecreature was turned no more than a month before he became melancholy.
Logged
I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Depressed werecreature
« Reply #14 on: May 28, 2013, 12:57:59 pm »

So presumably your melancholy werecreature was turned no more than a month before he became melancholy.
Werecreatures do not instantly gain 'does not care about anything anymore' after transformation. As far as I know, they are definitely prone to unhappiness and tantrums, not so sure about insanity.
Pages: [1] 2