Bay 12 Games Forum

Please login or register.

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

Author Topic: Possible bugs in guild transformations  (Read 2402 times)

jonveck

  • Bay Watcher
    • View Profile
Possible bugs in guild transformations
« on: November 06, 2013, 03:08:25 pm »

I've seen a little about this but despite my searches, I've not found any solutions or claims that it's insolvable.

The problem is simply that I send a dwarf to the guildhall to leave his guild, he goes, runs the transaction, I receive the alert that he's left his guild, but I receive no transformation pop-up, and transformation does not occur -- he's still in the same guild.  I've had the same problem with dwarfs who are not in any guild being told to join one, but failing to change.  Granted, I've had plenty of dwarfs who have successfully changed, so it's not a case of DFHack being disabled. 

My only thought (and I'm decent at raw editing but rubbish at anything more complex) is that perhaps my dwarfs refusing to change are the dwarfs who have imbibed Insomnia wine or Potions of Eternal Youth and thus have some flag or syndrome that interferes with the guild process.  If that is the case, is there an operation in DFHack that I can run to strip them of this syndrome so that they become eligible again?  I'd really like to create some wizards and play around with the magic system.
Logged

Puddingkuchen

  • Bay Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #1 on: November 06, 2013, 03:18:46 pm »

Were these dwarves, that refuse to change guilds, born in your fortress?
I had the same problem once but didn't test it further.
Logged

Etherdrinker

  • Bay Watcher
  • ☼Etherdrink☼
    • View Profile
Re: Possible bugs in guild transformations
« Reply #2 on: November 06, 2013, 03:23:21 pm »

The guilds are working fine in my side.

Sometimes they get a short delay and they keep walking outside the Guildhall for like 1-2 segs. Them they enter in learning mode. Nothing critical.

You need to assign the pretended guilder by using the Workshop profile (you need a Organizer noble for this).

jonveck

  • Bay Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #3 on: November 06, 2013, 05:19:21 pm »

@Pudding:

I tend to turn off pregnancies, so none of these dwarfs were born in the fortress.  They're all immigrants refusing to join a guild or leave the one they're already a part of.

@Ether:

I like to believe I'm a tad more advanced than that -- I'm well aware of profiles and have had instances of dwarfs making it a dozen steps before undergoing their transformation.  In my case with these particular dwarfs, there's no transformation at all.  I do have dwarfs for whom the reaction functions properly -- I had a priest of Armok leave the order and he did, successfully.  A second priest, however, ran the reaction and it had no effect on him.
Logged

Billy Jack

  • Bay Watcher
  • Baywatch Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #4 on: November 06, 2013, 08:49:19 pm »

The likely reason is that they already belong to a special caste that the guild reactions don't work on.  This special caste usually involves special !FUN!. And they can be a member of a guild caste at the same time (from what I believe I've seen in the past)

Do you recall if anyone was cured by an Armoks Ward? In my experience they will still go crazy after a year and proceed to do bad things.
Logged
Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

oceasia

  • Escaped Lunatic
    • View Profile
Re: Possible bugs in guild transformations
« Reply #5 on: November 06, 2013, 09:28:16 pm »

also had this problem multiple times across multiple forts, never figured out why.
Logged

jonveck

  • Bay Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #6 on: November 07, 2013, 04:32:38 am »

@Billy:

It's not special castes as far as I know.  Since I'm super mindful of the combat log and always notice the hints and am able to deal with the individuals before anything happens, I find the process a hassle and I think I turned off the Secret !FUN! option for this fort.  I did end up with a Psyker, but he isn't hostile (or hasn't turned hostile in 12+ years) and I haven't ever bothered trying to change him.  Besides:  I have jewelers I'm trying to get to leave the jeweler guild and I'm not aware a dwarf can be a member of both a guild and a secret faction.
Logged

chronomad

  • Bay Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #7 on: November 07, 2013, 07:23:25 am »

This problem has been reported a lot although I have not seen a response by Meph and it affects all buildings that make transformations such as the garrison, guild, temple and golem factory.

Question for you, which tileset have you been using? Most issues I've had were because I was using a tileset other than masterwork, so maybe that's it, I haven't got a chance to start a new fortress in masterwork to test it out.

And a workaround:
1. Type "v" and move your cursor to the unit you want to change.
2. Switch to dfhack and type "lua". That will take you to the lua interpreter.
3. type "c = dfhack.gui.getSelectedUnit()" (case sensitive)
3. now "c.enemy.normal_caste = number" where number is one of the list below.
4. unpause the game, the dwarf should transform.

The list:
Spoiler (click to show/hide)
« Last Edit: November 07, 2013, 07:25:12 am by chronomad »
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Possible bugs in guild transformations
« Reply #8 on: November 07, 2013, 07:39:49 am »

It has nothing to do with tilesets, I have answered on the issue, and all I can say is: The syntax in the raws is correct, there should not be an error.

However:
 - If the reaction is set on repeat, it will never work.
 - If the dwarf is a secret caste (disease-carrying patient 0 or possessed dwarf/saboteur), then the transformation will never work, and a combat log will show the line "the dwarf is too sick/refuses to join a guild."
Logged
::: ☼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 :::

jonveck

  • Bay Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #9 on: November 08, 2013, 08:28:33 pm »

@Meph:

Sorry, man, didn't find it answered elsewhere and, for what it's worth, I did not expect it was anything wrong with your raws since I've had two priests where both run the reaction to leave the guild but only one of them transforms, or two guild-less dwarfs run the reaction necessary to join and only one transforms.  So it'd be some sort of bizarre interaction -- possibly as a result of syndromes or issues arising out of DFHack.  In my case, none of the reactions are run on repeat, and the log always says they're run successfully -- but nothing happens.

@Chronomad:

Cheers on the DFHack code.  I will definitely be trying that this weekend.
Logged

Tenderroast

  • Bay Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #10 on: November 15, 2013, 01:55:07 pm »

I have found an issue similar to this.
Earth mages. Their rock shields can block the transformation. I mostly see it with level 2 mages trying to become lvl 3 (it might also have to do with the fact that they already have military training, and have skills in Armor user, shield user, and dodge.)
Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Possible bugs in guild transformations
« Reply #11 on: November 15, 2013, 02:19:30 pm »

@jonveck: Sorry to hear that, but nothing I can do about it atm. I will have a look at it at some point, but I dont have the time atm.

@Tenderroast: Thats impossible. The rock shields cant do that, neither do their skills affect this. Its probably the same issue that jonveck reported.
Logged
::: ☼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 :::

jonveck

  • Bay Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #12 on: November 15, 2013, 04:02:53 pm »

@Meph:

No worries.  Not like you haven't given us absolutely massive amounts of content!  Who are any of us to complain (outside of a heads up), particularly if we're not doing anything to help.  Just wanted to make mention of it and, since it prompted Chronomad to propose the DFHack code which worked like a charm on stubborn dwarfs who weren't changing (despite saying they were), it was totally worth it to me and anyone else who finds this, has the same problem, and makes use of his work-around. :-)

@Chronomad: 

Like I mentioned above, your code recommendation worked.  Thank you very much.

Logged

Meph

  • Bay Watcher
    • View Profile
    • worldbicyclist
Re: Possible bugs in guild transformations
« Reply #13 on: November 15, 2013, 04:54:57 pm »

Quote
Like I mentioned above, your code recommendation worked.  Thank you very much.
I added it to the manual, under "Known Bugs". If people have problems with the transformation, they can look up the how-to and fix it with dfhack now. :)
Logged
::: ☼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 :::

dukea42

  • Bay Watcher
    • View Profile
Re: Possible bugs in guild transformations
« Reply #14 on: November 15, 2013, 05:58:52 pm »

Can that Lua script work on the embark prep screen?  (Or will i just have to wait for post embark?). I want to setup a role-play embark with a few certain castes.
Logged
My posts are probably based on Masterwork DF mod
Pages: [1] 2