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Author Topic: Military fixes before entertainment stuff?  (Read 8527 times)

Shonai_Dweller

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Re: Military fixes before entertainment stuff?
« Reply #15 on: April 13, 2015, 05:31:49 pm »

Nope no borrows. The example I was using was at embark where I needed to militarize my starting dwarves to evict a crocodile and giant cheetah from the immediate area. In both cases the combats took way longer than they should and led to the animal and my dwarves becoming exhausted. The creatures didnt die till I revoke the order and the animal attacked a dwarf. In that case the dwarf attacked normally and eventually killed the animal though he got mauled in the process since he had no combat skills. Thankfully I was able to build a hospital at my entrance and ultimately save the dwarf via doctoring which worked fine other than some thread blinking in and out of existence.

Attacking crocodiles with no weapons always takes ages because dwarves exhaust themselves punching them in their thick skulls. What did the combat log say? If they were dodging or doing nothing like in the previously fixed bug, then definitely upload the save otherwise it'll never be fixed.
« Last Edit: April 13, 2015, 05:35:59 pm by Shonai_Dweller »
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Max™

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Re: Military fixes before entertainment stuff?
« Reply #16 on: April 13, 2015, 05:34:32 pm »

Some of that comes from them lacking discipline, combat skills, and so forth. The ordering an attack on a not-yet-aggressive creature which was going to attack could cause some issues but that's deeper than a simple military fix as it gets into actions and such.

I would much rather have the ability in adventurer mode to tell companions--like the 20 kids I'm rescuing from a dark fortress--to NOT punch every snapping turtle, alligator, wolf, bear, kingsnake, giant tiger, sasquatch, and any sort of more dangerous creature which they come across.

I didn't go in and find all of you, hack my way in and out through a bunch of goblins, and promise to bring you home just for you to show up missing limbs and covered in scars... or worse yet, dead. I'm fast enough to run from this stuff, you move as fast as I do, I would love to be able to tell them "follow me and don't fight what I don't fight" or something similar.

Edit: I will note that it is absolutely hilarious watching a horde of kids pile into a river and begin biting an alligator and shaking it around with their teeth... but I'd like to be able to do something besides stop and kill everything before it hurts them or run far enough to fast travel and hope they don't get maimed first.
« Last Edit: April 13, 2015, 05:42:17 pm by Max™ »
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Putnam

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Re: Military fixes before entertainment stuff?
« Reply #17 on: April 13, 2015, 05:41:30 pm »

Nope no borrows. The example I was using was at embark where I needed to militarize my starting dwarves to evict a crocodile and giant cheetah from the immediate area. In both cases the combats took way longer than they should and led to the animal and my dwarves becoming exhausted. The creatures didnt die till I revoke the order and the animal attacked a dwarf. In that case the dwarf attacked normally and eventually killed the animal though he got mauled in the process since he had no combat skills. Thankfully I was able to build a hospital at my entrance and ultimately save the dwarf via doctoring which worked fine other than some thread blinking in and out of existence.

I see no bugs in this at all... what exactly do you think is working as it shouldn't?

Evrett33

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Re: Military fixes before entertainment stuff?
« Reply #18 on: April 13, 2015, 05:59:43 pm »

8 dwarves or the crocodile should score a hit at some point before both parties become exhausted. The combat log shows the croc missing like 100 times and the dwarves doing nothing (lots of misses by croc but no dodges/blocks). Yet both end up exhausted. 8 people swing various objects should get a strike before passing out. If the dwarves arnt attacking or dodging why are they tired? Why cant the croc hit while the dwarves are under a kill command? It had no problem hiting my dwarves when they are free of orders.
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Putnam

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Re: Military fixes before entertainment stuff?
« Reply #19 on: April 13, 2015, 06:09:20 pm »

That's actually intended, AFAIK:

PowerGoal63, INEXPERTLY AND REPEATEDLY, (Future): You swing at the goblin, overextending. It kicks you in the stomach and your feet slip out from under you. When you hit the ground, you drop your sword. The goblin holds its giant club over its head, but with the weight of the club, it loses its balance and stumbles. You leap forward up from the ground and rush the goblin but trip on a rock and land in some serpent vines, which entangle you. You struggle to free yourself, but aren't in time as the goblin inexpertly and repeatedly clubs you until you die.

Unskilled means unskilled. If you're only a dabbling swordsman, it means you do not know how to hold a sword. If you're a dabbling striker, it means you don't know how to punch correctly.

Max™

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Re: Military fixes before entertainment stuff?
« Reply #20 on: April 13, 2015, 06:55:20 pm »

If you're a dabbling swimmer it means you can step into a pond and damn near drown trying to crawl back out... though dabbling climber behaves weird since it is mostly your ability to catch the wall while falling, so you can do stuff like go up a sheer 20 z wall before remembering you didn't put any points in climbing and start to freak out a little.
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Evrett33

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Re: Military fixes before entertainment stuff?
« Reply #21 on: April 14, 2015, 09:30:51 am »

The combat log shows the croc missing like 100 times and the dwarves doing nothing

I'm sorry if I wasnt clear. The dwarves arnt missing, fumbling, or dodging really well. They are standing next to the monster doing absolutely nothing. If they attack, missed and fell down that would be something. There is no report in the combat logs other than the monster missing 100 times. Yet they get tired and are apparently unhittable in this zen state. Not working as intended unless lvl 0 dwarves are intangible spirit beings.
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Ops Fox

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Re: Military fixes before entertainment stuff?
« Reply #22 on: April 14, 2015, 09:17:14 pm »

The combat log shows the croc missing like 100 times and the dwarves doing nothing

I'm sorry if I wasnt clear. The dwarves arnt missing, fumbling, or dodging really well. They are standing next to the monster doing absolutely nothing. If they attack, missed and fell down that would be something. There is no report in the combat logs other than the monster missing 100 times. Yet they get tired and are apparently unhittable in this zen state. Not working as intended unless lvl 0 dwarves are intangible spirit beings.
I think I've had this happen to me once, I discounted the possibility of a bug at they time because I still did not have a good grasp on the military system. Since I've always started embarking with a hammer dwarf I have not had this issue again because he can kill wild animals in one shot.
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utunnels

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Re: Military fixes before entertainment stuff?
« Reply #23 on: April 14, 2015, 09:29:03 pm »

I haven't seen this no-attack bug since 40.24.
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Robsoie

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Re: Military fixes before entertainment stuff?
« Reply #24 on: April 15, 2015, 12:46:47 pm »

About the no attack, i was wondering if it could be a problem with faction loyalties.

I mean when you play in adventure mode there's an obvious bug (reported on bug tracker) in which some animals (not animal people but basic animals) becoming "recruits" for some reason, meaning the animal can be considered by the code as member of a specific faction/civ/group/whatever, and if you look into the legends, the people have often a lot of membership to different factions.

Meaning that at some points of your worlds, creatures/bandits that are supposed to be your enemy may have a membership of the same faction as your supposed allies, leading to none fighting anyone and joining each other in the happy friendship forever world status quo that happens often in 40.x adventure mode.

So if the said crocodile is suddenly considered as a member of whatever faction, it's possible some of those dwarves have already membership of the same factions, leading to no combat.
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Putnam

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Re: Military fixes before entertainment stuff?
« Reply #25 on: April 15, 2015, 03:44:01 pm »

"Recruit" just refers to military skill, has nothing to do with factions AFAIK.

Max™

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Re: Military fixes before entertainment stuff?
« Reply #26 on: April 15, 2015, 11:06:16 pm »

Hence Sasquatch Recruit, Cave Dragon Recruit, it's just what happens when you encounter an army with units that have no weapon skills. Same with rescued kids who decide to head to a different site when you drop them off.
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Tristan Alkai

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Re: Military fixes before entertainment stuff?
« Reply #27 on: May 12, 2015, 01:15:21 pm »

Are you using the very latest version?  I think that just recently got addressed in.23 or .24
Yes using the most recent version. sadly that fix apparently didnt work.

Are you using a save migrated from an earlier version?  I am given to understand that some bug fixes stick around in migrated saves, and require a world genned in the new version to work. 
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malvado

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Re: Military fixes before entertainment stuff?
« Reply #28 on: May 12, 2015, 02:43:12 pm »

Personally I would have been happy if Toady changed a little bit the way he is updating the game , this would probably lead to more satisfied Dwarf Fortress players and thus monetary contributions over time.

Perhaps something like 4 weeks working on new features , then doing a 1 week sweep on bugs that can be fixed and that does not affect the upcoming update (if needed ) and then another 4 weeks on the update. A few example of such bugs are those that are severly affecting stability in the current release ( crashes due to constructing near trees  ) and performance improvements to make the game more playable for everyone.
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Putnam

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Re: Military fixes before entertainment stuff?
« Reply #29 on: May 12, 2015, 02:50:58 pm »

Personally I would have been happy if Toady changed a little bit the way he is updating the game , this would probably lead to more satisfied Dwarf Fortress players and thus monetary contributions over time.

Perhaps something like 4 weeks working on new features , then doing a 1 week sweep on bugs that can be fixed and that does not affect the upcoming update (if needed ) and then another 4 weeks on the update. A few example of such bugs are those that are severly affecting stability in the current release ( crashes due to constructing near trees  ) and performance improvements to make the game more playable for everyone.

Some features require more than 4 weeks to work at all. Doing bugfixes while working on a feature that may override or mess with those bugfixes is a total waste of time.
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