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Author Topic: odd modding bug  (Read 1939 times)

Orange Drink

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odd modding bug
« on: December 24, 2008, 01:00:15 am »

unaware of the terrible things that will happen if i made a race flyable, i made the xelics from civilisation forge mod have wings and fly.

order of events:
1. silver xelic traders come.
2. frogman ambush is spotted.
3. the xelics run away by flying, but are stuck because their animals can't fly.
4. frogmen quickly dispatched by my champion squad. xelics still won't move.
5. message says the traders have embarked on their journey. still hovering above their animals.
6. a while later, 2 of the traders go into a beserk rage, and another goes stark raving mad and is currently babbling on top of my barracks roof. their animals, a donkey and a yak, also go stark raving mad and drop their load.

crazy!

EDIT: can i execute traders with a catapult? there a lot safer.
EDIT:never mind about executing. they somehow died.
« Last Edit: December 24, 2008, 01:48:43 am by Orange Drink »
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Deon

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Re: odd modding bug
« Reply #1 on: December 24, 2008, 01:33:12 am »

The problem is that they can't make correct pathfinding while in the air. It's a common thing, not a bug. Just unfinished pathfinding.
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Orange Drink

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Re: odd modding bug
« Reply #2 on: December 24, 2008, 02:02:25 am »

it's not that, it's the animals having moods and spontainiously dieing.
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Warlord255

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Re: odd modding bug
« Reply #3 on: December 24, 2008, 03:01:37 am »

Wings: BAAAD.

Legs: Gooood.
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Footkerchief

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Re: odd modding bug
« Reply #4 on: December 24, 2008, 04:01:31 am »

They died of thirst, most likely.  That's how insane merchants tend to die.
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Mephansteras

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Re: odd modding bug
« Reply #5 on: December 24, 2008, 02:29:42 pm »

Yeah, merchant animals can go crazy same as the merchants if they can't leave the map for some reason. It's pretty common, especially for merchants that get caught inside a fortress during a siege.

I do like the idea of flying Xelics, though. Maybe if the pathfinding for them ever gets fixed I'll add that attribute to them!  ;D
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Orange Drink

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Re: odd modding bug
« Reply #6 on: December 25, 2008, 02:49:35 am »

They died of thirst, most likely.  That's how insane merchants tend to die.

really? i thought they were invincible to natural deaths.
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Footkerchief

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Re: odd modding bug
« Reply #7 on: December 25, 2008, 03:17:47 am »

They died of thirst, most likely.  That's how insane merchants tend to die.

really? i thought they were invincible to natural deaths.

They might be immune to thirst/hunger during the trading period, but after you get the "the merchants have departed" message, the immunity's gone.  They'll go insane/berserk (including the animals) and then die of thirst a short while later.

Except for human caravan guards, which due to a bug are permanently immune.
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Orange Drink

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Re: odd modding bug
« Reply #8 on: December 26, 2008, 09:40:20 pm »

Yeah, merchant animals can go crazy same as the merchants if they can't leave the map for some reason. It's pretty common, especially for merchants that get caught inside a fortress during a siege.

I do like the idea of flying Xelics, though. Maybe if the pathfinding for them ever gets fixed I'll add that attribute to them!  ;D


if you do make flying xelics, don't make violet xelics flyable as a drawback from their buffness.

also, violet xelics are too hardcore for me. i holed up for a season from my 2nd siege until i dug an escape route for the liaison. about 8 of my champions and 6 civilians died.

afterwards, i had dreams of molten iron running through my smelter and trains of haulers carrying loads of bars to my stockpile. but before my dwarves picked a single item from the ichorbath another horrid force cornered me from all sides of the map, a goblin spearman and bowman leading some 100 xelics.

although a good thing is that since they came 10 frames after the first wave, the tantrum spiral hasn't started yet!
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Mephansteras

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Re: odd modding bug
« Reply #9 on: December 27, 2008, 12:31:35 pm »

Ouch. Well, they were put in to be a challenge. That's what Mithril and Void Crystal is for, I guess.
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Re: odd modding bug
« Reply #10 on: December 27, 2008, 10:19:59 pm »

Ouch. Well, they were put in to be a challenge. That's what Mithril and Void Crystal is for, I guess.

yeah, i guess that's what i get for only adding the civs.
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Orange Drink

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Re: odd modding bug
« Reply #11 on: December 31, 2008, 01:07:07 am »

ugh, i have another problem with xelics, but this time it's a real bug.

6th seige now, and still no dwarf economy.
i sent my champions out to counter them and sent them routing, but one xelic wrestler was sent flying and is suspended in midair, and my champions can't attack him and my civilians don't want to go near him. i got rid of their flying capability.

has anyone had this problem with ordinary goblins or wild animals?
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Greiger

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Re: odd modding bug
« Reply #12 on: December 31, 2008, 01:16:44 am »

Ive heard of that happening before with a goblin, but it was rather obscure and I recall they had to go back to a previous save in the succession game to fix it.  I would try to do some stuff with it with companion or tweak.

My military still seems to chase after launched stuff a few tiles after launching them, maybe they can still hit it.  If all else fails maybe try teleporting it into a group of aggro wildlife or military barracks.  If they can still hit it they might finish it off or knock it out of the launched state.
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Footkerchief

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Re: odd modding bug
« Reply #13 on: December 31, 2008, 01:18:00 am »

Yes, you need Dwarf Companion to fix it.  I had the same thing and wrote about it here: http://www.bay12games.com/forum/index.php?topic=25838.0

If you search for "floating goblin" or stuff like that you'll also find a few other topics about it.
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Orange Drink

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Re: odd modding bug
« Reply #14 on: December 31, 2008, 01:36:18 am »

ugh. i hate cheating.

i was hoping i could fix it without using Dwarf Companion.
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