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Author Topic: New dorf (bug)Fun  (Read 1881 times)

duckynapalm

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New dorf (bug)Fun
« on: May 11, 2010, 02:00:32 am »

Definitely not the happy kind. I started a new map after attempting (losing IS Fun) a freezing mountain map. I upgraded the size of the map area a little bit, but I don't remember how big it actually was. I get everything ready and embark. I'm planning on building a mega construction on this map, so I wander around looking at the scenery. Meanwhile, since I'm not quite ready to start setting things up, I build a masonry, tell my mason to build an armor stand, and when it's all ready I build it and designate a tiny training area. I set my 7 dwarves up as military to train so that if I get beset by giant eagles, my guys don't get massacred. Okay fine.

I start setting up designated digs around them to carve out a few bedrooms, some workshop areas, what have you. I go back to my guys and they're still doing independent drills. (I should probably mention that it's only my two miners, my doctor, my leader, and my mason that are training. My fisher is fishing and my carpenter is out felling trees). I get impatient because I know training can take a long ass time so first I try and take my miners off the military list. No dice. They are physically off the list, but they continue to drill. Time to get crafty. I dismantle the armor stand. I give them the allotted time to mill around confusedly, realize their surroundings, then pick up where they left off and get to their damn work. Nope.

They sit, with no jobs, as my carpenter and fisher continue working. However, I notice at the top it still says Idlers: 0 Huh?

I decide to disband the military. Does nothing. Same response: "screw you, guy." I check the miner's inventory and notice neither one of them have their picks. Aha, now I know what the problem is. Easily fixable. Apparently, when the miners were training, they didn't want to use their picks. The doctor and the leader thought they were neat enough to use them instead. I forbid the picks until they're dropped then allow the miners to pick them up again. And wait. And wait. And wait. They're still at No Job status, and the idler count still says 0. At this point I'm pissed. I've met minor bugs I could work around, and even an error or two when I tried to make my map too big. But this sucks. I instead get my carpenter to multitask as a hauler and mason as my fisher becomes the new (improved?) miner. I grudgingly give the 5 asshole dwarves back their precious armor stand and let them drill to their hearts content. They can do something semi useful at least, and apparently they have no qualms about doing their military jobs. Or killing gophers.

I had the slim hope that if they were allowed to actually finish a drill, maybe they would snap out of their stupor, but that hasn't worked so far. if I had a bit more man power I'd just kill them. Anyway, I don't want to start over because I like this particular site, and as I said I have plans for it. I'm willing to ride it out, see if I can make it to the first migrant wave and hope that that wave comes before the first caravan so I can actually get some stuff done. Ah well.

Also, I have no mods to speak of and this is the first time I didn't do the default-sized map area. Probably never going to set up a military again without careful consideration. Or at least not without a proper barracks set up.

I did have the miners channel some things to shape the land a bit before I decided to fiddle with the military. The bug did come from the damn armor stand. Also I know it wasn't pathing problems because my fisher had absolutely no problems. (and no, none of the others would do their jobs either)

EDIT: Migrants came rather quickly, though it only consisted of 4 useless jobskills. Ah well, they'll learn. Anyway, it also turns out that if a person uses a pick in the military to train in combat, they train their miner skill up. I have 3 comatose miners now instead of two; the doctor joined the ranks.
« Last Edit: May 11, 2010, 02:56:36 am by duckynapalm »
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Dorf3000

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Re: New dorf (bug)Fun
« Reply #1 on: May 11, 2010, 03:08:34 am »

It's a known bug.  Once your dwarves start doing individual combat drills, they never go back to civilian life ever again.  I think if you never give them a barracks they'll be able to fight and still do regular jobs, but of course then they won't gain any skills outside of real, dangerous combat.

Quote
Urist McForeman:  Hey hey Urist, we need you to stop practising your weapon skills and build us a defensive wall, quick!  You're a great Mason, remember?
Urist McMason:  Mmmmmm... Axe...... Chop.... *swing* *slash*
Urist McForeman: Oh God, another one's gone axe crazy.
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I had a tigerman get elected mayor and he promptly mandated 3 bowls of cereal.

Firehound

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Re: New dorf (bug)Fun
« Reply #2 on: May 11, 2010, 11:38:04 am »

Or military skills trained via random sword swinging.
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Dave Mongoose

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Re: New dorf (bug)Fun
« Reply #3 on: May 11, 2010, 03:48:02 pm »

I think a relatively safe method would be to have them fight a captured mountain goat (for example) with wooden training weapons. They'd earn experience but never get stuck in training mode, and with the new materials system it's unlikely either they or the goat would get more than slightly bruised.
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axus

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Re: New dorf (bug)Fun
« Reply #4 on: May 12, 2010, 03:38:21 pm »

Ha, sounds like an MMORPG
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CaveLobsterShell

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Re: New dorf (bug)Fun
« Reply #5 on: May 12, 2010, 04:07:19 pm »

I think a relatively safe method would be to have them fight a captured mountain goat (for example) with wooden training weapons. They'd earn experience but never get stuck in training mode, and with the new materials system it's unlikely either they or the goat would get more than slightly bruised.

Then the problem will be that they won't relinquish their training weapons in favor of real ones.
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The funniest part being a dwarf actually butchered the stupid thing.  Necrotic poison is the tastiest of spices.