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ID | Project | Category | View Status | Date Submitted | Last Update | |
0002036 | Dwarf Fortress | Dwarf Mode -- Nobles | public | 2010-05-22 15:14 | 2012-06-24 18:10 | |
Reporter | Kumquat | |||||
Assigned To | Dwarfu | |||||
Priority | normal | Severity | major | Reproducibility | have not tried | |
Status | resolved | Resolution | won't fix | |||
Platform | Windows | OS | XP64 | OS Version | ||
Product Version | 0.31.04 | |||||
Target Version | Fixed in Version | |||||
Summary | 0002036: Dungeon Master doesn't allow taming/training of exotic pets/mounts | |||||
Description | Test-modded raws, with a few minor tweaks, and a few not too minor ones. Major test-mods in entity_default: Dungeon Master has [APPOINTED_BY:MAYOR], barons etc have [RULES_FROM_LOCATION] but the game does not have a baron yet, tweaks to get to the nobles phase faster. Managed to appoint a dungeon master this way, fulfilled all the room requirements, but [PET_EXOTIC] (or [MOUNT_EXOTIC] for the matter) are not tamable, they do not appear in kennel list or Z-animals either. | |||||
Steps To Reproduce | 1. Open entity_default.txt in raws and add [APPOINTED_BY:MAYOR] to dungeon master. 2. Generate a new world. 3. Play a fort until you get a mayor. Buy exotic pets from elves and trap a few in the process. Mandrills, grizzly bears, lions, deer, foxes... 4. Appoint a dungeon master. 5. Check tamable animal list in a kennel, or what is listed in Z-animals. 6. Observe no change. | |||||
Additional Information | This report may be semi-invalid since it is from a modded game, but I figured it was something worth reporting anyway. If there is a master bug about nobility being completely broken, this probably fits in that category as well. Reproducibility is 'have not tried' in the sense that I have not re-genned a world with modded dungeon master. It still takes quite a while to reach the point. | |||||
Tags | No tags attached. | |||||
Attached Files | ||||||
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Notes | |
(0007207) lando242 (reporter) 2010-05-22 18:18 |
Something you did messed it up. I've gotten the DM naturally on an un-modded game and been able to tame Giant Leopards, Dragons, etc, etc, without issue. |
(0007732) Footkerchief (manager) 2010-06-05 12:49 |
Any updates on this one? Has anyone gotten a nonfunctional Dungeon Master in a non-modded game? |
(0007960) Kumquat (reporter) 2010-06-08 16:04 edited on: 2010-06-10 09:13 |
I haven't gotten a dungeon master at all in an non-modded game so far. First long-term game started in .01 fell victim to broken and/or dead nobility, although I did have a surviving mayor. The second long-term fort I played was probably bitten by the object-id bug most likely since the dorfs wore togas but not high boots and seemed to be a part of the human civilization or something strange like that. (Offered a crate of masterwork obsidian crafts to dorf-civ but offerings value in capital page was zero) Haven't gotten over to playing that much on better-working versions. Update: Loading the .01 game with baroness to .05 did not open any of the noble positions it should have. This may or may not be because the outpost liaison has been long dead. |
(0016028) Khym Chanur (reporter) 2011-03-09 19:47 |
I reproduced this in 0.31.21 by modding the dungeon master to be appointable by the mayor, and having the mayor be elected at population 1. Both before and after appointing the dungeon master the deer, fox and cougar I'd captured in a cage remained untamable, while the wild turkeys and panda I'd caught could be tamed with or without a dungeon master. Also, checked to see if the DM having all of his/her requirements met had anything to do with it. Nope, with all requirements met I still can't tame any exotics. |
(0017087) nshapter (reporter) 2011-04-05 10:46 |
My custom edited raws include this change as well, and reproduced this in 31.18 and 31.25. The Dungeon Master does not function at all. |
(0017088) Quietust (reporter) 2011-04-05 11:14 edited on: 2011-04-05 11:18 |
Try adding [LAND_HOLDER:1] to the dungeon master, hammerer, and tax collector - the last time I tried testing that, the liaison allowed me to select each of them along with the baron, but I wasn't able to observe whether it enabled the taming of exotics; it didn't enable justice or the economy, but that may have been normal (justice might only get enabled by Sheriff availability, and economy might be hardcoded to never enable at all). |
(0017137) SocietalEclipse (reporter) 2011-04-06 11:54 |
"[APPOINTED_BY:MAYOR]" is all it takes to get a DM. This bug is still present regardless. |
(0017236) Quietust (reporter) 2011-04-09 09:25 |
SocietalEclipse: That wasn't my point - I was suggesting that manually assigning Dungeon Master the same way you assign Bookkeeper or Manager might not be sufficient to activate all of its functionality - since using LAND_HOLDER makes the game itself assign the position (in such a way that it will not permit you to arbitrarily assign a replacement, just like with the Baron), it might be a more accurate way of testing whether or not the position works. |
(0017386) kingpeonidas (reporter) 2011-04-15 03:29 |
a dungeon master dorf may already have a flag that makes him special, not just a characteristic of the position itself. |
(0017678) Quietust (reporter) 2011-05-09 20:28 edited on: 2011-05-09 20:33 |
Here's a side question - if you make the Baron manually appointable by your expedition leader, does the game generate the "The surrounding lands have been made a barony" message when you appoint one? I've already done this experiment, so I'll save you the trouble and give you the answer: it doesn't. I'm just trying to make the point that there is a very real difference between assigning a position manually and allowing the position to be assigned via a special in-game trigger (i.e. meeting with liaison), and that the ability to tame exotics might only be enabled as part of the latter scenario. |
(0017995) Quietust (reporter) 2011-06-14 19:57 |
For the record, a further test with the dungeon master being appointed by the liaison using LAND_HOLDER seems to indicate that neither appointment method is sufficient to enable taming of exotics. |
(0018923) Quietust (reporter) 2011-10-28 14:04 |
Digging into a disassembly (as I have grown accustomed to doing) suggests that part (or all) of the code for making exotics tameable is missing entirely - I checked the logic for prepending "Stray " to animal names in both 0.28.181.40d and 0.31.25, and while the former checks for both [PET] and [PET_EXOTIC]+"have dungeon master" (checks if one integer is greater than some other integer), the latter checks only [PET]. |
(0021217) Dwarfu (manager) 2012-03-07 08:09 |
Marking this as 'won't fix' since the dungeon master is out and the taming framework is being rewritten. http://www.bay12games.com/dwarves/index.html#2012-03-07 [^] |
Issue History | |||
Date Modified | Username | Field | Change |
2010-05-22 15:14 | Kumquat | New Issue | |
2010-05-22 18:18 | lando242 | Note Added: 0007207 | |
2010-05-22 19:24 | Footkerchief | Relationship added | related to 0000482 |
2010-05-29 22:58 | Khym Chanur | Issue Monitored: Khym Chanur | |
2010-06-05 12:49 | Footkerchief | Note Added: 0007732 | |
2010-06-08 16:04 | Kumquat | Note Added: 0007960 | |
2010-06-09 00:33 | Kumquat | Note Edited: 0007960 | View Revisions |
2010-06-10 09:13 | Kumquat | Note Edited: 0007960 | View Revisions |
2010-08-10 10:01 | theqmann | Issue Monitored: theqmann | |
2010-10-04 14:09 | Another | Issue Monitored: Another | |
2010-10-22 11:32 | Logical2u | Relationship added | related to 0003453 |
2010-10-28 06:53 | Hieronymous Alloy | Issue Monitored: Hieronymous Alloy | |
2010-12-04 23:44 | novaalpha | Issue Monitored: novaalpha | |
2011-03-09 19:47 | Khym Chanur | Note Added: 0016028 | |
2011-04-05 10:46 | nshapter | Note Added: 0017087 | |
2011-04-05 11:07 | Footkerchief | Summary | Dungeon Master doesn't make any difference => Dungeon Master doesn't allow taming/training of exotic pets/mounts |
2011-04-05 11:07 | Footkerchief | Description Updated | View Revisions |
2011-04-05 11:07 | Footkerchief | Steps to Reproduce Updated | View Revisions |
2011-04-05 11:07 | Footkerchief | Additional Information Updated | View Revisions |
2011-04-05 11:14 | Quietust | Note Added: 0017088 | |
2011-04-05 11:18 | Quietust | Note Edited: 0017088 | View Revisions |
2011-04-06 11:54 | SocietalEclipse | Note Added: 0017137 | |
2011-04-09 09:25 | Quietust | Note Added: 0017236 | |
2011-04-15 03:29 | kingpeonidas | Note Added: 0017386 | |
2011-05-09 20:28 | Quietust | Note Added: 0017678 | |
2011-05-09 20:32 | Quietust | Note Edited: 0017678 | View Revisions |
2011-05-09 20:33 | Quietust | Note Edited: 0017678 | View Revisions |
2011-06-14 19:57 | Quietust | Note Added: 0017995 | |
2011-06-14 22:17 | madjoe5 | Issue Monitored: madjoe5 | |
2011-07-09 18:01 | Beeskee | Issue Monitored: Beeskee | |
2011-07-22 17:08 | Vherid | Issue Monitored: Vherid | |
2011-09-14 15:39 | Morrolan | Issue Monitored: Morrolan | |
2011-10-28 14:04 | Quietust | Note Added: 0018923 | |
2012-01-06 17:44 | Morlark | Issue Monitored: Morlark | |
2012-03-07 08:09 | Dwarfu | Note Added: 0021217 | |
2012-03-07 08:09 | Dwarfu | Status | new => resolved |
2012-03-07 08:09 | Dwarfu | Resolution | open => won't fix |
2012-03-07 08:09 | Dwarfu | Assigned To | => Dwarfu |
2012-03-07 15:03 | Vherid | Issue End Monitor: Vherid | |
2012-03-08 18:47 | madjoe5 | Issue End Monitor: madjoe5 | |
2012-05-28 17:51 | Morrolan | Issue End Monitor: Morrolan | |
2012-06-24 18:10 | Morlark | Issue End Monitor: Morlark |
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