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ID | Project | Category | View Status | Date Submitted | Last Update | |
0005654 | Dwarf Fortress | Adventure Mode -- Buildings | public | 2012-03-15 19:33 | 2012-03-26 18:41 | |
Reporter | Quietust | |||||
Assigned To | Toady One | |||||
Priority | normal | Severity | minor | Reproducibility | have not tried | |
Status | resolved | Resolution | no change required | |||
Platform | OS | OS Version | ||||
Product Version | 0.34.05 | |||||
Target Version | Fixed in Version | |||||
Summary | 0005654: Human cities use wrong civzone types? | |||||
Description | Human castles and tombs have been observed to use reasonable civzone subtypes in various rooms (entrance, guard post, treasury, throne room, tower top), and certain parts of human towns are zoned correctly (market stalls and temples). However, all shops are zoned as being homes rather than any of the old shop types (craft shop, weaponsmith's shop, armorsmith's shop, general store, or food shop), though they still seem to track item ownership properly (i.e. "$item$"). Strangely, the sewers beneath large cities are also zoned as homes, as are the dungeons found beneath castle keeps (whereas equivalent rooms within tombs are zoned as entrances, guard posts, and treasuries). This was observed using a memory monitoring tool (specifically, a DFHack plugin that displays the type/subtype of all buildings under the cursor) rather than through observable gameplay effects, but it may be a sign of certain things being handled incorrectly and could potentially have other side effects on gameplay. | |||||
Additional Information | I've also observed civzones of subtype 22 ("Invalid Type") under my feet whenever I exit quick-travel while on a road, but I'm guessing that's just so it knows to place me on the road rather than in the middle of a field (or inside a shop). | |||||
Tags | No tags attached. | |||||
Attached Files | ||||||
Notes | |
(0021774) Toady One (administrator) 2012-03-26 18:41 |
The old shop type zones no longer apply. The zones are linked to the site realization buildings, which carry more specific information, though I did opt for specific zone types in the case where there wasn't a site realization building available (like the dungeons, where there is a general building but not for each of the rooms). |
Issue History | |||
Date Modified | Username | Field | Change |
2012-03-15 19:33 | Quietust | New Issue | |
2012-03-26 18:41 | Toady One | Note Added: 0021774 | |
2012-03-26 18:41 | Toady One | Status | new => resolved |
2012-03-26 18:41 | Toady One | Resolution | open => no change required |
2012-03-26 18:41 | Toady One | Assigned To | => Toady One |
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