Anonymous | Login | Signup for a new account | 2024-12-23 19:42 PST |
Main | My View | View Issues | Change Log | Roadmap |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | ||||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | ||||||
0006708 | Dwarf Fortress | Civilizations/Entities -- Populations | public | 2014-07-08 13:50 | 2021-12-26 09:31 | ||||||
Reporter | DrKillPatient | ||||||||||
Assigned To | Footkerchief | ||||||||||
Priority | normal | Severity | minor | Reproducibility | random | ||||||
Status | confirmed | Resolution | open | ||||||||
Platform | Macbook Air | OS | Mac OS X Mavericks | OS Version | 10.9.3 | ||||||
Product Version | 0.40.01 | ||||||||||
Target Version | Fixed in Version | ||||||||||
Summary | 0006708: Human civilization's soldier is an Alligator Recruit. | ||||||||||
Description | In adventure mode, while investigating the various army symbols on the fast travel map, I found that one such army consisted of a single "Alligator Recruit." He is colored grey, unnamed, and, naturally, doesn't respond to my talking to him. However, he seems peacefully aligned, unlike the more aggressive wild alligators. A save can be found at the DFFD link below; the alligator in question is directly to my adventurer's right. http://dffd.wimbli.com/file.php?id=8764 [^] | ||||||||||
Steps To Reproduce | I've gone so far as to check out other armies from the same civilization in the same city. All other troops are human. | ||||||||||
Tags | No tags attached. | ||||||||||
Attached Files | |||||||||||
Relationships | |||||||||||||||||||||||||||||||||||||||||||||||||||
|
Notes | |
(0025148) DrKillPatient (reporter) 2014-07-08 14:15 |
An update: Checking legends, it appears that the alligator did have a single two-part name — "Baldnessangel" — which appears to be in the style of, say, Trolls in Goblin armies. The feature may be related to this bug. Furthermore, the alligator's legends mode page seems to indicate that from her birth in 136 to the year 174, she acted like a standard wild creature, harassing various humans. However, in 174, she "took up residence in Scorchedmurk the Princess of Spires [the town's sewers] of the Familial Fellowship in Goldenspeechless [the town in which I found her]." I suspect that, in becoming associated with the town by residing in the sewers, the alligator somehow took on full civ-member status. I don't know why she might be called Recruit rather than Peasant, however. |
(0025150) arara (reporter) 2014-07-08 14:22 |
I was ambushed by an alligator recruit with the 'you feel uneasy' message. well, I assume it was the ambushee; because it didn't actually attack, just stood there instead. The exact same thing happened later with a giant jaguar recruit. |
(0025188) DrKillPatient (reporter) 2014-07-08 17:21 |
Hm, maybe animals without CAN_LEARN can somehow learn skills now? If a creature gets combat skills via previous experience in worldgen, that would explain their Recruit status as opposed to Peasant. |
(0025209) Peeps (reporter) 2014-07-08 19:06 |
I had the same problem, I saw my first roaming party on the world map and went to see what it was, when I reached it I was ambushed by a friendly "Alligator Recruit" This was in a snowy forest, mind you, somewhere an alligator has no place being, even if he IS on some secret mission from his ruling civilization. |
(0025757) Rafal99 (reporter) 2014-07-11 08:14 |
>>If a creature gets combat skills via previous experience in worldgen, that would explain their Recruit status as opposed to Peasant. But the profession "Recruit" only applies to military people who have no combat skills. Once they get some combat skills they either become Wrestler or some <Weapon>man. |
(0026403) smjjames (reporter) 2014-07-14 18:41 |
Found an alligator recruit as well, heh. |
(0028755) smjjames (reporter) 2014-08-10 14:31 |
This animal recruit thing just got even wierder. On my way north, I got ambushed by a few recruits and two turkey recruits. At this point I was like 'turkey recruits? umkay....', continued on fighting them. Accidentially killed one with a punch to the head, but to my surprise, when I gave the other one a kick to the rear, it had clothes. I didn't even notice it had clothes until I got the combat message of the attack going through it's coat. The funny thing is that the shoes of one of them are made from turkey leather, lol.... Version 40.05 with Mayday graphics. I did remove the 'rooting around' action after worldgen because I got annoyed with the message spam, but that shouldn't have affected anything, AFAIK..... http://dffd.wimbli.com/file.php?id=9344 [^] |
(0029359) hatiphnatus (reporter) 2014-08-20 08:48 |
I met dingo peasant (or woodworker, i'm not sure) and a travelling dingo recruit. |
(0029949) Robsoie (reporter) 2014-09-04 17:42 edited on: 2014-09-04 17:47 |
If there's still needs for save, here's a 40.11 generated world and i just encounted in the wilderness a "Black Bear Recruit" http://dffd.wimbli.com/file.php?id=9609 [^] Saved while i'm stealth moving behind it. after killing it i find the black bear is named Romek Amrimtar ( Romek Yawncastle according to the blood ) On Legendviewers he's apparently an enemy of a dwarf civ a human civ (that i'm part of) an elf civ |
(0030482) smjjames (reporter) 2014-10-01 17:25 edited on: 2014-10-01 19:03 |
This one (40.13) contains a rabbit recruit. Haven't checked legendsviewer about it, though it isn't flashing like a historical figure anyway. http://dffd.wimbli.com/file.php?id=9825 [^] |
(0030626) smjjames (reporter) 2014-10-13 11:50 |
Here's one that actually CREATES animal recruits and is 100% reproducible in 40.13. I tested this with DFhack inert and it's associated with a spam of "no layer area available for historical figure" errors in the errorlog. Also linked to the chaos going on in 0008427 because it's the same site and 0007216 for subterranean creatures spawning (or teleporting to) the surface. http://dffd.wimbli.com/file.php?id=9914 [^] Option 1: Go to travel mode, move a space east or west, move back and then go south, you'll get ambushed every time. This way 100% reliably reproduces it. Option 2: Walk far enough for the site to offload and then come back. Not sure if it's 100% reproducible, there were a few times that I didn't see any critters, but the error spam was there. |
(0030732) Robsoie (reporter) 2014-10-26 03:36 |
I have spotted an animal recruit in 40.14 (world generated in 40.14), save is there : http://dffd.wimbli.com/file.php?id=9974 [^] The Bull recruit is turning its back to the player |
(0032621) skyte100 (reporter) 2015-04-26 20:23 |
I just encountered a Drake Spearman. They are learning. |
(0033745) uggi (reporter) 2015-12-10 14:28 |
Found a wolf recruit in a kobold camp. This is in 0.42.02. |
(0034240) ArmokGoB (reporter) 2015-12-28 11:02 |
I have a gut feeling that this is somehow related to being able to play as dogs in adventurer mode. |
(0035567) Tzalizkan (reporter) 2016-07-06 04:43 |
I got attacked by a squad of stray horse recruits in a hillock community... ¬.¬ Probably related. |
(0036918) FantasticDorf (reporter) 2017-11-23 08:06 edited on: 2017-11-23 14:13 |
Further possible evidence from a forum user in the new 44.01 version receiving their own dog's petitioning to stay within the player fortress indicative of abnormal sapient behavior like the animal recruits. http://www.bay12forums.com/smf/index.php?topic=168292.msg7624671#msg7624671 [^] Edit - User further clarified it happened when the trained & assigned war dogs were sent away & returned back to the site each individual time after a raid where they would have been participating. |
(0037250) a52 (reporter) 2017-12-06 18:44 edited on: 2017-12-06 18:45 |
(In 0.44.02) Retired a fortress with several still-living, named cave creatures. I began to play as an adventurer in that fortress, and when I left the site, all the named cave creatures left the site as well, going in random directions, and visible on the map. They were all named things like "Giant olm recruit". I think this is another piece of evidence that this bug is related to http://www.bay12games.com/dwarves/mantisbt/view.php?id=7216. [^] |
(0037255) FantasticDorf (reporter) 2017-12-07 12:14 |
Being historical might be a pre-requisite to claiming a site, as seen in examples of prisoners apparently inheriting a site (and reportedly on different occasions kobolds despite not having that 'like/tolerate' site setting) Atleast according to the last paragraph of this issue report summary about sites with animals but no citizens at 0007322. None of these animals would be historical inherently and a52 mentions that if they were, they'd be marked as a recruits on reclaimation. |
(0037952) nautical (reporter) 2018-03-16 19:25 |
Still happening in 44.07, with one world having a bunch of Yeti recruits and another having a bunch of Giant Alligator recruits |
(0038953) therahedwig (reporter) 2018-11-20 09:01 edited on: 2018-11-20 09:01 |
I've had this happen in my .44.12 world. What is a bit more unique to my situation is that I think my character is the one that recruited it. I had a character make a camp. In the camp area there was a muscular barn owl, which didn't run away from my character. It just sat there as if it was an sentient npc. Tried talking to the barn owl. The owl cannot speak, so that's one of those one-sided conversations. For fun, I told invited the barn owl to become a luitenant. Went hunting. Saw a traveler asterisk that was moving around but not going anywhere. Traveled to it. It was a muscular barn owl recruit. I couldn't assign it a zone, I suspect this is because it has no name, nor is it part of my camp when I retire the character(though, unretiring does crash everything). It just, kinda flies around. EDIT: I have a save, not sure if it is worth uploading? |
(0038968) FantasticDorf (reporter) 2018-11-27 03:13 edited on: 2018-11-28 04:41 |
Upload it anyway, if its Vanilla toady should be able to gleam some information about it as to what's happening with the owl. Standing around talking/not talking behaviourally may be connected to 0010366 as a lot of standing and staring occurs between creatures that can't speak. Like Trolls for instance which are in a wierd spot in goblin civs and sometimes appear as recruits or war animals interchangably. |
(0038969) PatrikLundell (reporter) 2018-11-27 04:39 |
As far as I understand, trolls, ogres, and blizzard men get promoted from war monsters to soldiers when they become hist figs and get a two part name for the following sieges. I believe that is a process that's distinct from the odd cases of "real" animal recruits, as the war monsters are sapient. |
(0038972) FantasticDorf (reporter) 2018-11-28 04:50 edited on: 2018-11-28 04:51 |
In a modded game i sent away some trolls and fortress members to go raid (usual semi intelligent with [PET_EXOTIC]) and upon scoring a kill one of my 'Stray Troll's gained a name underneath its 'title' but didn't make it any easier to identify outside of fortress mode on any of the menus where it kind of buggily falls between the lines of a assignable soldier & a war pet that needs a fortress member leading the squad. My opinion is that historical non-full-intelligent creatures have not been relevant for some time, as they are not really called upon to be exterminated specifically and simply removing them would probably free up a lot of entries from legends mode and relevant bugs around erronous states. |
(0039099) FantasticDorf (reporter) 2019-01-08 07:48 |
Some new information, editing each civ's [POSITION:CAPTAIN](overwriting generated positions where needed, captain is a hardcoded position like monarch and general) and inputting position restriction tokens significantly affected unit composition. I do not have enough information to render this a complete fix but inputting the [ALLOWED_CREATURE:DWARF] on the mountain civ captain or [ALLOWED_CLASS:] made only same creature world-generation war participants of that type + usual civ mounts and warbeasts not related to soldiers. Animal class can be extended as to involve most significant sentients, but this is up to the modder and it can also be embedded into the animal-person creature variation code to apply automatically. Recruitment into captain squads must be too wide as is if it considers minor combat feats worthy to enroll animals. |
(0041196) FantasticDorf (reporter) 2021-12-26 09:31 |
With some experience, i can clarify upon my previous points. ALLOWED_CREATURE: affects the leader of the squad, whilst ALLOWED_CLASS: affects the squads actual composition of other members. For instance one capable creature can always lead a less capable squad of anything you like, trolls, rock-men, angry geese as long as both of these criteria are filled and they have access to them. A similar position where this has been or can be observed is in 0010394 where captured player dwarves are recruited into foriegn captain squads, faster than rescue can arrive and abort the mission to save them in place of a pillaging, usually killing the captives in the process in the site defence. |
Issue History | |||
Date Modified | Username | Field | Change |
2014-07-08 13:50 | DrKillPatient | New Issue | |
2014-07-08 14:15 | DrKillPatient | Note Added: 0025148 | |
2014-07-08 14:22 | arara | Note Added: 0025150 | |
2014-07-08 17:21 | DrKillPatient | Note Added: 0025188 | |
2014-07-08 19:06 | Peeps | Note Added: 0025209 | |
2014-07-10 06:02 | Dwarfu | Relationship added | has duplicate 0006943 |
2014-07-11 08:09 | Footkerchief | Summary | Human civilization's soldier is an alligator => Human civilization's soldier is an Alligator Recruit. |
2014-07-11 08:09 | Footkerchief | Relationship added | has duplicate 0007057 |
2014-07-11 08:14 | Rafal99 | Note Added: 0025757 | |
2014-07-14 18:41 | smjjames | Note Added: 0026403 | |
2014-08-10 14:31 | smjjames | Note Added: 0028755 | |
2014-08-20 08:48 | hatiphnatus | Note Added: 0029359 | |
2014-08-20 13:21 | Footkerchief | Assigned To | => Footkerchief |
2014-08-20 13:21 | Footkerchief | Status | new => confirmed |
2014-08-20 13:25 | Mopsy | Issue Monitored: Mopsy | |
2014-08-28 17:24 | Footkerchief | Relationship added | related to 0004450 |
2014-09-04 17:42 | Robsoie | Note Added: 0029949 | |
2014-09-04 17:47 | Robsoie | Note Edited: 0029949 | View Revisions |
2014-09-04 17:47 | Robsoie | Note Edited: 0029949 | View Revisions |
2014-10-01 17:25 | smjjames | Note Added: 0030482 | |
2014-10-01 19:03 | smjjames | Note Edited: 0030482 | View Revisions |
2014-10-13 11:50 | smjjames | Note Added: 0030626 | |
2014-10-26 03:36 | Robsoie | Note Added: 0030732 | |
2014-10-28 10:34 | NekoHatsu | Issue Monitored: NekoHatsu | |
2015-04-26 20:23 | skyte100 | Note Added: 0032621 | |
2015-05-04 15:22 | 4maskwolf | Issue Monitored: 4maskwolf | |
2015-12-10 14:28 | uggi | Note Added: 0033745 | |
2015-12-27 19:02 | Dwarfu | Relationship added | parent of 0008930 |
2015-12-27 19:03 | Dwarfu | Relationship added | related to 0009406 |
2015-12-27 19:03 | Dwarfu | Relationship added | related to 0009430 |
2015-12-27 19:04 | Dwarfu | Sticky Issue | No => Yes |
2015-12-27 19:04 | Dwarfu | Issue Monitored: Dwarfu | |
2015-12-28 11:02 | ArmokGoB | Note Added: 0034240 | |
2016-07-06 04:43 | Tzalizkan | Note Added: 0035567 | |
2017-04-19 10:16 | Loci | Relationship added | has duplicate 0010198 |
2017-11-22 15:30 | Dwarfu | Relationship added | has duplicate 0009901 |
2017-11-23 08:06 | FantasticDorf | Note Added: 0036918 | |
2017-11-23 14:13 | FantasticDorf | Note Edited: 0036918 | View Revisions |
2017-12-06 18:44 | a52 | Note Added: 0037250 | |
2017-12-06 18:45 | a52 | Note Edited: 0037250 | View Revisions |
2017-12-07 12:14 | FantasticDorf | Note Added: 0037255 | |
2017-12-07 13:47 | hertggf | Issue Monitored: hertggf | |
2018-03-16 19:25 | nautical | Note Added: 0037952 | |
2018-11-20 09:01 | therahedwig | Note Added: 0038953 | |
2018-11-20 09:01 | therahedwig | Note Edited: 0038953 | View Revisions |
2018-11-27 03:13 | FantasticDorf | Note Added: 0038968 | |
2018-11-27 03:19 | FantasticDorf | Note Edited: 0038968 | View Revisions |
2018-11-27 04:39 | PatrikLundell | Note Added: 0038969 | |
2018-11-28 04:41 | FantasticDorf | Note Edited: 0038968 | View Revisions |
2018-11-28 04:50 | FantasticDorf | Note Added: 0038972 | |
2018-11-28 04:51 | FantasticDorf | Note Edited: 0038972 | View Revisions |
2019-01-08 07:48 | FantasticDorf | Note Added: 0039099 | |
2019-08-05 13:53 | Loci | Relationship added | has duplicate 0011138 |
2021-12-26 09:31 | FantasticDorf | Note Added: 0041196 |
Copyright © 2000 - 2010 MantisBT Group |