Bay 12 Games Forum

Dwarf Fortress => DF Bug Reports => Topic started by: Timst on July 14, 2008, 02:11:23 pm

Title: 39c's bugs list.
Post by: Timst on July 14, 2008, 02:11:23 pm
Well, it could be nice for Toady to sum up all the new version's bugs in one topic.

So...

=== Fortress mode ===

- Dwarf move finished goods to a leather stockpile. (http://www.bay12games.com/forum/index.php?topic=20527.msg220948#msg220948)
- Cooks are able to create "roast of nothing" : Meals with no ingredient. (http://www.bay12games.com/forum/index.php?topic=20770.0)
- Various priority problems (Health care, hauling to depot, harvesting etc...)
- Pathfinding problems.

= Fortress mode fixed bugs =

- Infinite sleep. (http://www.bay12games.com/forum/index.php?topic=20488.0)
- Hauling labors (and health care) removed. (http://www.bay12games.com/forum/index.php?topic=20504.0)
- "S" for "Peasant" in the Stats screen. (http://www.bay12games.com/forum/index.php?topic=20514.0)
- No fish on embark screen. (http://www.bay12games.com/forum/index.php?topic=20591.0)
- When merchants arrive the message : "The merchants need a trade depot to unload their goods" appears, even when a depot is available (and accessible).
- Pathfinding problems. (http://www.bay12games.com/forum/index.php?topic=20657.0)


=== Adventurer mode ===

- "Guard has regained consciousness" spam (http://www.bay12games.com/forum/index.php?topic=20507.0)

= Adventurer mode fixed bugs =

- No entrance to the caves. (http://www.bay12games.com/forum/index.php?topic=20499.0)
- Unable to travelbecause "Somebody is able to see you", even when it's a friend. (http://www.bay12games.com/forum/index.php?topic=20484.0)
- Talking to unconscious people.


=== Legends mode ===

- Repetitions. [To confirm]
- Megabeasts not being properly labeled as dead in some cases.
- Some events are accessible even when "show all events" is off. (http://www.bay12games.com/forum/index.php?topic=20527.msg224461#msg224461)

= Legends mode fixed bugs =

- Children of Unknown Creatures (http://www.bay12games.com/forum/index.php?topic=20496.0) :  Many creatures are born from unknown creatures as the mother, father, or in some cases both.  "Nebo Commonmongers was a  human born in 89. She was the  child of an unknown creature and an unknown creature."  Also take note of the extra spaces before "human" and "child". Could be related to historical figures culling.


=== World / World Gen ===

- Snow under the ocean. (http://www.bay12games.com/forum/index.php?topic=20517.0)
- Wacky bridge (http://www.bay12games.com/forum/index.php?topic=20497.0)
- Strange diplomacy : Goblins and Dwarves tend to live in peace in every world, and elves and humans seems to fight everytime. (http://www.bay12games.com/forum/index.php?topic=20537.0)
- A named creature outside of it's biome : Specifically, a Giant Desert Scorpion in a forest.
- Megabeasts seem too weak to do anything. I don't know if it's hard-coded but even with DAMBLOCK:50 they barely live to year 400. Longest age of any megabeast I've seen is about 600 years.
-> Megabeast are unbalanced : There's many Giant, and dragons etc.. are still too weak. (http://www.bay12games.com/forum/index.php?topic=20527.msg220915#msg220915)
- Ramps apparently not being placed along the road : There's a patch of ramps in stone, and then the terrain shifts, and it's grassy slopes, offset enough that wagons would be unable to pass. [Probably fixed]
- Shift+N doesn't randomize world name after remaking (http://www.bay12games.com/forum/index.php?topic=20572.0) [Probably fixed]
- Tunnel stairway broken by tunnel 'spiral ramp' (http://www.bay12games.com/forum/index.php?topic=20565.0) [Probably fixed]
- Elf Reproduction Rates. [Maybe not a bug]
- Even if starting Civs are set to 100, DF will only create up to 31 civilizations.
- Setting Minimum Volcanism to maximum (100) seems to cause a reliable crash. (http://www.bay12games.com/forum/index.php?topic=20978.0)

= World / World Gen fixed bugs =

- Drunk Animals (http://www.bay12games.com/forum/index.php?topic=20518.0) : Cougar Drunks and Alligator Drunks have been reported.
- Roads only make bridges across rivers. They don't do anything when confronted by ponds. Most roads are just split up and completely separated by the ponds.
- Food is going rotten too fast.
- Deity's name broken. (http://www.bay12games.com/forum/index.php?topic=20486.0)
- No rulers for humans in region history output. (http://www.bay12games.com/forum/index.php?topic=20501.0)  This may not be a bug, but a side effect of the way humans are governed. [Not a bug]
- Identical cave names (http://www.bay12games.com/forum/index.php?topic=20600.0)


=== Interface / General crashes ===

- In the controls export to text field, both the primary and secondary selectors are listed as secondary.

= Interface / General crashes fixed bugs =

- When attempting to design a world with parameters : Can't use space or anything else in the abort screen. (http://www.bay12games.com/forum/index.php?topic=20522.0)


Anything else ?
Title: Re: 39a's bugs.
Post by: Anfold on July 14, 2008, 02:15:35 pm
Repetition in the legends screen, and megabeasts not being properly labeled as dead in some cases.

EDIT: Clearer version Here http://www.bay12games.com/forum/index.php?topic=20502.0 (http://www.bay12games.com/forum/index.php?topic=20502.0)
Title: Re: 39a's bugs.
Post by: DwarfMan69 on July 14, 2008, 02:15:59 pm
I went to a place that had the goblin fortress symbol on the main map but it was just a human town with destroyed houses. It must have been destroyed by goblins and left uninhabited. It would be better to have a ruins symbol for uninhabited/destroyed towns.
Title: Re: 39a's bugs.
Post by: Zenatrul on July 14, 2008, 02:24:27 pm
Although not serious, there is snow covered ground on the ocean floors if it has tundra or a glaciar beside it.
Title: Re: 39a's bugs.
Post by: Jay on July 14, 2008, 02:28:00 pm
The unconciousness-spam is either:
-Part of the sleeping bug
-Normal behavior caused by wounds
Title: Re: 39a's bugs.
Post by: Zironic on July 14, 2008, 02:29:58 pm
wars = wounded
Title: Re: 39a's bugs.
Post by: g1real on July 14, 2008, 02:33:04 pm
World gen ending as soon as it passes the Megabeast Percentage year in custom world gen instead of the End Year
Title: Re: 39a's bugs.
Post by: Deathbane on July 14, 2008, 02:34:36 pm
possible cannibal elves
Title: Re: 39a's bugs.
Post by: Timst on July 14, 2008, 02:36:45 pm
Yeah, but this unconciousness-spam only affect guard, and even if it's normal, it's boring (and cause lag).

Edit : Nevermind, it happen to other people too.
Title: Re: 39a's bugs.
Post by: ein Syndication on July 14, 2008, 02:45:39 pm
The unconsciousness spam should be the sleeping bug. If you look, when your dwarves go to sleep, they're unconscious. The guards don't have to eat, so they can't starve. Not sure what makes them regain consciousness, though. The world not passing megabeast percentage year is technically working fine, it's just 95% or so of the megabeasts die within the first 100 years so it always triggers.
Title: Re: 39a's bugs.
Post by: KrunkSplein on July 14, 2008, 02:46:57 pm
I too was compiling a list for Toady.  You've got most of the stuff I've got, but here's some more:

Legends Mode:
--  Children of Unknown Creatures.  Many creatures are born from unknown creatures as the mother, father, or in some cases both.  "Nebo Commonmongers was a  human born in 89. She was the  child of an unknown creature and an unknown creature."  Also take note of the extra spaces before "human" and "child".

World/Worldgen:
--  Drunk Animals - Cougar Drunks and Alligator Drunks have been reported.
--  Named trees - May just be a new feature of elven towns.  Reported because they were found in a human forest retreat, probably caused by a take-over.
--  No rulers for humans in region history output.  This may not be a bug, but a side effect of the way humans are governed.
--  Occasional non-repeating World Gen crashes.  For the same world, it crashed twice during world generation ("Impoverished Word Selector" and "The Invinite World, region1: Not enough high altitudes after shift up" are examples of the errors being generated).  On the third attempt, however, it worked fine.  World gen parameters can be found here (http://www.bay12games.com/forum/index.php?topic=20487.0).

Title: Re: 39a's bugs.
Post by: Timst on July 14, 2008, 02:48:10 pm
Thanks, I'm adding them.

Edit : Named trees is an old feature of Elven forests :)
Title: Re: 39a's bugs.
Post by: FlexibleDogma on July 14, 2008, 02:57:41 pm
Royal PITA I know, but would you consider putting a link (or links) below each bug to the topic talking about that bug?
Title: Re: 39a's bugs.
Post by: LASD on July 14, 2008, 03:03:43 pm
--  Children of Unknown Creatures.  Many creatures are born from unknown creatures as the mother, father, or in some cases both.  "Nebo Commonmongers was a  human born in 89. She was the  child of an unknown creature and an unknown creature."  Also take note of the extra spaces before "human" and "child".
This is caused by the history culling, unknown creatures are unimportant hist figs.
Title: Re: 39a's bugs.
Post by: Deathworks on July 14, 2008, 03:05:15 pm
Hi!

Just passing through:

The world generation abortion when the mega beast percentage is hit seems to be deliberate. However, you can set the percentage (or the year, not sure which) to "-1" which will cause it to be ignored. So that in itself does not seem to be a bug (I guess Toady wanted to ensure that we have something to fight for adventure mode :) ).

However, I have found megabeasts to be really fragile during world generation. Even when going with 90%, they regularly die out around 300 (just for fun, I once had a game start 2008 and monster check start 1500; sure enough, generation stopped at 1500 (^_^;; ) So, I think there is a balance problem with megabeasts during world generation.

I also can't find the health care job in the dwarves' labour lists. Don't tell me they have given up on that idea (T_T)

Deathworks (waiting for a chance to play fortress mode with all the new goodies)
Title: Re: 39a's bugs.
Post by: Bharani on July 14, 2008, 03:07:09 pm
Alligator drunks? No other game, I tell you.

Bugs are what makes DF awesome.
Title: Re: 39a's bugs.
Post by: Timst on July 14, 2008, 03:22:16 pm
Royal PITA I know, but would you consider putting a link (or links) below each bug to the topic talking about that bug?

Done.
Title: Re: 39a's bugs.
Post by: ein Syndication on July 14, 2008, 03:22:47 pm
--  Children of Unknown Creatures.  Many creatures are born from unknown creatures as the mother, father, or in some cases both.  "Nebo Commonmongers was a  human born in 89. She was the  child of an unknown creature and an unknown creature."  Also take note of the extra spaces before "human" and "child".
This is caused by the history culling, unknown creatures are unimportant hist figs.
Yes, but "unknown creature" is a very odd way of putting it. At the very least, it couldn't take up but so much more memory to keep track of the parents' names inside of the individual people. Maybe add a side note saying their records have been lost over time or something.
I could very well be wrong, though. Dealing with thousands of people is not my realm of expertise.
Title: Re: 39a's bugs.
Post by: ivegotgoodabs on July 14, 2008, 03:57:25 pm
Eh just gloss it over with "His\Her Mother\Father is lost to history"
Title: Re: 39a's bugs.
Post by: DwarfMan69 on July 14, 2008, 04:17:41 pm
Toady has a lot to do if when he wakes up.
Title: Re: 39a's bugs.
Post by: PTTG?? on July 14, 2008, 04:22:46 pm
Toady has a lot to do if when he wakes up.

I see what you did there.
Title: Re: 39a's bugs.
Post by: Gantolandon on July 14, 2008, 04:26:54 pm
Quote
Yes, but "unknown creature" is a very odd way of putting it.
It's even more odd when commoners start to tell you about their ancestors...
"My father was called Urist Uristurist. In 333 he married unknown creature."
Title: Re: 39a's bugs.
Post by: smeej on July 14, 2008, 04:27:02 pm
So far I've noticed:

- a named creature outside of its biome(?). Specifically, a Giant Desert Scorpion in a forest. I encountered him on my way to fight a named Black Bear for a town quest.

- whenever I fight off an ambush of wolves, I am unable to [T]ravel because "someone sees me."
Title: Re: 39a's bugs.
Post by: Logical2u on July 14, 2008, 04:31:50 pm
I've really gotta go through legends and find out why the queen consort is missing his left foot....

Anyways, he says to me, Zom Vinewhipped the Zome VinewhippedOutpost Liasion is there.

I'm sure that that's a typo of some sort.
Title: Re: 39a's bugs.
Post by: RPharazon on July 14, 2008, 04:32:18 pm
Roads only make bridges across rivers. They don't do anything when confronted by ponds. Most roads are just split up and completely separated by the ponds.

Megabeasts seem too weak to do anything. I don't know if it's hard-coded but even with DAMBLOCK:50 they barely live to year 400. Longest age of any megabeast I've seen is about 600 years.
Title: Re: 39a's bugs.
Post by: Logical2u on July 14, 2008, 04:47:26 pm
Another weird bug here...

Ok, so...

Pocket world here, so no surprises that the genealogy is a bit messed up...

Anyways, the Queen Consort lost her (not his) leg. She's consort to the queen.

The Queen Consort's husband was killed. The Queen's husband is still around.

Why is this random person the queen consort? Is it because "She was the first of her kind"?

Title: Re: 39a's bugs.
Post by: Yngar the Wise on July 14, 2008, 05:03:24 pm
(http://smg.photobucket.com/albums/v131/TheZombie/?action-view&current=Dogpile.jpg)
There are at least 2 random dogpiles of townspeople around town. Not that big a deal, but its pretty strange.
Title: Re: 39a's bugs.
Post by: ein Syndication on July 14, 2008, 05:07:23 pm
Longest age of any megabeast I've seen is about 600 years.
I had about 6 live the entire 1050 years without dying, but for that it took 500 caves for both mountain and nonmountain. One died around the year 800, another around 500, and the other thirty or so died before 250.
Title: Re: 39a's bugs.
Post by: Tylui on July 14, 2008, 05:14:22 pm
I have another bug!

It's in picture form:

Spoiler (click to show/hide)
Title: Re: 39a's bugs.
Post by: Logical2u on July 14, 2008, 05:24:42 pm
Something else interesting...

Generating a 10000 year world with culled history on, once I checked the "Age of the Demon", the last 100 or so events were merely elections of kobold leaders.

However, there were many other civilizations still around, just not considered important events of the Age of the Demon.

Also, wouldn't someone try and steal stuff from demons? Like, the million kobolds?

Another weird thing, generated a standard world, shows that Goblins are at War on the embark screen... so I embark on the only goblin tower on the world... and everyone is friendly.

And another road-related issue, this time with ramps apparently not being placed along the road. Clarification: There's a patch of ramps in stone, and then the terrain shifts, and it's grassy slopes, offset enough that wagons would be unable to pass.
Title: Re: 39a's bugs.
Post by: Markham on July 14, 2008, 06:03:59 pm
I noticed in a medium world (through legends) that expansion seemed to stop in the 500's.  From then to 1050 land claims remained the same.
Title: Re: 39a's bugs.
Post by: 20,000leeks on July 14, 2008, 07:54:44 pm
I'm not sure if this is a bug or not, but...

My foray into dwarf mode went pretty well, apart from the fact that before they all went into the Sleep of Doom, they'd apparently managed to eat essentially all the meat I'd brought with me (which was 100+). I've heard elsewhere that food is going rotten at a much faster rate in this version, which may be the cause, but all the barrels in my food store were empty, rather than containing rotted food. Anyone else experienced this?
Title: Re: 39a's bugs.
Post by: Davion on July 14, 2008, 08:00:45 pm
When attempting to design a world with parameters: if you decide to enter a title or custom name and hit ESC while editing it'll bring up the "Are you sure you want to abort?" screen, the problem is you can't hit the space bar to abort, you can only choose 'y', which doesn't save your settings and takes you back to the menu. If you attempt to press anything other than 'y' it locks you out.
Title: Re: 39a's bugs.
Post by: shadow_archmagi on July 14, 2008, 08:04:33 pm

Another weird thing, generated a standard world, shows that Goblins are at War on the embark screen... so I embark on the only goblin tower on the world... and everyone is friendly.


I had this happen too.

Due to the new capture system, you'll get some fortress-swapping between races. That goblin tower was propably captured by humans or elves or dwarves.

I expect later on you'll embark to a human town, and find yourself slaughtered by goblins.
Title: Re: 39a's bugs.
Post by: penguinofhonor on July 14, 2008, 08:05:49 pm
I can't get any custom tilesets to work. The screen just goes black when I open DF.
Title: Re: 39a's bugs.
Post by: Zanethda on July 14, 2008, 08:44:10 pm
I'm not sure if this is a bug or not, but...

My foray into dwarf mode went pretty well, apart from the fact that before they all went into the Sleep of Doom, they'd apparently managed to eat essentially all the meat I'd brought with me (which was 100+). I've heard elsewhere that food is going rotten at a much faster rate in this version, which may be the cause, but all the barrels in my food store were empty, rather than containing rotted food. Anyone else experienced this?
The meat that the dwarven caravan came with in the new world I started with this version degraded to the point of ceasing to exist before the caravan even left. While it was still their property.
Title: Re: 39a's bugs.
Post by: Shadowlord on July 14, 2008, 09:03:10 pm
I can't get any custom tilesets to work. The screen just goes black when I open DF.

They're working fine for me.
Title: Re: 39a's bugs.
Post by: Timst on July 15, 2008, 02:24:47 am
Updated.
Title: Re: 39a's bugs list.
Post by: Lightman on July 15, 2008, 03:47:20 am
In adventure mode, in one of the towns, I couldn't trade currency with one of the shop owners. The local currency (which worked in the other shops) was listed in my inventory, as though it were foreign.
Title: Re: 39a's bugs list.
Post by: Timst on July 15, 2008, 04:52:46 am
Was the shopkeeper a former slave or something ? (ie, an elf, goblin, dwarf.. ?)
Title: Re: 39a's bugs list.
Post by: dwarfed one on July 15, 2008, 05:17:40 am
In Adventure mode I found too much of loot around 7-years Leopard who killed one man. There were bracelets, rings and other trinkets made of human, elf and goblin bones. Most surprising is a lot of fresh meat lying around (animal and fish). It should be changed to bones and some XX weapons, clothes and armor.
Title: Re: 39a's bugs list.
Post by: Neoskel on July 15, 2008, 06:05:03 am
In Adventure mode I found too much of loot around 7-years Leopard who killed one man. There were bracelets, rings and other trinkets made of human, elf and goblin bones. Most surprising is a lot of fresh meat lying around (animal and fish). It should be changed to bones and some XX weapons, clothes and armor.

I'm pretty sure you found a 'cave'. The trinkets and meat were probably stolen by some (semi)megabeast from a nearby town and wound up on the surface since the new version doesn't make cave entrances.
Title: Re: 39a's bugs list.
Post by: Aqizzar on July 15, 2008, 06:10:33 am
Letting a fortress crumble, then immediately trying to start a new fort in the same world, causes the program to crash at embark when you confirm the site.  Restarting the program works fine.

I don't know if anyone else has mentioned it, but it's happened to me (http://www.bay12games.com/forum/index.php?topic=20592.msg220381#msg220381) once so far.
Title: Re: 39a's bugs.
Post by: pushy on July 15, 2008, 06:32:23 am
I'm not sure if this is a bug or not, but...

My foray into dwarf mode went pretty well, apart from the fact that before they all went into the Sleep of Doom, they'd apparently managed to eat essentially all the meat I'd brought with me (which was 100+). I've heard elsewhere that food is going rotten at a much faster rate in this version, which may be the cause, but all the barrels in my food store were empty, rather than containing rotted food. Anyone else experienced this?
Yeah...I started up a game and made a few stockpiles to empty out the wagon, then set about making a smelter and forge so I could create an axe and a couple of picks. When I saw an empty barrel being placed on the furniture stockpile that the anvil had previously occupied, I was wondering what the hell was going on, as it was too early for the dwarves to have started eating anything; had a poke around and all the barrels in my food stockpile were empty, save for the booze.
Title: Re: 39a's bugs list.
Post by: Neoskel on July 15, 2008, 06:40:49 am
The quick rot is annoying in adventure mode, since ALL the food you can buy is meat.
Title: Re: 39a's bugs list.
Post by: Flar Moonchill on July 15, 2008, 08:19:58 am
Look like Toady sorted out and released 39b already address a whole bunch of these might want to go back and double-check which are outstanding and edit thread name/first post!

All hail the Toad cause he sure as hell works fast!
Title: Re: 39a's bugs list.
Post by: Timst on July 15, 2008, 08:34:34 am
Yes, please report wich bugs are fixed now :)
Title: Re: 39a's bugs list.
Post by: Anfold on July 15, 2008, 09:50:58 am
#  07/14/2008: The first repaired version has been posted.

    * fixed bug causing dwarves and others to sleep forever
    * fixed a few crashes with maps with Y dimensions larger than X dimensions
    * fixed another world gen crash
    * fixed bug stopping caves from appearing
    * fixed bug causing hauling, cleaning and health care professions to disappear from labor list
    * made the escape key work properly when setting world gen parameters
    * loosened travel restrictions based on enemy seeing the player
    * changed effects of temperature on food objects
    * changed creature layout during ambushes
    * stopped world gen roads from being obstructed by swamps and fixed a problem with how they 
       handled slopes
    * stopped world gen animals from starting as drunks
    * stopped null civ membership from being added to moving megabeasts
    * changed the text for culled historical parents
    * fixed problem where tundra rejects were being logged instead of grass/hill rejects
    * fixed some grammar issues with battle summaries
    * fixed "Peasants" display in status

Wonder where those came from...
Title: Re: 39a's bugs list.
Post by: Nazush Ebsas on July 15, 2008, 09:59:18 am
I love this guy, wonder if he accepts Adducim gold coins 1051.
Title: Re: 39a's bugs list.
Post by: penguinofhonor on July 15, 2008, 10:15:56 am
I posted this in the 39a release thread, but here it is:

It seems I accidentally wasn't saving my tilesets as 24 bit BMP files. They were some other kind. I'm not sure why DF has to be this picky, but whatever. I fixed it.
Title: Re: 39a's bugs list.
Post by: Timst on July 15, 2008, 10:38:36 am
Ok, updated. I saw that the "unconsciousness spam" is still here, but I don't know for the other bugs.
Title: Re: 39a's bugs list.
Post by: anyar on July 15, 2008, 01:13:18 pm
In the world sites and populations file created when taking a screenshot, you see stuff like this:
Code: [Select]
85: M”smlostosb–b, "Perfecthated", a dark fortress
Owner: The Everseeing Seducer, goblins
Parent Civ: The Evil of Discovering, goblins
Leader: Stƒsost Zealbad the Sensitive Rawness of Graves, goblin
70 humans
22 goblins
1 demon
17 humans prisoners
Code: [Select]
111: Ennesim, "Legendparched", a town
Owner: The Council of Dress, humans
Parent Civ: The Crowded Empire, humans
Leader: Mesm Treasurepetals the Curled Union of Home, human
40 humans
2 elves slaves
Just a minor grammar issue.
Title: Re: 39a's bugs list.
Post by: TrouserDemon on July 15, 2008, 01:35:34 pm
Did pathfinding change?

Since the update my dwarves will, upon getting hold of a bed or something to place it, randomly go back and forth before dropping it, then pick it up and continue on.

It's really irritating, and it seriously slows things down.
Title: Re: 39a's bugs list.
Post by: Timst on July 15, 2008, 01:41:51 pm
Seems that the infinite sleep issue hasn't been totally resolved : I've got 3 injured guards resting in a bed, and they're all "sleeping to death".

It's from an old (38c) save, also.
Title: Re: 39a's bugs list.
Post by: Lightman on July 15, 2008, 02:12:20 pm
Was the shopkeeper a former slave or something ? (ie, an elf, goblin, dwarf.. ?)

I'll see if I can find out. Should that matter, though? The local currency should work in any of the shops.
Title: Re: 39b's bugs list.
Post by: Timst on July 15, 2008, 02:41:19 pm
I don't know... but all these civilisations mix may end in problems like that, I think.
Title: Re: 39b's bugs list.
Post by: Deon on July 15, 2008, 02:45:38 pm
http://www.bay12games.com/forum/index.php?topic=20636.0
random_def_sphere bug
Title: Re: 39a's bugs list.
Post by: Anfold on July 15, 2008, 02:47:57 pm
Did pathfinding change?

Since the update my dwarves will, upon getting hold of a bed or something to place it, randomly go back and forth before dropping it, then pick it up and continue on.

It's really irritating, and it seriously slows things down.

I have had the same problem, though I've only seen it a couple of times.  You should probably start a thread about it.

EDIT: VVVV  That's not the same problem I was having.  It was like the dwarf had two conflicting activities it wanted to do, and kept changing its mind.  I didn't get any job cancellation messages.
Title: Re: 39a's bugs list.
Post by: SP2 on July 15, 2008, 02:49:06 pm
Did pathfinding change?

Since the update my dwarves will, upon getting hold of a bed or something to place it, randomly go back and forth before dropping it, then pick it up and continue on.

It's really irritating, and it seriously slows things down.

I have had the same problem, though I've only seen it a couple of times.  You should probably start a thread about it.

I posted a thread about it...

http://www.bay12games.com/forum/index.php?topic=20657.0
Title: Re: 39b's bugs list.
Post by: Timst on July 15, 2008, 02:50:17 pm
Deon : It's already in the list :
Quote
- Deity's name broken.

SP2 : I'm adding it to the list.
Title: Re: 39b's bugs list.
Post by: Deathworks on July 15, 2008, 02:54:30 pm
Hi!

Okay, the megabeast balance is still awful. First world I generated leaving things at default promptly stopped creation the year checks began. Then I created a new world; cave size 200, I think, 400 mountain and 400 nonmountain caves. Just to make sure, I deactivated the megabeast check.

Good thing I deactivated the check. The last megabeast was a dragon which died around 600.

In addition, among the living monsters, giants seem to take a very prominent role. Practically all of them have earned nick names in combat (although often with just a few kills).

The second prominent group I noticed were ettins, half of which did not have nick names at all (so I guess they simply hid inside the back of the cave so that no one kills them.

I think it would be interesting to tinker a little bit with the monster stats (I assume they influence chances of survival during history) - improving megabeasts and maybe weakening giants a little bit. Anyone got any good ideas or hints where to aim at? And does anyone know if there is a way of changing the number of megabeasts initially created? I couldn't see any such option in the world gen.

Deathworks
Title: Re: 39b's bugs list.
Post by: Timst on July 15, 2008, 03:04:59 pm
I agree. Almost all my quest concern Giants (and I've got many cyclop-slaying quests also). I'm adding it.
Title: Re: 39b's bugs list.
Post by: Zemat on July 15, 2008, 03:13:56 pm
- Destroyed town during world gen wars should be ruins when the game begin.

I have actually found ruins on abandoned towns. And have found also abandoned towns that lack any kind of construction. What bothers me about them is that nowhere in their description says they where destroyed or abandoned so I can only guess or look in legends to find out about the cause of their appearance.
Title: Re: 39b's bugs list.
Post by: ndkid on July 15, 2008, 03:18:49 pm
I just started in on my stone crafting in my current fortress. All was well... until my dwarves started randomly moving my finished goods from the finished goods stockpile they were in to the leather-only stockpile. Neither stockpile is set to pull from another stockpile. This is a world generated in 39b, so no lingering issues there. I checked my stockpile settings, and nothing looks out of place, so I'm guessing it's a bug.

EDIT: After some more fiddling with the situation, I have a theory: that the bin was emptied in the leather stockpile, was thus marked for being moved to the finished goods stockpile, and the jobs to start putting finished goods in it got queued up, and completed before the job to move it to the new location. Would this be WAD, or a bug?
Title: Re: 39b's bugs list.
Post by: SP2 on July 15, 2008, 03:20:34 pm
Maybe another bug, but whenever merchants arrive the message: 'The merchants need a trade depot to unload their goods' appears every time yet I have a depot which they have access to.
Title: Re: 39b's bugs list.
Post by: Timst on July 15, 2008, 03:23:53 pm
Zemat : They should appear like ruins in the worldmap also, I think.
Title: Re: 39b's bugs list.
Post by: Zemat on July 15, 2008, 03:35:02 pm
Yes, they appear as ruins on the map, but their description only says "town" so it's confusing. I would prefer if the description said "abandoned town" or "ruined town".
Title: Re: 39b's bugs list.
Post by: Timst on July 15, 2008, 03:37:10 pm
Oh, ok. I modify the entry in the list.
Title: Re: 39b's bugs list.
Post by: Areyar on July 15, 2008, 03:43:49 pm
fortress mode:

I embarked and my wagon was crashed upon the cliffside, stuff spilled out.

This might be intentional.
Also, it was on a map generated by 39a.
Title: Re: 39b's bugs list.
Post by: M. Gross on July 15, 2008, 04:23:58 pm
It looks like Smelters currently don't have the "Make Coke" option even though Lignite is present and mined.

Keeps giving me "Must have coal fuel."
Title: Re: 39b's bugs list.
Post by: Dame de la Licorne on July 15, 2008, 04:32:53 pm
It looks like Smelters currently don't have the "Make Coke" option even though Lignite is present and mined.

Keeps giving me "Must have coal fuel."

Just to make sure you haven't overlooked something, do you have charcoal?  In order to make coke from lignite, you need to already have a source of fuel.
Title: Re: 39b's bugs list.
Post by: penguinofhonor on July 15, 2008, 05:06:39 pm
Okay, I found a bug that wasn't my fault.

So when you get multiple animals in the embark screen, it doesn't use their plural forms. It's not just for one or two, either. Look.

(http://img520.imageshack.us/img520/3626/bugmotherfuckingbugwa1.png)
Title: Re: 39b's bugs list.
Post by: ndkid on July 15, 2008, 05:48:01 pm
It appears, whenever I make a lavish meal in my kitchen (I have yet to attempt other levels of meal), the resulting roast is... well, roast. No variety. Just "roast".
"This is a stack of [insert quality here] roast. The ingredients are".
Does the null roast provide sustenance? I will meditate upon this koan. I'll also update this if any of my dwarves eat it.
Title: Re: 39b's bugs list.
Post by: 1138 on July 15, 2008, 06:09:53 pm
Hm, don't know if this was already reported in the thread about the weird trade depot message (which I also got), but this has never happened to me before.

Spoiler (click to show/hide)
Title: Re: 39b's bugs list.
Post by: Msus on July 15, 2008, 06:25:26 pm
Has anyone else encountered long bridges just stopping? Could this be a feature (unfinished bridges) or do you think it's a bug?

EDIT: This has partially been documented in another thread (http://www.bay12games.com/forum/index.php?topic=20610.0 (http://www.bay12games.com/forum/index.php?topic=20610.0)).
Title: Re: 39b's bugs list.
Post by: 1138 on July 15, 2008, 06:35:50 pm
Okay, one more thing, the merchants' speed is way, way too fast. I mean, like, whoa. I was at about 25 FPS when they showed up, and the wagons zipped over to my fortress faster than I've seen anything in DF move, on top of each other all the way there.
Title: Re: 39b's bugs list.
Post by: Hawke on July 15, 2008, 06:39:48 pm
The bugs (One, possibly two) that I have experienced I outlined here:

http://www.bay12games.com/forum/index.php?topic=20687.0 (http://www.bay12games.com/forum/index.php?topic=20687.0) No health care for wounded dwarf.

http://www.bay12games.com/forum/index.php?topic=20688.0 (http://www.bay12games.com/forum/index.php?topic=20688.0) Missing save files.
Title: Re: 39b's bugs list.
Post by: Nukeitall on July 15, 2008, 08:21:01 pm
There appears to be some aberrant pathing causing what borders on collisions. The end result are dropped items and various strange activities. All of it seems to CHOMP CPU time and affect efficiency massively.
Title: Re: 39b's bugs list.
Post by: slackingest on July 15, 2008, 08:26:32 pm
Am I the only one who is seeing a drastic drop in fps, even with all the usual suspects disabled?


EDIT: this was a z level issue, should've checked that first.
Title: Re: 39b's bugs list.
Post by: Neonivek on July 15, 2008, 08:31:05 pm
Might as well include that Elves get too high member numbers as a bug since their populations use up at least half of the world population and increasingly so the longer the map lasts.

So put "Elf Reproduction Rates (Maybe not a bug)" in there
Title: Re: 39b's bugs list.
Post by: Timst on July 16, 2008, 03:54:16 am
Updated.

Hmm, this list is beginning to be huge. It'll be great to confirm bugs, so it won't be filled with non-reproducing bugs who only happen for 1 guy.
Title: Re: 39b's bugs list.
Post by: Deathworks on July 16, 2008, 04:28:19 am
Hi!

Well, I think there are one or two things that could be ignored. Like for instance the missing plural 's' for animals on the embark screen. It is not as if there weren't any serious problems (like the pathfinding problem which seems to cripple the game for some people really badly - for me just a nuissance at the moment).

Candidates for checking/deletion:

No fish on embark screen - it may be that there are some mechanisms concerning the embark screen limiting available goods. Let's put it that way, in my 39b fortress, I could not add any goods to the list except for food stuff - no ropes, no nothing. So, this may be a feature. Therefore, I suggest people check for this particular bug whether it is such or not.

Merchants are too fast - okay, this may be a bug, but I personally can't confirm it (merchants in 39a seemed okay to me, 39b is currently not checked). However, it does not sound like a game crippling or even annoying bug. So it would be worthwhile getting better confirmation.

Destroyed town during world gen not described as ruins - does that really cause a problem in the game? I am wondering because it sounds like an interface problem and the interface and stuff will be overhauled eventually anyway.

World gen ending as soon as it passes the Megabeast Percentage year rather than End year - this is not a bug although the behavior is twisted by the balance issue already noted elsewhere in the list

Cannibal elves - this is not a bug but a design decision

Beds next to the entrance in human houses - not really a bug to begin with, this was commented on by Toady and is simply a flavor question he is not currently concerned with

Gray "fog of war" - not reproducable, not even on the original poster's machine. So, it may be a somewhat unrelated glitch

Animals on embark screen don't use plural form - this is just a superficial interface problem. The correct number of animals will still be there when you start your fortress, so this has no effect on the game at all. This is cosmetics, so it is just clogging the list.

At least, that is the way I see things. You may also consider moving the fixed bugs into a separate list to make things a bit clearer.

Deathworks
Title: Re: 39b's bugs list.
Post by: Krash on July 16, 2008, 05:01:14 am
Cannibal elves

Wasn't this featured in TreeToe's latest story?  If that's the case, Deathworks is definitely right
Title: Re: 39b's bugs list.
Post by: Timst on July 16, 2008, 06:51:16 am
Ok, thanks Deathworks :)

So... I wait that someone check the no fish on embark screen and the fast merchant bugs, and I remove the other issues. I'll move the fixed bugs in another list, also.
Title: Re: 39b's bugs list.
Post by: Granite26 on July 16, 2008, 08:17:36 am
Maybe another bug, but whenever merchants arrive the message: 'The merchants need a trade depot to unload their goods' appears every time yet I have a depot which they have access to.

I'm getting this too... It's extrememly minor, but also prolly an easy fix
Title: Re: 39b's bugs list.
Post by: Timst on July 16, 2008, 08:32:33 am
I've got it too.
Title: Re: 39b's bugs list.
Post by: Vessol on July 16, 2008, 08:54:41 am
Dunno if this is a bug, but when I visit some places in a newly generated world people start fighting right when I visit. Such as a bunch of antmen beating up kids only to get owned by the kids. At the same time the guards were just sitting in the dark twittling their thumbs. Speaking of dwarves their homes(when they build them, I had a map where their was no structure and everyone lived outside) and dark towers are awfully 'dark', is there a way to get a torch or maybe the people who live their aught to light a few on the wall ;).
Title: Re: 39b's bugs list.
Post by: 1138 on July 16, 2008, 09:13:21 am
Merchants are too fast - okay, this may be a bug, but I personally can't confirm it (merchants in 39a seemed okay to me, 39b is currently not checked). However, it does not sound like a game crippling or even annoying bug. So it would be worthwhile getting better confirmation.

Yeah, you can pretty much scratch that complaint. When the season changed and my folder was backed up I ran it again, and they were fine this time. I don't know what caused it the first.
Title: Re: 39b's bugs list.
Post by: MMad on July 16, 2008, 01:51:13 pm
Merchants are too fast - okay, this may be a bug, but I personally can't confirm it (merchants in 39a seemed okay to me, 39b is currently not checked). However, it does not sound like a game crippling or even annoying bug. So it would be worthwhile getting better confirmation.

Yeah, you can pretty much scratch that complaint. When the season changed and my folder was backed up I ran it again, and they were fine this time. I don't know what caused it the first.

I seem to recall reports of lightening fast merchants appearing now and then for the old version as well. So it's probably an old, rare bug.
Title: Re: 39b's bugs list.
Post by: Timst on July 16, 2008, 02:13:33 pm
I knew something was missing in the labors list but I can figure out what... now I get it : The engraving job is missing.

(http://img178.imageshack.us/img178/1992/engravingez7.png)

Anyone can confirm ? It happen both in my 38c and in my 39b generated world.
Title: Re: 39b's bugs list.
Post by: Dame de la Licorne on July 16, 2008, 02:14:58 pm
Stone detailing does both smoothing and engraving.  The designation menu decides whether the stone will be smoothed or detailed.   :)
Title: Re: 39b's bugs list.
Post by: Timst on July 16, 2008, 02:19:32 pm
Oh... hem, yes, sorry :p

But something is still missing, no ? It should be on page 2, because I don't remember "woodcrafting" at the bottom of the list.

Edit : But there still may be an issue, because in the embark screen I set my dwarf to proficient level in engaving, and it doesn't appear in the "skill screen" of the dwarf.
Title: Re: 39b's bugs list.
Post by: Dame de la Licorne on July 16, 2008, 02:30:24 pm
What does the second screen of the 'p'->'l' list look like?  It might be one of those jobs that's missing, because what's posted looks completely normal.
Title: Re: 39b's bugs list.
Post by: Timst on July 16, 2008, 02:40:00 pm
Here's the 2nd screen.

(http://img513.imageshack.us/img513/865/2ndkq6.png)

The furnace and blacksmith jobs seems ok, I think the missing job was one of those useless ones (like "lye making" or "soap making"), but I can't figure out wich exactly.
Title: Re: 39b's bugs list.
Post by: Dame de la Licorne on July 16, 2008, 02:46:55 pm
The missing job is "Alchemy", which never had a use, afaik.
Title: Re: 39b's bugs list.
Post by: Timst on July 16, 2008, 02:51:59 pm
Yeah, so it's not a problem.

And also, the proficient engraver where y mason, not my miner (rather bad idea, I wonder why I've done such a thing), so there's no issue.
Title: Re: 39b's bugs list.
Post by: Blacken on July 16, 2008, 03:26:13 pm
I knew something was missing in the labors list but I can figure out what... now I get it : The engraving job is missing.

(http://img178.imageshack.us/img178/1992/engravingez7.png)

Anyone can confirm ? It happen both in my 38c and in my 39b generated world.
Uhm...what? Stone Detailing is right there.
Title: Re: 39b's bugs list.
Post by: Timst on July 16, 2008, 03:59:48 pm
Yeah, I don't know why but I remembered an "Engraving" labor, but yes, it's stone detailling.
Title: Re: 39b's bugs list.
Post by: ndkid on July 16, 2008, 05:41:49 pm
I noticed that my roast-of-nothingness bug didn't make it onto the list, so I thought I'd point it out again.

My best guess is that it relates to quarry bush leaves. My cook has four bags of leaves that he seems to be trying to use for food-making, without any other items. From what I can tell, the bags never lose their leaves, and the roasts he creates are high quality, except for how they have no ingredients and, therefore, never get eaten.
Title: Re: 39b's bugs list.
Post by: slackingest on July 16, 2008, 06:54:27 pm
Two things:

First, in the controls export to text field, both the primary and secondary selectors are listed as secondary.

Second, I've got a set of dwarves trying to access a lever who fail to do so over and over. The job switches back and forth between different idle dwarves. Here's a save: https://udrive.oit.umass.edu/mgarber/df/world.sav
Title: Re: 39b's bugs list.
Post by: Granite26 on July 16, 2008, 07:20:41 pm
http://www.bay12games.com/forum/index.php?topic=20785.0

Not worth noting in full unless someone else can confirm, but I had a dwarf that insisted on taking a break after every load to the trade depot.

After I loaded it back up, he was a little better, but still went to the zoo a lot.
Title: Re: 39b's bugs list.
Post by: Timst on July 17, 2008, 02:39:42 am
I add them, along with the various priority issues.

Edit : Also, try to stay general... I'd like to list only the bigger issues, who happens for more than 1 person (the rest of the subforum is there for minor and non-reproducible bugs).
Title: Re: 39b's bugs list.
Post by: Sean Mirrsen on July 17, 2008, 03:42:23 am
I don't know if they're bugs or not, but the game does not count megabeasts that are part of civs as megabeasts for worldgen purposes, and it does not count creatures that populate the chasms when outputting the population lists.
Title: Re: 39b's bugs list.
Post by: knowbuddyuno on July 17, 2008, 05:04:17 am
I set my computer aside for several hours and created a 10000 year, standard size world with historical figures culling on. One bug I'm sure of, another that may just be chance or a mechanic to keep the game alive:

1. My region has no name. The list simply says " , Folder: region3"

2. According to my Legends menu, there has not been a conflict (or any event other than new leadership arising within groups) since 1309, at the end of a 726-year war. No assaults/duels/sieges/cities destroyed for 8691 years? I'm guessing it might be related to keeping the game playable (so that not all the elven, dwarven or human factions are wiped out). There are two small dwarven nations left, one large elvish nation, and many humans, but none of them seems to want to fight anymore. Has anyone else created a longer history and noticed things become a bit dull?

Edit: I checked Historical figures, as well, to see if there was some siege or war going on that didn't make it into the Age of Legends entries. The only notables who are dying violent deaths in the last 50 years have been animals attacking people and then being hunted down.
Title: Re: 39b's bugs list.
Post by: Dadamh on July 17, 2008, 05:25:45 am
[edit] I didn't read the last page of results and so responded to the stone detailing thing.  Whoops.
Title: Re: 39b's bugs list.
Post by: Neonivek on July 17, 2008, 05:31:00 am
Quote
"According to my Legends menu, there has not been a conflict (or any event other than new leadership arising within groups) since 1309, at the end of a 726-year war. No assaults/duels/sieges/cities destroyed for 8691 years?"

Not a glitch for the most part. in order to have a war the civilisations have to be a certain distance from eachother... So after the war concluded with one side a victor... the civilisations were simply too far appart to wage war.

Because of a civilisation population limit you won't see one country constantly growing until it fills up the map and some species such as elves can only take land that is a "Forest". (It is one of the major reasons why Elves and Dwarves usually don't combat eachother, Dwarves are usually too far out of the way)

Spoiler (click to show/hide)
Title: Re: 39b's bugs list.
Post by: knowbuddyuno on July 17, 2008, 06:09:47 am
Well, I turned off the population cap in worldgen, but I don't know if there's a separate civilization cap. Oh, and I figured out why my regions have no names. I apparently went to enter a custom name, hit the space bar, and hit enter. Dumb. I guess I'll just have to hope that Toady adds civil wars sometime, then.
Title: Re: 39b's bugs list.
Post by: Timst on July 17, 2008, 06:42:11 am
Ok, I've done some cleanup and added the fixed bugs to the... fixed bugs lists. I've also removed rare and non-reproducing bugs that don't concern everybody. The list is much clearer now.
Title: Re: 39b's bugs list.
Post by: EchoP on July 17, 2008, 06:50:59 am
I loaded a world from 38c, with 24 people in it after first migrant wave. Since then, however, I haven't had a migrant wave. It has been a long time (over 2 years at a guess), so I am wondering if this is affecting anybody else? (I don't know if they are not coming at all, or if it just takes longer, but I'm sure it is different from past versions).

At the moment i have around 300,000 fortress wealth, and goblin ambushes are slowly but surely killing my dwarves off  :(
 
Title: Re: 39c's bugs list.
Post by: Tylui on July 17, 2008, 01:14:31 pm
I'm not sure if this has been reported, like if it's an old bug or not, but I thought it was somewhat worth mentioned.

I'm not getting any "It has started to rain" announcements;  occasionally I'll get "The weather has cleared" and my ponds are a little bit more full than they were, but I don't get the announcement that the rain started. :P
Title: Re: 39c's bugs list.
Post by: Deathworks on July 18, 2008, 08:03:44 am
Hi!

Here is a bug no one noticed presumably because everyone was sneak-peaking into the history:

Legend Mode

If history is set to be hidden, in the overview, all categories show 0 of xxxx revealed, except for hist. figures which automatically contains the deities. (And you can access all historic maps freely, of course)

However, when you look into the entries for the ages, which claim to be completely empty, the yellow (=important) events are listed and can be viewed - and from there you can even access some minor events.

At the moment, I am not sure whether this is only an interface glitch or whether this can be a potential threat for the proper functioning of legends mode.

Deathworks
Title: Re: 39c's bugs list.
Post by: Deathworks on July 18, 2008, 10:15:22 am
Hi!

Sorry about the double post, but here is another bug I believe to have confirmed now:

World Generation:

Even if starting Civs are set to 100, DF will only create up to 31 civilizations.

Deathworks
Title: Re: 39c's bugs list.
Post by: sq2 on July 18, 2008, 12:15:19 pm
just gonna say this, i looked for it but i cant find it,
maybe i used the wrong names or something... anyway

yeah so i have a world, and the dwarves and elves are at war
(lah ti dah), and upon my first years spring or somewhere,
i got : "a vile force has arrived" or whatever it is, usual siege message.
shat myself, hit space, looked for goblins, nothing, no-one... nothing in
the units list, no siege bars at the top either. at this point i noticed
my civs list now contained elves.. stating they were at war, thought it
was a bugged siege of elves (you know a siege with no-one in it)...
to my surpirse about 10-30 minutes later i had an ambush happen,
you guessed it, elves, a few bowers, a few swords and a lot of wrestlers...

so either the bug is, that an 'ambush' arriving is being announced as a siege,
or a siege is appearing as an ambush...

i have a save about 1/2 year before, and my current (a while after it now)...
Title: Re: 39c's bugs list.
Post by: Boatmurderer on July 18, 2008, 01:15:14 pm
I don't know if this counts as a bug or not, but the turtles are showing up like gems/mechanisms in the graphics pack. They used to look like [ù], which Graphics Packs would replace with an image of a turtle.
Title: Re: 39c's bugs list.
Post by: Deathworks on July 18, 2008, 02:13:24 pm
Hi!

Sq2:

I am not 100% sure, but I think that is a design decision. What you experienced is a regular siege where the siegers only become visible when spotted. I think it was mentioned somewhere else before.

Deathworks
Title: Re: 39c's bugs list.
Post by: Jay on July 18, 2008, 02:28:57 pm
I don't know if this counts as a bug or not, but the turtles are showing up like gems/mechanisms in the graphics pack. They used to look like [ù], which Graphics Packs would replace with an image of a turtle.
Turtles have always shown up as a green gem in the base game.
This is your graphics pack acting up.
Title: Re: 39c's bugs list.
Post by: Untelligent on July 18, 2008, 05:27:07 pm
=== World / World Gen ===

- Setting Minimum Volcanism to maximum (100) in combination with setting Minimum Valcano Number to maximum (200) seems to cause a reliable crash. (http://www.bay12games.com/forum/index.php?topic=20978.0)

No. The Minimum Volcano Number has nothing to do with this bug. Merely setting the Minimum Volcanism to 100 causes the crash, regardless of other settings.
Title: Re: 39c's bugs list.
Post by: Toady One on July 19, 2008, 05:34:59 am
Hi!

Sorry about the double post, but here is another bug I believe to have confirmed now:

World Generation:

Even if starting Civs are set to 100, DF will only create up to 31 civilizations.

Deathworks

There's an entity tag "MAX_STARTING_CIV_NUMBER" you can mess with...  it's sort of a hold-over, and I've set them all to 100 in the next version raws.  It should really be moved over into the world gen params now.
Title: Re: 39a's bugs list.
Post by: anyar on July 19, 2008, 10:21:07 am
Seems that the infinite sleep issue hasn't been totally resolved : I've got 3 injured guards resting in a bed, and they're all "sleeping to death".

It's from an old (38c) save, also.
I've also had this problem, but with a new 39c save. I also had a wrestler who didn't stop resting after his red and yellow wounds were gone(he had brown lower spine and neck wounds).
EDIT: I've also had problems with units ignoring water source zones (placed on ponds) and instead going to the brook (much farther away) to get water.
Title: Re: 39c's bugs list.
Post by: coolguy1351 on July 19, 2008, 11:21:38 am
I noticed that engraving explanations no longer appear in Fortress Mode.
Title: Re: 39c's bugs list.
Post by: Zemat on July 19, 2008, 02:49:32 pm
Hi!

Sorry about the double post, but here is another bug I believe to have confirmed now:

World Generation:

Even if starting Civs are set to 100, DF will only create up to 31 civilizations.

Deathworks

There's an entity tag "MAX_STARTING_CIV_NUMBER" you can mess with...  it's sort of a hold-over, and I've set them all to 100 in the next version raws.  It should really be moved over into the world gen params now.

I'm curious. How the civ count is handled for each race? Because I though the function of the MAX_STARTING_CIV_NUMBER was precisely to give to limit powerful races but it seems it will no longer be the case.
Title: Re: 39c's bugs list.
Post by: Dadamh on July 19, 2008, 08:44:18 pm
I noticed that engraving explanations no longer appear in Fortress Mode.

That's an init.txt setting.
Title: Re: 39c's bugs list.
Post by: Toady One on July 19, 2008, 10:56:39 pm
The max starting civ number doesn't scale with world size, so it's not effective.  There isn't really a method of doing this now, unless you want to set max starting civ number for your favorite size.  It cycles through the available entity definitions (in random order, starting with a playable one if you requested it) and places them if it finds a spot, unless they've hit the max starting civ cap.
Title: Re: 39c's bugs list.
Post by: sq2 on July 19, 2008, 11:15:03 pm
Hi!
Sq2:
I am not 100% sure, but I think that is a design decision. What you experienced is a regular siege where the siegers only become visible when spotted. I think it was mentioned somewhere else before.
Deathworks

ok sorry, just thought it was a bug, you know siege+ambush...
anyway i will have to wait for the next siege to see, apologies again...
Title: Re: 39b's bugs list.
Post by: Toady One on July 19, 2008, 11:49:41 pm
First, in the controls export to text field, both the primary and secondary selectors are listed as secondary.

I can't figure out what "in the controls export to text field" means.  What does this mean?
Title: Re: 39b's bugs list.
Post by: EchoP on July 20, 2008, 04:32:46 am
First, in the controls export to text field, both the primary and secondary selectors are listed as secondary.

I can't figure out what "in the controls export to text field" means.  What does this mean?

I think he means when you are exporting key bindings from the menu.
Title: Re: 39c's bugs list.
Post by: Toady One on July 20, 2008, 04:42:08 am
With the "move selector up" etc. and "move secondary selector up" etc.?  I'm not seeing a problem with the text for those.
Title: Re: 39c's bugs list.
Post by: Gantolandon on July 20, 2008, 12:14:44 pm
I would add also performance problems to the list. It happens usually on maps with very high mountains and flowing water. And they seem specific to version 39.

http://www.bay12games.com/forum/index.php?topic=20902.0 (http://www.bay12games.com/forum/index.php?topic=20902.0)
http://www.bay12games.com/forum/index.php?topic=21060.0 (http://www.bay12games.com/forum/index.php?topic=21060.0)
Title: Re: 39c's bugs list.
Post by: Terratoch on July 20, 2008, 12:31:44 pm
Not sure if it has been reported but I painted a 257 X 257 world as a giant crater (Elevation 1 in the exact center and the gradually increasing outward to 400 at the very edges) and every time I tried to generate the world using that elevation scheme, the game would receive an illegal operation error.
Title: Re: 39c's bugs list.
Post by: Toady One on July 21, 2008, 01:00:32 am
I've fixed a few world gen param crashes, but nothing related to that specifically.  If you email me the world_param file with the elevation presets (in data/init), I can test it out.  toadyone@bay12games.com
Title: Re: 39c's bugs list.
Post by: Zemat on July 21, 2008, 01:33:45 am
The max starting civ number doesn't scale with world size, so it's not effective.  There isn't really a method of doing this now, unless you want to set max starting civ number for your favorite size.  It cycles through the available entity definitions (in random order, starting with a playable one if you requested it) and places them if it finds a spot, unless they've hit the max starting civ cap.

You could add to the civs raws a parameter which sets the civ frequencies instead of max counts. Just like you handle the other frequencies in worldgen. It will not guarantee that a particular civ will appear at all but hey, tough luck. The first civs placed would have to be playable ones though to insure that they appear.
Title: Re: 39c's bugs list.
Post by: Reasonableman on July 22, 2008, 03:01:40 am
I didn't wanna make a new thread, in case this has already been discussed somewhere else. Very hard thing to search for. Anyway, the point of this post: despite embarking in an isolated area (a tile bordering a lake deep inside a mountain range, with no access to humans, elves, or goblins on the embark screen) I find myself set upon by skulking goblin baby snatchers. I'm not sure if this is intended or not, as I usually play with invasions off. The whole reason I embarked way out in this wilderness was to avoid all but the occasional megabeast, if that still happens.
Title: Re: 39c's bugs list.
Post by: d64 on July 22, 2008, 08:10:08 am
I didn't see this reported recently, but it seems in adv mode while travelling on the tactical map (big mountain range to cross), you will easily become hungry or even starving, but you can still be too full to eat food when you try to. Perhaps related to having drunk rainwater some time ago.