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Topics - Hesperid

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DF Adventure Mode Discussion / Endlessly respawning armies
« on: June 18, 2017, 12:53:48 am »
I tried googling for other people experiencing this issue, and found a similar bug regarding site populations that apparently respawn. But I haven't found a post about the same thing happening with armies.

So, here's what happens. A world map army spawns at a goblin site and makes a beeline for you. They ambush you, and it's two trolls and 7 beak dogs. You kill them and hit T to fast travel. You move one square, and then you're ambushed. Oh okay... it's two trolls and 7 beak dogs. You chase down the last beak dog to slay it and return on foot to where the ambush happened, and in that location, in a square clump are... you guessed it, another two trolls and 7 new beak dogs.

So you kill them all and then instead of hitting fast travel you run away from the scene and press fast travel further away. Success! It looks like, until you make a move, and then a short ways from you on the world map an asterisk appears, a new army. I don't suppose I need to tell you what units that army has when you encounter it, do I? Spoiler: it was two trolls and 7 beak dogs.

This isn't an isolated incident, the immortal armies are everywhere. In fact, it's a rare instance when an army you destroy actually stays dead -- it does happen! About 10-20% of the time. Which makes me think that's the correct behavior and it isn't intended for them to be unaffected by adventurers.

Anything have any insight into what mechanism would be failing to cause this to happen? If there's a very specific reason, then maybe there's a dfhack fix I could jury-rig together as well.

edit:

I found a "fix" for this but it comes at a bit of a cost. Someone mentioned in the bug tracker thread that having a conversation with someone turns them into a historical figure, and I decided to test if shouting would make everyone in the battle into a historical figure. It worked! When the fight with one of these legions begins, use the 'k' command to shout something. If you want to make it thematic, kill one of the enemies first, and then you can shout about killing him because "triumph" appears in the menu. This immediately makes everyone in earshot into a historical figure, which for some reason makes their deaths record correctly.

However, it clutters up the historical figure list. That could breed unforeseeable issues when we're talking about the thousands of beak dogs and trolls that the goblins can throw at you.

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Summary: Armies of hundreds (or in the case of goblins, even thousands) roam the map and attack sites, but give up after a single casualty. What gives?

The context for these observations is a normal region, generated with the settings that come as a default when you pick advanced world generation. History length was about 140 years, and there have been 20 years of play as fortresses and adventurers, so it's the year 162 when these legends screenshots were taken.

To get a good sample, I instigated multiple wars between combatant civilizations. This is easy to do: just park a fortress in a provocative location and your parent civ and your neighbors will be at war as soon as you somehow warrant and ambush or a siege. Other battles are from wars the AI just started on its own. Let's a go!

Case in point, the "War of Striking", a still ongoing conflict between elves and goblins that began 11 years ago in 151 when the elves attacked. This is the first battle of that war:



Nothing unusual here (except for suffering 3 casualties out of 2 elves). The defenders won fair and square and it looks like about what you'd expect. What followed was a year of small-scale attacks on this goblin site that often succeeded, but the elves never moved in or destroyed it after winning, so the site simply repopulated. Then suddenly this:



They counterattack by coming down hard on an elven settlement, numbering over 1,500 units. But then they give up after about 60 casualties... okay, that's fair. They might do that in fortress mode as well. But like all the wars I observed, the conflict soon degenerated into this:





This is just a small sample, the war is producing many of these battles per year that end as soon as the attacker takes a single casualty:



Why do they quit so soon? Is this a sieging bug or intended behavior somehow. This happens across all wars with every race, it's just the most hilariously noticeable with the goblins because they field such enormous armies. Also, these giga-armies don't seem to properly materialize for you to challenge with your adventurer (yeah, you can kill a bunch when they're camped around), so are they maybe not even showing up for the simulated battle with the settlement?

I'm curious to hear everyone else's take on this.


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DF Dwarf Mode Discussion / Pregnancies without migrants
« on: June 13, 2017, 04:48:16 pm »
So, the old question again. Yes, I know it's been answered -- but maybe it hasn't!

I have two "breeding pairs" in my fortress, attained through perfectly vanilla means (although I have used dfhack to see who was heterosexual and who was becoming friends with whom). These pairs are not having children despite a strict population cap of 100, and a population cap of 2.

The population cap is set to 2 to prevent migrants. Babies should still be born as long as the strict population cap permits, at least, that's what every source says, including Magmawiki.

If I increase the population cap above my current population, then the couples magically start getting pregnant, but I also get migrant waves. If the cap is below my population, no more reproduction occurs. The information that the strict population cap is the one that affects babies and migrants, and the normal population cap only migrants, is still "version accurate" for 0.43.05 according to Magmawiki, but are we really sure it isn't just some conventional wisdom from seven years ago that still gets trotted out from sheer habit?

Does anyone else have experiments?

4
DF Adventure Mode Discussion / Hostile exalted rumor?
« on: July 02, 2012, 02:51:21 pm »
So I went to a town market and there was a legendary goblin with the title "exalted rumor" there.  He was part of the civilization (apparently) so everyone was friendly to him, but he gave me the 'prepare to die' speech as soon as I was close enough to him, and then proceeded to attack me. If I counterattacked, the whole town turned hostile to me.

I had to lure this "exalted rumor" into the castle dungeons to be mugged by the bandits there.

But my question is, does anyone know what's up with this guy?  And why aren't I allowed to defend myself?

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Hey armsmasters, I've got a bit of a problem on my hands.

I'm building a fortress topside, and since I'm still in its early years my only opposition comes from wild animals like wolves, and because of that and my resource limitations (embarked on aquifer, don't have metal yet) my army is based on ranged fighters.  The quivers can fit nice stacks of ammunition in them, but my problem is that everyone selects the same target to fire upon, and they empty their entire quivers into that one creature which admittedly becomes immobilized and bleeding and not up for a fight, but it still lives and as long as it does all ammo gets wasted on it.  Once the quivers go dry there's no way to tell them to get more ammo, rather they simply engage the rest of the (completely unharmed) pack of enemies in melee and die.

Is there a way to forbid a target?  Force squad members to disengage or not fire?

Thanks!

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