Could you provide a correct list of these unknown positions?
CUSTOM_LAW_MAKER
CUSTOM_OUTCAST_LT
CUSTOM_OUTCAST_FACTOR
CUSTOM_COMPANY_FACTOR
CUSTOM_COMPANY_LEADER
_LEADER
CUSTOM_BANDIT_LEADER
CUSTOM_MILITARY_GOALS
CUSTOM_MILITARY_STRATEGY
CUSTOM_OFFICIAL_# - answered
CUSTOM_MERCENARY_TREASURER
HIGHEST_PRIEST
CUSTOM_LAW_MAKER_2
WORSHIP_HF
CUSTOM_GUILD_LEADER
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON
CUSTOM_MARKET_OFFICIAL_# - answered
CUSTOM_LAW_MAKER -- this one is ambiguous currently - law-giver, lord/lady, abbot in monastery, castle baron, master (demon)
CUSTOM_OUTCAST_LT -- lieutenant (bandit/villain)
CUSTOM_OUTCAST_FACTOR -- representative (larger criminal gang)
CUSTOM_COMPANY_FACTOR -- factor/agent/governor/administrator (all the same thing, merchant company)
CUSTOM_COMPANY_LEADER -- master/head (merchant company)
_LEADER -- no idea what this one is, but there is CUSTOM_MERCENARY_LEADER, which has a ton of names and is the head of a mercenary/military order
CUSTOM_BANDIT_LEADER -- master/ringleader etc. of bandits
CUSTOM_MILITARY_GOALS -- war leader
CUSTOM_MILITARY_STRATEGY -- general/marshal/constable
CUSTOM_MERCENARY_TREASURER -- treasurer (of military order)
HIGHEST_PRIEST -- holy city priest for any religion, has random name
CUSTOM_LAW_MAKER_2 -- baron for market castles
WORSHIP_HF -- related to text processing somewhere, not a position
CUSTOM_GUILD_LEADER -- these four are as they say, the positions in the new crafts guilds
CUSTOM_GUILD_CLERK
CUSTOM_GUILD_STEWARD
CUSTOM_GUILD_ALDERPERSON
Incidentally Toady, are seeds better off posted here or over at the tracker? I see a fair few building up over there now.
Oh, just realized. If babies are controlling their mother's like horses, that means the new mount control AI was implemented into Fortress mode, right? So riders decide where to go, like in Adventurer.
So, does that mean the "amphibious mounts drown their riders" bug is now fixed?
FantasticDorf:
http://www.bay12forums.com/smf/index.php?topic=175434.msg8082781#msg8082781Yeah, I defer to anybody that tested it on the mount question. I homogenized the code to whatever extent, but didn't test that case.
For the seeds, either way works currently, and sometimes here is good enough, though these threads become more difficult to track over time.
Bingo! With following seeds, the LARGE REGION worldgen consistently crashes at year 60:
Generating world using parameter set LARGE REGION
Seed: R9icKscYxmcBKRtCCKZJ
History Seed: hBfG6Elyz8LjyWsrdvla
Name Seed: qaNwdLLoVokwx80c5tDr
Creature Seed: 5D3t5tHiFMe444lmE1ej
I got it to reproduce in the released version, and it didn't happen on the next one, so that means it is either fixed or the previous two fixes tweaked the seed enough that it dodges now (and we'll have to get it on another seed after the next release.) It is hopeful, anyway.
How do you use the party tactics mode? Where you control all the party member's actions, I mean.
Capital E.
I also saw that all of them became Members of the Goblin Civ. They are also members of the normal Dwarven civ too though.
I have just confirmed that all the Kings of my dwarven Civ treat the now conquered Mountainhome as if it still was the Mountainhome. They always move to it if they already weren't living there (they go there even before becoming Kings sometimes, which seems to show that citizens from the Dwarven Civ have freedom of movement inside the conquered city). This is rather weird and I really doubt it isn't a bug.
Hmm. This is certainly a dubious behavior. They probably failed to update the position capital link.
Nice fast one for you.
Small region. (Set for 1050 years with Megabeast cutoff of 50 starting at year 250. in case it makes a difference)
Crashes at year 208 (doesn't take long to get there)
Seed: 2XURWJBNecN0GYWd4vic
History Seed: FCjdQ4im7tEDMLzDCJho
Name Seed: lMrVEJzKIF6OQJ3qTJ5F
Creature Seed: rLU9sCkkiAoJ5SHpmsye
This was different from the other one (this was related to punishing criminals) and is also now fixed for next time.
Just in case it helps, I got a crash on Mac-x64 version when embarking on adventure mode using default world-gen except for switching world size to pocket. I tried again only with a world with a short history instead of medium and the same thing happened.
Fortress mode seems to work fine.
If that means there's a save where you can start in adv mode with a reproducible crash that's definitely useful. If it's intermittent it'll be harder to find.
In 215 Wipeforked the Clean Riddles was stored in the Tower of Caves by the goblin Ngokang Horrorscapes
In 216 Wipeforked was claimed by the goblin Ngokang Horrorscapes from afar.
That's not right is it?
Hmm, yeah, that's likely a bug, of the kind I'd been trying to get a handle on but apparently have not. There's often a conflict with personal treasures vs. family heirlooms for instance - sometimes the villains don't recognize that a stored item they claimed for their family is not a treasure to be coveted suddenly, despite code supposedly there to prevent this.
I posted this in the Steam update thread but I'll post it here as well:
There are still a lot of old, important bugs to fix. For example:
-Military equipment is erratic, sometimes they only wear 1 boot or 1 gauntlet or are completely missing pieces that are waiting in the stockpile etc, resulting in injuries
http://www.bay12games.com/dwarves/mantisbt/view.php?id=535-Traction benches in healthcare causing infinite diagnose loops, and other healthcare issues
http://www.bay12games.com/dwarves/mantisbt/view.php?id=94-Loyalty cascades where your entire fort murders eachother because of a drunkard punching someone, or your military murdering eachother because they attacked a berserking dwarf, without a doubt the most game-crippling bug that has happened in every single fort I've played the past few years:
http://www.bay12games.com/dwarves/mantisbt/view.php?id=11046 http://www.bay12games.com/dwarves/mantisbt/view.php?id=7107 http://www.bay12games.com/dwarves/mantisbt/view.php?id=11133 http://www.bay12games.com/dwarves/mantisbt/view.php?id=10935-Stress is unbalanced, and the Needs system is unfinished and buggy which causes even more stress (stuff like meal needs and family needs among others are too difficult or impossible to fulfill)
-Weapon balance issues (whips and scourges are like supersonic hammers that make skulls explode through any armor, arrows penetrate everything, and other issues). This is fixable by mods, unlike the other bugs, but it's an annoyance to do every update.
And many others on the bug tracker. Please don't start the 2-3 year long "big wait" before fixing at least some of these crippling issues with the game. Many of the bugs have been in the game for 2-10+ years which is absurd considering how crippling or frustrating they can be.
I don't like "requesting" bug fixes since it feels like pushing the developers, but I also cannot stay silent about this since I've played for years and years with these bugs around and suffer from most of them in every single fort in some way or another.
Certainly going to fix a lot of old stuff before the Steam release, nevermind the Big Wait. A lot of this will happen during the parallel release cycle I've mentioned - that isn't just about fixing weapon-trap style crashes that pop up, but getting bugs cleaned generally.
I think at *least* the retreat should have been resettled... just, like, in my view. Or it should have remained occupied by undead...
Also Edit: While the retreat is depicted on the map as ruined it is home to 3 elves and a large menagerie of animals. I get ruined locations can and should still have inhabitants, but... it's not like it's hard to resettle them. Are there any reclaim mechanics for civs in worldgen?
Did it say who they were or if they had an entity? Occasionally monasteries and other places become home to bandits, I think, which then, I think, stops the resettlement code from retriggering and they don't know how to "clear them out", which they should do more often.
I just found that OldGenesis mod "crash on pressing embark" is caused by our twelve-castes dwarf creature definition.
Using vanilla dwarf creature I was able the remove the crash.
Hmm, I don't have any immediate ideas as to why that should cause a new problem. Is the mod on the tracker now?