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IDProjectCategoryView StatusLast Update
0010126Dwarf FortressAdventure Mode -- Environmentpublic2017-02-04 16:33
Reporterbrekiy Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status newResolutionopen 
Product Version0.43.05 
Summary0010126: Adventure mode random outfit generation - soldiers
DescriptionI have a custom entity that does not have access to weapons that use the PIKE skill. However, after worldgen in adventurer mode, some soldiers from the entity are generated as pikemen, and show up unarmed, but still wearing armor. Now I have a bunch of useless guards standing around town. I suggest that if a entity doesn't have access to a weapon type, then those types of soldiers not be generated.
Steps To ReproduceMake any entity without access to a type of weapon (swords, for example). Generate a world and run around one of their towns. You will find a soldier of the forbidden weapon type standing around unarmed.
TagsNo tags attached.

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Hinaichigo

2017-01-29 16:36

reporter   ~0036239

Maybe you need to remove the pike skill from the entity as well? It might be that they can become pikemen in worldgen but cannot produce pikes.

brekiy

2017-01-30 13:18

reporter   ~0036244

Hm. I can only think of the PERMITTED_JOB token, but this entity uses humans. Not sure how to remove the skill.

FantasticDorf

2017-01-30 13:40

reporter   ~0036245

Last edited: 2017-01-30 13:44

[VARIABLE_POSITIONS] will generate roles determined by the site type (dark towers - clown master & general/ humans get law-givers etc.) so [SITE_VARIABLE_POSITIONS] also found on humans may be generating town site exclusive guard roles like pikemen without running cross checks to see if the weapon is available.

In which case unless this problem is something else, would make sense since the weapons would naturally fall into the hands of soldiers generated & 'trained' to use them.
 
If that's true, a hot-fix is to remove [SITE_VARIABLE_POSITIONS] and add in a fortress mode esque militia/nobles in yourself (with appropriate noble links to lietenants/general/site leader) which will automatically draw accurately on the pool of weapons supplied to the civ in generating job roles. I use a self constructed militia site structure on some of my non-dwarf civs and i haven't encountered the bug you have been describing.

Not sure what different effect that might have on guard behavior however but virtually its the same effect.

brekiy

2017-02-04 16:33

reporter   ~0036265

Ok, I tried disabling the variable positions. I have human civ A, which doesn't have pikes, and human civ B, which does. A person wearing equipment from civ A showed up as a castle guard in civ B, but as a pikeman, so he didn't get equipped with weapon or armor.

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Issue History

Date Modified Username Field Change
2017-01-28 10:03 brekiy New Issue
2017-01-29 16:36 Hinaichigo Note Added: 0036239
2017-01-30 13:18 brekiy Note Added: 0036244
2017-01-30 13:40 FantasticDorf Note Added: 0036245
2017-01-30 13:44 FantasticDorf Note Edited: 0036245
2017-02-04 16:33 brekiy Note Added: 0036265