View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0001252 | Dwarf Fortress | Dwarf Mode -- Combat | public | 2010-04-16 16:34 | 2011-07-31 12:14 |
Reporter | martin | Assigned To | Logical2u | ||
Priority | normal | Severity | minor | Reproducibility | sometimes |
Status | resolved | Resolution | unable to reproduce | ||
Platform | Mac | OS | Mac OS X | OS Version | 10.6 |
Product Version | 0.31.03 | ||||
Summary | 0001252: Military Moat Dance | ||||
Description | Military are tasked with killing a specific animal, a group selected by rectangle, or ones selected from a list. They gear up, head outside, cross the fortress grounds across the narrow viaduct spanning a moat I have created and as soon as they enter the area outside the moat, they turn around and go back toward the barracks. Their job still lists as 'Kill ...'. There's no alert or anything like that. If they can see their target from the point that they turn back, they'll go kill it, but if not, they turn around, get halfway to the barracks and then turn back and try again. There are 2 squads of 10 doing this repeatedly. | ||||
Steps To Reproduce | No idea. It's happened twice now with different entrances and different targets. The fortress has two 3-tile wide approaches that bridge a moat and no sooner do they cross the moat then they turn back. The behavior is extremely similar to the old entrance dance that dwarfs would do when you had tasked them to stay inside, except here the trigger point seems to be the moat. They've already walked 30 tiles outside to get to that point. Sometimes they will cross the moat, go 3-4 tiles, and then return. Sometimes they return while they'e still over the moat. I have no idea how to get them past the moat. It doesn't happen every time, however. I have sent the military past the moat successfully at least once. Regular workers appear unaffected - they wander across the moat without issue. My only guess is a pathing issue unique to active soldiers. | ||||
Tags | No tags attached. | ||||
has duplicate | 0001334 | closed | Deined Combat Access after constructions - Issue 0001095 not solved? |
|
More testing. It does affect civilians if I put a burrow outside of the moat and assign them there via alert. Civilians that were already and past the moat outside go to the burrow fine. Civilians that were outside or inside but within the moat pile up over top the water on the constructed aquaduct, one tile from dry land. Sometimes they'll step over for a tile or two and then go back, but the dividing line is definitely between the construction and the natural terrain. If not for the alert, they behave naturally. |
|
If this wasn't caused by the soldiers being confined to a burrow, then you should definitely upload a save for this one. http://dffd.wimbli.com/ |
|
No, prior to the 2nd experiment with the civvies, there were no burrows designated on the map. I'll wrap up the save with the kill order in place showing the behavior. |
|
Save can be found here: http://dffd.wimbli.com/file.php?id=2126 There are several zombie horses that the first squad is assigned to go kill. They'll dance around there at the right edge of the fortress. If I burrow is created on the east side of the map and civilians assigned to it via the alert system, they'll do the same thing. |
|
I am uploading two saves. The first (part 1) is about a month before the forgotten beast appears. The second, was saved the moment he appears. The first time I ran into this issue was last night, then he appeared on the north border of my town but ended up exactly where he is in part two (between the fortress gate and my box of constructions). I think I will load the older save and destroy the constructions, see if that helps. Part 1: http://dffd.wimbli.com/file.php?id=2170 Part 2: http://dffd.wimbli.com/file.php?id=2171 |
|
I reloaded the old save, removed the constructions and left everything else the same. The beast showed up on the south side of my fortress, the kill order was issued, and everyone did the entrance dance except 1 dwarf who, after a few rounds of combat, chopped the creatures head off. My dwarves are on patrol when the beast shows up... maybe that is causing an issue? |
|
It might have to do with moats, bridges and walls - i get entrace dances too, sometimes, not related to inside/outside or burrows |
|
Reminder sent to: martin, riotman477 Do these saves still reproduce the problem in 0.31.18? |
|
Based on the lack of updates, I'm marking as unable to reproduce for now. |
Date Modified | Username | Field | Change |
---|---|---|---|
2010-04-16 16:34 | martin | New Issue | |
2010-04-16 16:48 | martin | Note Added: 0003918 | |
2010-04-16 17:10 |
|
Note Added: 0003919 | |
2010-04-16 17:56 | martin | Note Added: 0003922 | |
2010-04-16 19:36 | martin | Note Added: 0003931 | |
2010-04-19 09:37 |
|
Relationship added | has duplicate 0001334 |
2010-04-19 19:18 | riotman477 | Note Added: 0004294 | |
2010-04-21 12:27 | riotman477 | Note Added: 0004492 | |
2010-04-21 15:44 | kaefermelder | Note Added: 0004515 | |
2010-12-03 10:59 |
|
Note Added: 0014394 | |
2010-12-03 10:59 |
|
Tag Attached: AWAITING UPDATE | |
2011-07-31 12:14 | Logical2u | Note Added: 0018386 | |
2011-07-31 12:14 | Logical2u | Status | new => resolved |
2011-07-31 12:14 | Logical2u | Resolution | open => unable to reproduce |
2011-07-31 12:14 | Logical2u | Assigned To | => Logical2u |
2011-07-31 12:14 | Logical2u | Tag Detached: AWAITING UPDATE |