View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001576 | Dwarf Fortress | Dwarf Mode -- Moods | public | 2010-04-27 08:02 | 2016-07-17 19:34 |
Reporter | Naia | Assigned To | Loci | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | unable to reproduce | ||
Platform | Windows | OS | XP | ||
Product Version | 0.31.03 | ||||
Summary | 0001576: Topmost skill triggers mood, not most xp | ||||
Description | It seems that a mood will pick the first moodable skill used and not the one whit most experince when triggering. | ||||
Steps To Reproduce | Early in my current game I trained some dwarfs whitout moodskills as armoursmiths, everyone just doing a few items to get dabbling. Eventually i got a legendary armoursmith, and therefore trained the remaining dwarfs in other moodskills, this time doing more work to get higher skills. So far i gotten another 3 armoursmith mood on dwarfes that got higher skill in other areas. | ||||
Tags | No tags attached. | ||||
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Not all skills can have associated strange moods. Is there a chance that these 3 training armorsmiths that had moods only had higher skill levels in skills without associated moods? |
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^^^ Naia did say "moodable skill," so s/he probably did check. But yeah, it would be helpful to know what exact skills these dwarves have. |
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Heres an animal trainer. He got 30 xp in armoursmithing from making a shield. And 60 xp in gemsetting from some encrusting. And ofc animaltraining and socialskills too. He ended as a legendary armoursmith. I'm assuming that the xp gain from the different jobs are still the same, since i havent seen any mention of it beeing changed |
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It might be that the game compares only 'levels' not the exact xp. So 30xp=60xp as these are both Dabbling. Then it chooses the topmost one or random one. |
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According to the Wiki, moods used to be chosen exactly based on XP. However, it's possible that this has changed, or the weighting of skills has changed. Moreover, in this release, there is "skill loss" over time - I take it from your note, though, that the gemsetting tasks took place after the completion of the armourer tasks? |
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Yes the gemsetting was done after. It could seem that skill loss is a possible explanation. I have another issue where a legendary weaponsmith, who haven't been doing any smithing for a few years, makes around 15 "no quality" weapons, before the skill seems to "come back" So if unused skills decay to the same level over time, that could be why it just triggers at the first one on the list. |
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People have been reporting the "no quality" on any long repeated tasks. It's believed that a dwarf that is thirsty/hungry/tired simply works less efficiently. This is kind of a feature of the new "dwarven work ethic" (0000008) |
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I'm aware of that, and made sure that sleep/food/thirst was not the issue. |
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Moods are (now) chosen based on skill levels, not raw xp, and "skill rust" produces lower-quality results when a dwarf is out of practice. |
Date Modified | Username | Field | Change |
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2010-04-27 08:02 | Naia | New Issue | |
2010-04-27 08:47 | Logical2u | Note Added: 0005342 | |
2010-04-27 12:43 |
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Note Added: 0005372 | |
2010-04-27 12:43 |
|
Note Edited: 0005372 | |
2010-04-28 03:43 | Naia | Note Added: 0005499 | |
2010-04-28 03:43 | Naia | Note Edited: 0005499 | |
2010-04-28 03:47 | Rafal99 | Note Added: 0005501 | |
2010-04-28 04:28 | Logical2u | Note Added: 0005507 | |
2010-04-28 11:26 | Naia | Note Added: 0005558 | |
2010-04-28 13:37 | DoctorZuber | Note Added: 0005573 | |
2010-04-28 13:37 | DoctorZuber | Note Edited: 0005573 | |
2010-04-29 04:30 | Naia | Note Added: 0005651 | |
2016-07-17 19:34 | Loci | Note Added: 0035645 | |
2016-07-17 19:34 | Loci | Status | new => resolved |
2016-07-17 19:34 | Loci | Resolution | open => unable to reproduce |
2016-07-17 19:34 | Loci | Assigned To | => Loci |