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IDProjectCategoryView StatusLast Update
0000348Dwarf FortressDwarf Mode -- Militarypublic2021-11-22 12:43
Reporterhasonish Assigned To 
PrioritylowSeverityminorReproducibilityrandom
Status newResolutionopen 
Product Version0.31.01 
Summary0000348: Squads becoming inactive for a time when switching between Alerts.
DescriptionWhenever I switch any squad between two different "active" alerts, the dwarfs within the squad revert to being civilians for a period of time before becoming soldiers again and commencing their orders.

For example:
I have two different Alerts, the standard "Active/Training" alert, and a custom one where I define all soldiers to defend my front entrance burrow for emergency ambushes. I was surprised by an ambush, and set the squad's alerts from "Active/Training" to defending my burrow, which is when they all deactivated for a few seconds, trying to store their equipment, then reactivated and commenced to defend the burrow.
Steps To Reproduce1. Create a squad and set them to "Active/Training".
2. Create another alert, and set their orders to have them patrol or defend something.
3. While they are training, change their alert to the one you created.
4. Watch as they deactivate for a few seconds, then reactivate and do as you command.
Additional InformationThis bug doesn't seem to occur if done in quick succession. This is a minor, maybe even trivial bug. But it can be troublesome in an emergency.
Tagsalerts, militia

Relationships

related to 0002439 new Military dwarves are automatically dismissed and re-drafted each month, leading to a guaranteed bad thought 
related to 0007288 resolvedToady One Squads report to incorrect location when using Defend Burrow order 

Activities

Draco18s

2010-04-03 21:30

reporter   ~0000782

They seem to deactivate and reactivate (and get the associated Happiness penalties) as the calendar changes from month to month and they move from one training order to another.

Or at least, that's what I've observed with my own meager fiddlings.

hasonish

2010-04-03 21:37

reporter   ~0000785

I've also noticed the "deactivate and reactivate" thing that occurs during calendar changes as well, though since I don't have all of my soldiers training at the same time, I just figured it was a shift change.

RusAnon

2010-05-07 00:46

reporter   ~0006335

Last edited: 2010-05-07 00:46

I have same kind of issue for switching between 'active' alert and station/kill order:
1. Give kill order on foe.
2. Issue alert to guard right the same area where they killed foe
3. Cancel kill order
They will become inactive, rush to barracks, figure out that they should guard that point, become active, rush back to the point.

Peith

2010-09-23 13:16

reporter   ~0012928

Yeah, same problem. Still in .13. Lords also lose there Lord status for a while, dunno if that's just for aesthetics or not though.

Quietust

2021-11-22 12:43

reporter   ~0041177

This is apparently still an issue as of 0.47.05, as noted in the following forum post:
http://www.bay12forums.com/smf/index.php?topic=179256.0
(save: https://dffd.bay12games.com/file.php?id=15752 )

Notably, when switching a squad's Alert state, they don't seem to start following that order until the beginning of the next calendar day.

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Issue History

Date Modified Username Field Change
2010-04-03 20:33 hasonish New Issue
2010-04-03 21:21 hasonish Tag Attached: militia
2010-04-03 21:21 hasonish Tag Attached: alerts
2010-04-03 21:30 Draco18s Note Added: 0000782
2010-04-03 21:37 hasonish Note Added: 0000785
2010-05-07 00:46 RusAnon Note Added: 0006335
2010-05-07 00:46 RusAnon Note Edited: 0006335
2010-09-23 13:16 Peith Note Added: 0012928
2014-07-13 11:25 user6 Relationship added related to 0002439
2014-07-30 13:40 user11 Relationship added related to 0007288
2021-11-22 12:43 Quietust Note Added: 0041177