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IDProjectCategoryView StatusLast Update
0004453Dwarf FortressDwarf Mode -- Environmentpublic2023-11-19 15:33
ReporterNW_Kohaku Assigned To 
PrioritynormalSeverityminorReproducibilityalways
Status newResolutionopen 
PlatformPCOSWindows Vista 
Product Version0.31.25 
Summary0004453: Badgers constantly enraged because dwarves and livestock don't avoid them
DescriptionBadgers have a PRONE_TO_RAGE tag that makes them far too prone to rage for the lowest possible setting of the token.

Badgers are almost constantly flying into rages, and then chasing dwarves across the map, or killing water buffalo or yaks that are far larger and stronger than them in single combat. (The yaks don't even fight back, mysteriously.)

At first, I thought they were just attacking anyone on sight, but after spending some more time analysing the situation, it turns out that the badgers are actually running away from the dwarves and livestock, as per their BENIGN tag.

It was just that repeated attempts to run away triggered flying into a rage.

Now, this is fine if dwarves were actually provoking badgers, but it brings to light some lingering pathing problems - dwarves will ignore the badgers entirely unless they are in a rage, which leads to them triggering the rage for getting too close to the animals too many times, and then the dwarves start running away from the badgers. When badgers drop out of rage, dwarves walk right past the badgers again to go back to what they were doing before, and trigger the rage all over again.

Likewise, badgers never learn to just avoid walking into the space occupied by yaks and water buffalo. They path into the area occupied by a water buffalo, get frightened by the water buffalo, run away, path back to the water buffalo, get frightened, run away, path back to the water buffalo, get enraged, and attack the water buffalo.

These sorts of AI quirks were ignorable when Hoary Marmots kept running away, but if the badgers will attack after being "frightened" so many times, it just creates problems with suicidal divebombing wildlife.
Steps To ReproduceI put a save with badgers on the map, waterbuffalos in pasture, and dwarves sent out to collect plants on DFFD for convenience, although it's not hard to reproduce otherwise.

http://dffd.wimbli.com/file.php?id=4133
Additional InformationIf dwarves are cornered, they will often kick a badger, and shatter a rib, forcing the badger to faint. The dwarves will then go back to ignoring the badger as it is no longer a threat, and Benign, until it wakes up, and immediately flies back into a rage, and attacks again. (Also, you can drag an unconscious badger into a cage, if the badger was being transported from cage to cage - it's a simple process. Capture badger in cage, move badger to cage stockpile, order badger moved to cage near the kennels, release badger, get dwarf "cornered" so he kicks the badger unconscious, then drag unconscious badger to destination.)
Tagsanimals, badger, beast, berserk, creature, Intentional/Expected?, job cancellation, PRONE_TO_RAGE, Save Included

Relationships

related to 0005032 new Dwarves when go to active training consider themselves active and will engage wildlife on the way 

Activities

kwieland

2011-04-05 13:43

reporter   ~0017100

I've noticed this as well. My most recent embark had tons of badgers. That and Mooseman/woman. Do all animals try to path into your fortress? Seems like they would just leave you alone instead of tripping all your cage traps. And what do you do with them after you catch them? You can't train them. I've never had good luck moving them from cage to cage, or even dropping them in a pit. Is there a secret to that?

user6

2012-03-05 08:47

  ~0021121

Reminder sent to: NW_Kohaku

Is there evidence that PRONE_TO_RAGE takes proximity of other creatures into account?

NW_Kohaku

2012-03-09 15:35

reporter   ~0021321

Last edited: 2012-03-10 13:55

I'm not sure what you mean, exactly.

Are you asking whether badgers have to be within a certain radius before they fly into a rage, or are you asking if they become more likely to be enraged the closer you are?

Given how I've been playing Adventurer Mode, and had badgers I couldn't even see suddenly pop up a message about flying into a rage, simply being anywhere near them, even if they can't see you directly, is enough. (About two dozen tiles, omnidirectionally.)

As far as I can tell, they just have a given % chance to fly into a rage any time they are within some sort of activation radius, and will run away from a bigger creature until that point.

The real problem is the lack of memory and massive difference in behaviors - civilian dwarves will just walk right by a badger that is not enraged, while the badger runs and hides. Then suddenly, the badger snaps, and the dwarf is diving into a river to run away while the badger is leaping for their throats. Then, just as suddenly, the badger gives up, and, once not enraged, runs away, while the dwarf just goes back to whatever. This, once again, triggers the rage of the badger.

Simply having some sort of "stay away from badgers, stupid" AI for dwarves (make badgers always "threatening") would solve a decent portion of this, as well as making badgers not "territorial" when they walk into the pasture of a cow that was just sitting there chewing its cud long before the badger strolled across the map.

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Issue History

Date Modified Username Field Change
2011-04-05 12:13 NW_Kohaku New Issue
2011-04-05 12:23 NW_Kohaku Tag Attached: animals
2011-04-05 12:23 NW_Kohaku Tag Attached: annoying
2011-04-05 12:23 NW_Kohaku Tag Attached: beast
2011-04-05 12:23 NW_Kohaku Tag Attached: berserk
2011-04-05 12:23 NW_Kohaku Tag Attached: creature
2011-04-05 12:23 NW_Kohaku Tag Attached: badger
2011-04-05 12:24 NW_Kohaku Tag Attached: job cancellation
2011-04-05 12:25 NW_Kohaku Tag Attached: Save Included
2011-04-05 12:27 NW_Kohaku Tag Attached: PRONE_TO_RAGE
2011-04-05 13:43 kwieland Note Added: 0017100
2012-01-27 07:18 user6 Relationship added related to 0005032
2012-03-05 08:47 user6 Note Added: 0021121
2012-03-05 08:47 user6 Tag Attached: AWAITING UPDATE
2012-03-09 15:35 NW_Kohaku Note Added: 0021321
2012-03-10 07:45 user6 Tag Detached: AWAITING UPDATE
2012-03-10 07:45 user6 Tag Attached: Intentional/Expected?
2012-03-10 13:55 NW_Kohaku Note Edited: 0021321
2023-11-19 15:33 lethosor Tag Detached: annoying