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Summary | 0005714: When reloading DF mode save, game does not respect whether syndrome symptoms with a PROB of less than 100 are actually in effect | ||
Revision | 2012-03-27 19:39 by Footkerchief | ||
Description | I have modded in a regional interaction that applies a syndrome to creatures in the region. This syndrome has a wide range of effects, each with a low probability of occurring, so each case is unique. Notably, one of the symptom tags is [CE_ADD_TAG:PROB:3:CRAZED:START:0]. For those who don't speak modderese, this means that each affected creature has a 3% chance of going berserk. Until I save and reload, play goes as expected. Each dwarf and animal gets a different combination of symptoms, with a small percentage of them going berserk. However, after saving and reloading, every creature that was affected by the syndrome goes berserk, even if they hadn't been before reloading. Unaffected creatures are fine, at least until they get kicked to death by a berserk yak. Based on this and another oddity I found with a different modded syndrome, I have reached the conclusion that the game does not care whether each individual symptom of a syndrome is 'active' on a creature when reloading and sets *all* of them as active, even if the PROB value of each symptom isn't 100. |
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Revision | 2012-03-27 16:32 by Footkerchief | ||
Description | I have modded in a regional interaction that applies a syndrome to creatures in the region. This syndrome has a wide range of effects, each with a low probability of occurring, so each case is unique. Notably, one of the symptom tags is [CE_ADD_TAG:PROB:3:CRAZED:START:0]. For those who don't speak modderese, this means that each affected creature has a 3% chance of going berserk. Until I save and reload, play goes as expected. Each dwarf and animal gets a different combination of symptoms, with a small percentage of them going berserk. However, after saving and reloading, every creature that was affected by the syndrome goes berserk, even if they hadn't been before reloading. Unaffected creatures are fine, at least until they get kicked to death by a berserk yak. Based on this and another oddity I found with a different modded syndrome, I have reached the conclusion that the game does not care whether each individual symptom of a syndrome is 'active' on a creature when reloading and sets *all* of them as active, even if the PROB value of each syndrome isn't 100. |
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