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IDProjectCategoryView StatusDate SubmittedLast Update
0007015Dwarf FortressDwarf Mode -- Embark/Setuppublic2014-07-10 20:392014-10-05 03:31
ReporterUntelligent 
Assigned ToToady One 
PrioritylowSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version0.40.02 
Target VersionFixed in Version0.40.13 
Summary0007015: List of neighbors on Embark screen includes "Town."
DescriptionDwarves, goblins, humans, elves, a couple towers, and... "Town."

Save and image:

http://dffd.wimbli.com/file.php?id=8856 [^]

Always occurs for me; ran the first two weeks a few times and it was always there. It shows up there regardless of embark location or which dwarven civilization I choose. I have no explanation for this.
Steps To Reproduce-Download the save
-Start up Fortress Mode and go to the embark menu
-Check the Neighbors window
TagsNo tags attached.
Attached Files

- Relationships
related to 0006868resolvedToady One Goblins only interact within a radius of 2 world tiles 
related to 0006592resolvedToady One Elves are always listed on the neighbors menu 
related to 0006691resolvedToady One Excessive number of necromancer towers. 
child of 0007739resolvedToady One Hostile sites appear to be lost from contact, resulting in lack of fort invasions 

-  Notes
(0025816)
Button (reporter)
2014-07-11 11:56

May be related to 0006691 ?
(0025818)
Rafal99 (reporter)
2014-07-11 12:04
edited on: 2014-07-11 12:06

This happened in 0.34.xx versions too.
From what I remember they are human towns taken by necromancers or undead groups.
Related threads:
http://www.bay12forums.com/smf/index.php?topic=103513.0 [^]
http://www.bay12forums.com/smf/index.php?topic=130731.0 [^]

(0025819)
XXSockXX (reporter)
2014-07-11 12:05

Not a bug.

The town got taken over by a necromancer, happened in older versions too, also with other settlements.
(0025825)
Button (reporter)
2014-07-11 12:21
edited on: 2014-07-11 12:25

It still might be a bug. Untelligent says exactly one town is present in every embark he's tried; it's quite unlikely that every embark would be in range of exactly 1 necromancer Town. If someone wants to check out the save real quick to test that out, please let us know; otherwise I'll do it after work.

(0025827)
Rafal99 (reporter)
2014-07-11 12:39

It seemed to me that in 0.40 necromancer Towers have unlimited range, unlike 0.34 where they only had range of 10 map tiles.
So it is enough that he has one necromancer Town on the whole map, and it will show it as neighbor in every embark site.
(0025835)
XXSockXX (reporter)
2014-07-11 13:10

I checked out the save. There is indeed one town inhabited by a sole necromancer. The town got destroyed by a hill titan, then the necromancer settled there.
This would be similar to towns getting taken over in previous versions, the town now functions like a tower as far as necromancer sieges are concerned.
(There are also plenty of hamlets and tombs taken over by bandits, which is new, but probably unrelated.)

This world has plenty of towers too. There are tower neighbours besides the town all over the world, which is odd, except if it's true that towers now have unlimited range in 0.40.

So the town neighbour is not a bug, but the unlimited tower range thing might be unintended I think.
(0025842)
XXSockXX (reporter)
2014-07-11 13:24

Actually should we make a new report about the unlimited tower range? Because I have a save where tower range is still 10 squares like in 34.xx...

I think this could be related to issue 0006868 where sometimes in 40.xx the range of goblin sites was limited to 2 squares.
(0025885)
Rafal99 (reporter)
2014-07-11 18:06
edited on: 2014-07-11 18:50

Hmm strange.
Tried with a copy of my world from before my original embark, and actually all the Towers have limited range like in 0.34.

Whats even more strange is that the same embark location I used for my fort, here doesn't show any Tower or other necromancer neighbors. I am sure when I was embarking it showed Tower two times, I double checked this before I embarked.

Something is messed up.
Seems that neighbors list may not update properly sometimes.

(0025895)
XXSockXX (reporter)
2014-07-11 18:56
edited on: 2014-07-11 19:12

Yeah, something must be messed up, possibly with the range display in the embark screen.
I haven't tested if this affects Fort Mode, so it might just be a display problem.

I assume tower range was not changed in 0.40, in my worlds it doesn't appear so.

However I have one world where this happened:
- first try at fort mode, neighbours are Dwarfs/Elfs/Humans/Goblins and Town over the entire map, despite at least 4 Towers being present these are not listed even next to them
- second try, neighbours are Dwarfs/Elfs/Humans/Goblins and Town, but Town shows up only 2 squares away from that Town
- third try, everything is normal, Towers and the Town are listed in the normal range as would be expected, with the appropriate range for each different Tower

Pretty sure this is related to 0006868.

(0027795)
Button (reporter)
2014-07-28 11:49

This is definitely a bug. The trigger seems to be having ~10ish neighbors. The substance of the bug is that neighbors aren't removed when you change your location. I even moved my cursor a deserted island in the middle of the ocean, and it still displayed all the civs and towers as my neighbors.
(0028478)
Dwarfu (manager)
2014-08-06 12:35

Can also appear as "Fortress".

http://www.bay12forums.com/smf/index.php?topic=141882.0 [^]
(0030110)
Toady One (administrator)
2014-09-11 12:24

Somehow an unclaimed group of 59 animated goblins ended up in one of the towns, and the game became confused. I had the embark screen deal with that, but I'm not sure how they got there in the first place.

- Issue History
Date Modified Username Field Change
2014-07-10 20:39 Untelligent New Issue
2014-07-11 11:56 Button Note Added: 0025816
2014-07-11 12:04 Rafal99 Note Added: 0025818
2014-07-11 12:05 XXSockXX Note Added: 0025819
2014-07-11 12:06 Rafal99 Note Edited: 0025818 View Revisions
2014-07-11 12:21 Button Note Added: 0025825
2014-07-11 12:25 Button Note Edited: 0025825 View Revisions
2014-07-11 12:25 Button Note Edited: 0025825 View Revisions
2014-07-11 12:39 Rafal99 Note Added: 0025827
2014-07-11 13:10 XXSockXX Note Added: 0025835
2014-07-11 13:24 XXSockXX Note Added: 0025842
2014-07-11 18:06 Rafal99 Note Added: 0025885
2014-07-11 18:06 Rafal99 Issue Monitored: Rafal99
2014-07-11 18:40 Rafal99 Note Edited: 0025885 View Revisions
2014-07-11 18:49 XXSockXX Issue Monitored: XXSockXX
2014-07-11 18:50 Rafal99 Note Edited: 0025885 View Revisions
2014-07-11 18:56 XXSockXX Note Added: 0025895
2014-07-11 19:11 XXSockXX Note Edited: 0025895 View Revisions
2014-07-11 19:12 XXSockXX Note Edited: 0025895 View Revisions
2014-07-11 20:27 Footkerchief Relationship added related to 0006868
2014-07-28 07:49 Footkerchief Relationship added related to 0006592
2014-07-28 11:49 Button Note Added: 0027795
2014-08-05 15:06 Dwarfu Relationship added related to 0006691
2014-08-06 12:35 Dwarfu Note Added: 0028478
2014-08-06 12:37 Dwarfu Relationship added child of 0007739
2014-08-06 12:59 Dwarfu Assigned To => Dwarfu
2014-08-06 12:59 Dwarfu Status new => acknowledged
2014-08-09 10:48 Dwarfu Tag Attached: Intentional/Expected?
2014-08-09 10:49 Dwarfu Status acknowledged => confirmed
2014-09-11 12:04 Toady One Tag Detached: Intentional/Expected?
2014-09-11 12:24 Toady One Note Added: 0030110
2014-09-11 12:24 Toady One Status confirmed => resolved
2014-09-11 12:24 Toady One Fixed in Version => Next Version
2014-09-11 12:24 Toady One Resolution open => fixed
2014-09-11 12:24 Toady One Assigned To Dwarfu => Toady One
2014-10-04 11:11 Rafal99 Issue End Monitor: Rafal99
2014-10-05 03:31 XXSockXX Issue End Monitor: XXSockXX


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