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0010664Dwarf FortressWorld Generation -- Warspublic2018-03-24 19:362018-03-31 17:36
normalminorhave not tried
0010664: Tactics only reported in battle after worldgen
I was testing some things pertaining to http://www.bay12games.com/dwarves/mantisbt/view.php?id=10312 [^] when I discovered an oddity.

The tactics and positional effects either don't come into play during worldgen, or aren't reported until after worldgen. Only battles that occur AFTER worldgen show tactics and other lines used in player-initiated raids. This applies mainly to wars going on in the background outside of player control.
1. Create a world and vereify it has some wars during worldgen.
2. Start a fortress, putter about a bit, then retire or abandon.
3. If you are fortunate enough to have civilizations waging war on each other during play, this will be apparent in legends mode afterwards.
A save demonstrating this in its legends can be found here: http://dffd.bay12games.com/file.php?id=13613 [^]

It has a few minor alterations to the human and goblin civs, due to a failed attempt to make civs wage multiple campaigns at once. Regardless, the war displaying this oddity was initiated by the AI, not player-caused.
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Issue History
2018-03-24 19:36chaosvoltNew Issue
2018-03-31 15:10FantasticDorfNote Added: 0038103
2018-03-31 17:36FantasticDorfNote Added: 0038105

2018-03-31 15:10   
As it succeeds the old method of world generation quite literally by generating all events after the end of generation date with additional detail, the original world generation's account of wars can be considered to be inaccurate to the reality of realizations made by the new system on equipment, skills and numbers.

In 44.08 i noticed while doing some legends research on world save 0010679 with a retired fortress that prisoners from a postgen gobin/dwarf war (year 22-) were being taken on both sides in failed attacks and held on site presumably to be picked up later if they were important, compared to generic worldgen battle reports and events which usually detail only deaths. Without the contingency of the new conflict behaviours, this may hamper sets of development candidate goals as well as anything else interacting with this aspect of the game.
2018-03-31 17:36   
A save presented and mentioned on the forums here

http://www.bay12forums.com/smf/index.php?topic=169696.msg7724648#msg7724648 [^]

Expressing a pre-world generation war "The Bloody War" being active as normal, then changing mid campaign to allow usually passive dwarves to counter attack the site and die to a horrible end with tactical events such as prisoner captures occuring.

Save: http://dffd.bay12games.com/file.php?id=13636 [^]