Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0010126Dwarf FortressAdventure Mode -- Environmentpublic2017-01-28 10:032017-02-04 16:33
brekiy 
 
normalminoralways
newopen 
0.43.05 
 
0010126: Adventure mode random outfit generation - soldiers
I have a custom entity that does not have access to weapons that use the PIKE skill. However, after worldgen in adventurer mode, some soldiers from the entity are generated as pikemen, and show up unarmed, but still wearing armor. Now I have a bunch of useless guards standing around town. I suggest that if a entity doesn't have access to a weapon type, then those types of soldiers not be generated.
Make any entity without access to a type of weapon (swords, for example). Generate a world and run around one of their towns. You will find a soldier of the forbidden weapon type standing around unarmed.
No tags attached.
Issue History
2017-01-28 10:03brekiyNew Issue
2017-01-29 16:36HinaichigoNote Added: 0036239
2017-01-30 13:18brekiyNote Added: 0036244
2017-01-30 13:40FantasticDorfNote Added: 0036245
2017-01-30 13:44FantasticDorfNote Edited: 0036245bug_revision_view_page.php?bugnote_id=0036245#r14602
2017-02-04 16:33brekiyNote Added: 0036265

Notes
(0036239)
Hinaichigo   
2017-01-29 16:36   
Maybe you need to remove the pike skill from the entity as well? It might be that they can become pikemen in worldgen but cannot produce pikes.
(0036244)
brekiy   
2017-01-30 13:18   
Hm. I can only think of the PERMITTED_JOB token, but this entity uses humans. Not sure how to remove the skill.
(0036245)
FantasticDorf   
2017-01-30 13:40   
(edited on: 2017-01-30 13:44)
[VARIABLE_POSITIONS] will generate roles determined by the site type (dark towers - clown master & general/ humans get law-givers etc.) so [SITE_VARIABLE_POSITIONS] also found on humans may be generating town site exclusive guard roles like pikemen without running cross checks to see if the weapon is available.

In which case unless this problem is something else, would make sense since the weapons would naturally fall into the hands of soldiers generated & 'trained' to use them.
 
If that's true, a hot-fix is to remove [SITE_VARIABLE_POSITIONS] and add in a fortress mode esque militia/nobles in yourself (with appropriate noble links to lietenants/general/site leader) which will automatically draw accurately on the pool of weapons supplied to the civ in generating job roles. I use a self constructed militia site structure on some of my non-dwarf civs and i haven't encountered the bug you have been describing.

Not sure what different effect that might have on guard behavior however but virtually its the same effect.

(0036265)
brekiy   
2017-02-04 16:33   
Ok, I tried disabling the variable positions. I have human civ A, which doesn't have pikes, and human civ B, which does. A person wearing equipment from civ A showed up as a castle guard in civ B, but as a pikeman, so he didn't get equipped with weapon or armor.