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0003059Dwarf FortressDwarf Mode -- Jobs, Animal Handlingpublic2010-08-18 03:272014-06-05 09:30
Syndic 
Toady One 
normalminorhave not tried
acknowledgedreopened 
0.31.12 
0.34.06 
0003059: Animals that are civ enemies can be tamed, but keep acting like enemies
I captured the horses some invading humans were riding in cage traps and was able to issue "tame large animal" jobs for them at the kennels. The animal trainer completed those jobs and the animals were "stray horse <tame>" - so I ordered them pitted in with the other horses, at which point dwarves came, took them out of the cages... and ran away in terror, "interrupted by stray horse"
wait for an invasion with trainable mounts, capture some in cage traps, tame them, order them moved to a pit
No tags attached.
has duplicate 0004591resolved Footkerchief Tame dragon still aggressive, despite never attacking anything before being tamed. 
related to 0005728acknowledged Footkerchief Captured mounts leave animals list after first training, cannot be retrained. 
Issue History
2010-08-18 03:27SyndicNew Issue
2010-08-18 04:34Logical2uNote Added: 0011885
2010-08-18 07:28QuietustNote Added: 0011889
2010-08-19 04:15SyndicNote Added: 0011916
2011-04-06 11:00kwielandNote Added: 0017132
2011-04-06 11:00kwielandIssue Monitored: kwieland
2011-04-06 11:02kwielandNote Edited: 0017132bug_revision_view_page.php?bugnote_id=0017132#r6380
2011-04-29 07:37Logical2uRelationship addedhas duplicate 0004591
2011-05-07 18:47DDRNote Added: 0017655
2012-01-12 10:54FootkerchiefRelationship replacedrelated to 0004591
2012-03-07 08:30FootkerchiefSummaryinvaders' mounts are tameable, but seem to act like wild animals after taming => Animals that are civ enemies (invaders or just attacked a dwarf) can be tamed, but keep acting like enemies
2012-03-07 08:30FootkerchiefRelationship replacedhas duplicate 0004591
2012-03-07 08:30FootkerchiefSummaryAnimals that are civ enemies (invaders or just attacked a dwarf) can be tamed, but keep acting like enemies => Animals that are civ enemies can be tamed, but keep acting like enemies
2012-03-07 08:32FootkerchiefIssue Monitored: Toady One
2012-03-08 14:51kwielandNote Added: 0021274
2012-03-08 15:35FootkerchiefNote Added: 0021277
2012-03-08 15:35FootkerchiefTag Attached: Fixed in 0.34.06?
2012-03-11 05:23Toady OneNote Added: 0021358
2012-03-11 05:23Toady OneStatusnew => resolved
2012-03-11 05:23Toady OneFixed in Version => Next Version
2012-03-11 05:23Toady OneResolutionopen => fixed
2012-03-11 05:23Toady OneAssigned To => Toady One
2012-03-11 09:48DwarfuTag Detached: Fixed in 0.34.06?
2012-03-11 18:40kwielandIssue End Monitor: kwieland
2013-12-21 20:36SyndicNote Added: 0024239
2013-12-21 20:36SyndicStatusresolved => needs feedback
2013-12-21 20:36SyndicResolutionfixed => reopened
2013-12-21 20:36SyndicNote Edited: 0024239bug_revision_view_page.php?bugnote_id=0024239#r9064
2013-12-21 20:40SyndicIssue Monitored: Syndic
2013-12-21 20:42SyndicNote Edited: 0024239bug_revision_view_page.php?bugnote_id=0024239#r9065
2014-02-04 12:53FootkerchiefRelationship addedrelated to 0005728
2014-06-05 09:30FootkerchiefStatusneeds feedback => acknowledged
2018-04-16 10:49HuntthetrollIssue Monitored: Huntthetroll

Notes
(0011885)
Logical2u   
2010-08-18 04:34   
If I recall correctly, some animals are not properly trainable, most often due to the fact that they killed someone.

Were these animals at all vicious in their past lives as invader mounts?
(0011889)
Quietust   
2010-08-18 07:28   
The likely issue is that invader mounts are marked as members of the invader's civilization, so even when you tame them, they're still considered enemies of your civilization and are thus still hostile. Creatures that actually killed your dwarves get marked as civ enemies separately, resulting in the same end behavior.
(0011916)
Syndic   
2010-08-19 04:15   
They didn't get to kill anyone, so I'm guessing quietust is right. Either disabling the taming of "enemies" or making it so taming removes the enemy tag would work then, I guess
(0017132)
kwieland   
2011-04-06 11:00   
(edited on: 2011-04-06 11:02)
Syndic, I noticed the exact same thing. I trained a horse that hadn't killed anyone and it was still hostile. I think them having names makes a difference?

Similar to you, I had a siege of human invaders and decided to make them wait for a while, so they camped out at the edge of the map like they normally do. I noticed a few strange things:

1. a goblin ambush happened after a month or two, with the humans "discovering" the goblins. One group of the goblins immediately attacked the humans while the other three could care less, simply intermingled. Don't know why that was.

2. Their mounts, the horses, were on my map for a while. So, they all had foals (five?)! Which, (maybe since they were born on the map?) were immediately killed by the invaders.

3. The horses were scared of the dwarfs (and the hostile goblins)! The horses would skit around and in general run back and forth until I filled them with arrows. At which point the rider would high tail it out of there. Can you imagine the chaos of a bunch of dwarfs chasing after humans on horses with a sprinkling of goblins in the mix? true DF fun!

version .25

(0017655)
DDR   
2011-05-07 18:47   
I've got that problem, too.
(0021274)
kwieland   
2012-03-08 14:51   
Foot, this is one to watch with the new training updates...
(0021277)
Footkerchief   
2012-03-08 15:35   
Yep, already dropped Toady a line about this issue, but I guess I'd better tag it too.
(0021358)
Toady One   
2012-03-11 05:23   
Tried to test this as best I could, and confirmed it removed the enemy links and that they were friendly after training. Can't be 100% sure because there are many moving parts.
(0024239)
Syndic   
2013-12-21 20:36   
(edited on: 2013-12-21 20:42)
Requesting reopening - I just tried taming invader mounts again in 34.11 - same behaviour as before. For a detailled description of what I did and why, see http://www.bay12forums.com/smf/index.php?topic=134347.0 [^]

Basic version: A *tamed* (invader mount, named) cave crocodile tries to destroy its restraint, DOES destroy a nest box in its pit, ignores its pasture and chases, attacks and interrupts dwarves.

Save uploaded at http://dffd.wimbli.com/file.php?id=8230 [^] - hotkey F5 jumps to the cave crocodile in question (Dang, the southern one of the two on screen. The other one is wild). It's behind a locked stone door, open it and you can watch it... ok, actually it just interrupts a mason and jumps right into a cage trap, at least when I tried. But I'm sure you can find a way to test the bug properly in a save that has a creature behaving buggily with it :)

/edit: thought I should mention, this game was played with the lazy newb pack. but there's nothing in there I can think of that could possibly cause this, and since I witnessed the original bug with vanilla DF I'm fairly certain it's not LNP-caused ;)