Dwarf Fortress Bug Tracker - Dwarf Fortress
View Issue Details
0003612Dwarf FortressCivilizations/Entities -- Generalpublic2010-11-14 12:292014-01-17 10:39
Knight Otu 
Toady One 
0003612: Banditry default leads to rampant dwarf/elf banditry
According to Toady, bandits should mostly consist of humans, goblins, and kobolds, as per this post ( http://www.bay12forums.com/smf/index.php?topic=60554.msg1682438;topicseen#msg1682438 [^] ). However, in pretty much all worlds I have genned, dwarves and elves have just as strong a presence among the bandits as those races, often creating bands that rival or surpass even goblin bands. A five year test world definitely showed that these bands do turn up without any mountain home or forest retreat being conquered, and adding [BANDITRY:1] to both entities definitely dialed the size and number of those bands down, from 98 (mostly elves, so maybe the banditry default is random, or the elves just have that many people) out of 182 bandits to 15 out of 151 bandits.
Export the general info of any generated world and check the site file for the population of all camps.
Probable Quick Fix
related to 0003071resolved Toady One All hardcoded materials (glass etc) have uninitialized MAX_EDGE and ABSORPTION and crappy yield/fracture/strain values 
Issue History
2010-11-14 12:29Knight OtuNew Issue
2010-11-16 01:52Khym ChanurIssue Monitored: Khym Chanur
2010-11-16 13:42FootkerchiefCategoryCivilizations/Entities => Civilizations/Entities -- General
2010-11-19 03:50GlanzorNote Added: 0014005
2010-11-19 05:42Knight OtuNote Added: 0014008
2010-11-19 05:54QuietustNote Added: 0014009
2010-11-19 06:00QuietustNote Edited: 0014009bug_revision_view_page.php?bugnote_id=0014009#r5368
2010-11-19 06:48FootkerchiefRelationship addedrelated to 0003071
2010-11-19 06:48FootkerchiefTag Attached: Probable Quick Fix
2011-03-03 03:56Toady OneStatusnew => resolved
2011-03-03 03:56Toady OneFixed in Version => 0.31.20
2011-03-03 03:56Toady OneResolutionopen => fixed
2011-03-03 03:56Toady OneAssigned To => Toady One
2011-03-03 13:53Khym ChanurIssue End Monitor: Khym Chanur
2014-01-17 10:39Kirig StonebeardIssue Monitored: Kirig Stonebeard

2010-11-19 03:50   
I've genned several worlds in the new versions and I've almost never seen any dwarven or elven bandits. Are you sure you haven't modded your game?
Knight Otu   
2010-11-19 05:42   
I keep all my mods separate from the vanilla install, and until I noticed this behavior, I didn't touch the banditry tags. Also, whatever modifications I make to the vanilla raws for testing, I undo.

It's definitely there in my 31.17/18 worlds, but as mentioned there may be a random component. Maybe like some glass raw values, the banditry number is uninitialized. Did you ex(p)ort the general info to make sure that there are no dwarven and elven bandits in your world?
2010-11-19 05:54   
(edited on: 2010-11-19 06:00)
A bit of memory probing and debugging seems to indicate that the BANDITRY value is never initialized, so if you don't specify it it'll end up with a quasi-random value, making this pretty much the same kind of bug as 0003071.

When I started the game and immediately generated a world, the values happened to all start at zero, though once I tried generating a second world the values were all over the place (Dwarves ended up with [BANDITRY:226], and Elves ended up with [BANDITRY:863490056]).

Adding [BANDITRY:0] to the other entities should fix the problem for now.