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IDProjectCategoryView StatusDate SubmittedLast Update
0001515Dwarf FortressDwarf Mode -- Diplomacypublic2010-04-25 04:142010-06-09 06:46
Assigned ToFootkerchief 
PrioritynormalSeverityminorReproducibilityhave not tried
PlatformAMD Duron 1GHzOSWindows XPOS VersionBuild 2600, SP2
Product Version0.31.03 
Target VersionFixed in Version 
Summary0001515: Diplomats that can destroy buildings trash your constructions
DescriptionWhile I was playing my game, an Opossum Brute creature (randomly generated creature? Can't find him in the raws) wound up somehow becoming the diplomat for the human civilization, when the humans came to talk to me.

I thought, "Okay, that's cool... I guess. Let him in, he'll see my leader once he wakes up."

A few minutes later: "obsidian floodgate destroyed by opossum brute diplomat. fishery toppled by opossum brute diplomat. obsidian floor hatch destroyed by opossum brute diplomat."

They were in his path for entering my fortress -- the floodgate was open, the hatches weren't forbidden or sealed in any way, and the fishery wasn't even directly in his way. The jerk just decided to wreck anything he came close to! And this guy seriously wanted to be diplomatic?
Steps To Reproduce 1. Get a civilization's diplomat to have [BUILDINGDESTROYER:2]
 2. Put constructions near the entrance to your fortress.
 3. Receive said diplomat in your fortress.
 4. Watch the diplomat topple everything in his path.

Probably the best way to go about doing this would be to give every playable race [BUILDINGDESTROYER:2] and wait for a diplomat. It'd definitely be more surefire than waiting for a random series of events to occur that just *happens* to have a buildingdestroyer acting as the humans' diplomat...
Additional InformationI didn't even know this guy could destroy constructions, and I'd imagine that creatures like that wouldn't destroy your constructions unless they were actively attacking you. I think this is an issue when diplomats aren't acting very diplomatic; you know it's a problem when you want to trigger your deathtrap on a diplomat. And had he went left instead of right, he would have ripped open the floodgate holding back said deathtrap and flooded my main hall; not exactly Fun since I modded my race to be amphibious/unbreathing, but it would have ruined the productivity of the area.

I think this could also potentially affect ANY friendly creatures, such as caravans. This could cause a lot of glitches, methinks, when traders come and wreck your depot while trying to enter it...

I can't afford to try and reproduce this bug because DF runs extremely slowly on my computer; it'd take me weeks to get a test fort for this bug.
TagsNo tags attached.
Attached Files

- Relationships
duplicate of 0000596resolvedToady One Humans' Diplomat is a demon, destroys all constructions it passes by, never initiates meeting 

-  Notes
There are no notes attached to this issue.

- Issue History
Date Modified Username Field Change
2010-04-25 04:14 Stungun New Issue
2010-04-25 09:31 Footkerchief Relationship added duplicate of 0000596
2010-04-25 09:31 Footkerchief Status new => resolved
2010-04-25 09:31 Footkerchief Resolution open => duplicate
2010-04-25 09:31 Footkerchief Assigned To => Footkerchief
2010-06-09 06:46 Toady One Status resolved => closed

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