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IDProjectCategoryView StatusDate SubmittedLast Update
0003612Dwarf FortressCivilizations/Entities -- Generalpublic2010-11-14 12:292014-01-17 10:39
ReporterKnight Otu 
Assigned ToToady One 
PrioritylowSeverityminorReproducibilityalways
StatusresolvedResolutionfixed 
PlatformOSOS Version
Product Version0.31.17 
Target VersionFixed in Version0.31.20 
Summary0003612: Banditry default leads to rampant dwarf/elf banditry
DescriptionAccording 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.
Steps To ReproduceExport the general info of any generated world and check the site file for the population of all camps.
TagsProbable Quick Fix
Attached Files

- Relationships
related to 0003071resolvedToady One All hardcoded materials (glass etc) have uninitialized MAX_EDGE and ABSORPTION and crappy yield/fracture/strain values 

-  Notes
(0014005)
Glanzor (reporter)
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?
(0014008)
Knight Otu (manager)
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?
(0014009)
Quietust (reporter)
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.


- Issue History
Date Modified Username Field Change
2010-11-14 12:29 Knight Otu New Issue
2010-11-16 01:52 Khym Chanur Issue Monitored: Khym Chanur
2010-11-16 13:42 Footkerchief Category Civilizations/Entities => Civilizations/Entities -- General
2010-11-19 03:50 Glanzor Note Added: 0014005
2010-11-19 05:42 Knight Otu Note Added: 0014008
2010-11-19 05:54 Quietust Note Added: 0014009
2010-11-19 06:00 Quietust Note Edited: 0014009 View Revisions
2010-11-19 06:48 Footkerchief Relationship added related to 0003071
2010-11-19 06:48 Footkerchief Tag Attached: Probable Quick Fix
2011-03-03 03:56 Toady One Status new => resolved
2011-03-03 03:56 Toady One Fixed in Version => 0.31.20
2011-03-03 03:56 Toady One Resolution open => fixed
2011-03-03 03:56 Toady One Assigned To => Toady One
2011-03-03 13:53 Khym Chanur Issue End Monitor: Khym Chanur
2014-01-17 10:39 Kirig Stonebeard Issue Monitored: Kirig Stonebeard


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