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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0010645||Dwarf Fortress||Dwarf Mode -- Raids||public||2018-03-19 12:51||2021-07-30 10:07|
|Priority||normal||Severity||major||Reproducibility||have not tried|
|Target Version||Fixed in Version|
|Summary||0010645: Dwarves turn hostile againt the player and defend their prison from raid sent to free them|
|Description||As discussed in http://www.bay12forums.com/smf/index.php?topic=169921.msg7713684#msg7713684 [^]|
I sent a full squad to raze an enemy goblin pit but the mission failed and 4 out of 10 dwarves were imprisoned.
As soon as I got the mission report I sent another squad, more experienced and equipped, to raze the site & rescue the prisoners.
The raze was a sucess, however the former prisoners fought alongside the goblins and were killed by the squad sent to recover them.
It was too short a period of time for the (adult) dwarves to be indoctrinated by the goblins.
|Steps To Reproduce||1) Send a squad to raze a goblin site|
2) Get them imprisoned
3) Try to rescue them while razing the site with another squad.
I hadnt a close save, but if the situation happens again I will upload one.
|Tags||No tags attached.|
|As an addendum: some (or all) of the imprisoned dwarves could be mercenaries. It doesnt the fact it is still a bug behavior.|
Goblins have [ETHIC:SLAVERY:PERSONAL_MATTER] generally applied to mean that they condone slavery, and when they typically attack a settlement with a resounding victory they take some of the remaining citizens, displace to markets (dark tower main sites) & instantly apply equal citizenship onto abductees rather than keep them for any period of time in prisons in worldgen.
Im not sure if it is lack of coding in this area, some prisoner themed development goals ( http://www.bay12games.com/dwarves/dev.html [^] ) are candidated that might be able to help apply a solution, such as behaviors for exchanges, captures and ransoms to apply more incentive to hold onto prisoners on both sides of the player's conflict.
'Former slaves' may have been slaves upon capture but often settle on site leading to them defending the site in instances like this.
More evidence from Reddit public domain, wherein a fortress militia commander became the lady of a goblin civilisation (to a counterpart evil dwarf leader? what a pleasantly amusing emergent story) after 'deserting' into civilian populations whilst captured on a raid.
Reddit link : https://www.reddit.com/r/dwarffortress/comments/862f6z/so_my_militia_commander_just_betrayed_my_civ_by/ [^]
Imgur Gallery provided from Reddit thread : https://imgur.com/a/4L7V8 [^]
v0.44.12: A squad was dispatched to seize the enemy site Princemenace. The attack was unsuccessful, and three dwarves were taken prisoner. Subsequent attacks to that site had one of my imprisoned dwarves leading the defense of the site:
With some test-modding in 47.05, it appears that when the accepted creature/class of a position discriminates the race that founded the site only, racially foreign slaves that take up professions instead of staying in dungeons/prisons (like necromancers) can be freed normally by a invading force.
But they cannot be freed and will quickly integrate with their captors if there are noble positions to fill (master, captains, generals, soldier squad subordinates OF those generals & captains regarding goblin dark towers) and then attack the force sent to rescue them.
A recommended fix would be to disable prisoners from holding positions in foriegn captivity if they are put to work (like how semi-intelligents cannot claim positions), and tokenize any exceptions to the behaviour to not prohibit rightful foriegn citizens from religious immigration or babysnatching.
This also applies to a previously mentioned bug in 0006708 where *not* enclosing specific classes of creature in a military position, ei:[POSITION:CAPTAIN] which sends out nonhistorical troops to siege with ei:[ACCEPTED_CLASS:DWARF] leaves it open to semi-intelligents and historical animals, and now slaves of those creature tokens.
|2018-03-19 12:51||thvaz||New Issue|
|2018-03-19 12:54||thvaz||Note Added: 0037972|
|2018-03-20 05:54||FantasticDorf||Note Added: 0037979|
|2018-03-21 15:25||FantasticDorf||Note Added: 0037988|
|2019-02-02 11:08||Loci||Note Added: 0039179|
|2019-02-02 11:08||Loci||Assigned To||=> Loci|
|2019-02-02 11:08||Loci||Status||new => acknowledged|
|2021-07-30 09:55||FantasticDorf||Note Added: 0041123|
|2021-07-30 10:07||FantasticDorf||Note Added: 0041124|
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