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Editing 40d Talk:Trading/Talk Caravan
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− | + | ====Insane merchants?==== | |
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− | == Insane merchants? == | ||
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I have a trade depot at -3 (fully accessible). I've just had a dwarven caravan arrive, and I did some good trading. Then the merchants said goodbye... and just stood there. Then they went insane. | I have a trade depot at -3 (fully accessible). I've just had a dwarven caravan arrive, and I did some good trading. Then the merchants said goodbye... and just stood there. Then they went insane. | ||
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Damned if I know. I now make a habit of locking up the outpost liaison because he's gone insane, often berserk, in every game I've played. | Damned if I know. I now make a habit of locking up the outpost liaison because he's gone insane, often berserk, in every game I've played. | ||
Ever. [[User:PandaKnight|PandaKnight]] 02:45, 17 November 2007 (EST) | Ever. [[User:PandaKnight|PandaKnight]] 02:45, 17 November 2007 (EST) | ||
− | + | ====Caravan roads ==== | |
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− | == Caravan roads == | ||
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Does the presence or absense of a road affect where the human caravan appears? I cleared a nice path for it that it ignored when it appeared on the other side of the map... if I had built a road too, would that have forced it to appear on the road? Or will I eventually need roads in all directions? --[[User:Bobson|Bobson]] 16:04, 7 November 2007 (EST) | Does the presence or absense of a road affect where the human caravan appears? I cleared a nice path for it that it ignored when it appeared on the other side of the map... if I had built a road too, would that have forced it to appear on the road? Or will I eventually need roads in all directions? --[[User:Bobson|Bobson]] 16:04, 7 November 2007 (EST) | ||
:In v33a, no caravans need roads. However, I think the human caravan needs a smoothed, 3-wide path to a map edge - but I'm not certain about this. | :In v33a, no caravans need roads. However, I think the human caravan needs a smoothed, 3-wide path to a map edge - but I'm not certain about this. | ||
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:On a relatively flat and moderately forested map I recently played, each civ seemed to have a preferred side of the map to enter, but were relatively random about where on the edge they appeared. I built a straight, smoothed road to each edge that went largely unused. The human wagons are happy to go up and down slopes and cross quite rough (but unobstructed) ground to reach me. A smooth road would almost certainly speed their arrival and departure. As an aside, the goblin civ in my current map has been quite happy to start sieges from several different sides, so take the directionality with a grain of salt. [[User:Doctorlucky|Doctorlucky]] 02:33, 16 November 2007 (EST) | :On a relatively flat and moderately forested map I recently played, each civ seemed to have a preferred side of the map to enter, but were relatively random about where on the edge they appeared. I built a straight, smoothed road to each edge that went largely unused. The human wagons are happy to go up and down slopes and cross quite rough (but unobstructed) ground to reach me. A smooth road would almost certainly speed their arrival and departure. As an aside, the goblin civ in my current map has been quite happy to start sieges from several different sides, so take the directionality with a grain of salt. [[User:Doctorlucky|Doctorlucky]] 02:33, 16 November 2007 (EST) | ||
− | + | ====Bugged Human Caravans==== | |
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− | == Bugged Human Caravans == | ||
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I've had a crash bug associated with the arrival of the human caravan. Interestingly, when I raised my drawbridges, limiting access to my depot to a torturous 1-wide path, the caravan arrived OK with the message along the lines of "the wagons have bypassed this stop." I only got the mule-back traders, but no crash. This repeated the next year. I'm guessing this relates to Toady's comments about a seed pricing bug. It's possible that it's a pathing issue with the wagons, of course. [[User:Doctorlucky|Doctorlucky]] 02:33, 16 November 2007 (EST) | I've had a crash bug associated with the arrival of the human caravan. Interestingly, when I raised my drawbridges, limiting access to my depot to a torturous 1-wide path, the caravan arrived OK with the message along the lines of "the wagons have bypassed this stop." I only got the mule-back traders, but no crash. This repeated the next year. I'm guessing this relates to Toady's comments about a seed pricing bug. It's possible that it's a pathing issue with the wagons, of course. [[User:Doctorlucky|Doctorlucky]] 02:33, 16 November 2007 (EST) | ||
:Since upgrading to 33b, I have not seen this bug. Hooray! [[User:Doctorlucky|Doctorlucky]] 22:46, 21 November 2007 (EST) | :Since upgrading to 33b, I have not seen this bug. Hooray! [[User:Doctorlucky|Doctorlucky]] 22:46, 21 November 2007 (EST) | ||
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