v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

Editing 40d Talk:Trading/Talk Caravan

Jump to navigation Jump to search

Warning: You are not logged in.
Your IP address will be recorded in this page's edit history.

You are editing a page for an older version of Dwarf Fortress ("Main" is the current version, not "40d"). Please make sure you intend to do this.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.

Latest revision Your text
Line 1: Line 1:
{{Is Archive|Talk:Trading}}
+
====Insane merchants?====
 
 
== Insane merchants? ==
 
 
 
 
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.
  
Line 11: Line 8:
  
 
:make sure they have a 3x3 path cleared - some trees might have grown since arrival. --[[User:Koltom|Koltom]] 18:34, 13 February 2008 (EST)
 
:make sure they have a 3x3 path cleared - some trees might have grown since arrival. --[[User:Koltom|Koltom]] 18:34, 13 February 2008 (EST)
 
+
====Caravan roads ====
== Caravan roads ==
 
 
 
 
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.
Line 29: Line 24:
 
:You did not build a 3-wide door. You built three normal doors. Doors have frames, you know, and so there's essentially this three-wide hallway for the wagon to go through, but with two posts in the middle of it. For the wagon to pass, those need to go. And for those to go, you need to get rid of the doors. --[[User:Savok|Savok]] 22:23, 10 March 2008 (EDT)
 
:You did not build a 3-wide door. You built three normal doors. Doors have frames, you know, and so there's essentially this three-wide hallway for the wagon to go through, but with two posts in the middle of it. For the wagon to pass, those need to go. And for those to go, you need to get rid of the doors. --[[User:Savok|Savok]] 22:23, 10 March 2008 (EDT)
  
== Bugged Human Caravans ==
+
====Bugged Human Caravans====
 
 
 
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)
  
== Caravans immune to drowning? ==
+
====Caravans immune to drowning?====
 
 
 
Can anybody confirm this? It looks like very unlikely to me... --[[User:Eagle of Fire|Eagle of Fire]] 01:40, 26 December 2007 (EST)
 
Can anybody confirm this? It looks like very unlikely to me... --[[User:Eagle of Fire|Eagle of Fire]] 01:40, 26 December 2007 (EST)
  
Line 41: Line 34:
 
On my latest fortress I smoothed out a wide path for the caravans across rocky terrain... imagine my surprise when the traders completely ignored the road and chose the (shorter) route through the Brook :)
 
On my latest fortress I smoothed out a wide path for the caravans across rocky terrain... imagine my surprise when the traders completely ignored the road and chose the (shorter) route through the Brook :)
  
== Need stuff? Take it for free! ==
+
===Need stuff? Take it for free!===
 
 
 
So, I decided I wanted to move my depot to a more secure underground location. I dug out a nice system of tunnels and started to build the depot. Not needing my above ground despot any more, I deconstructed it. I forgot that I currently had a caravan inside my depot, and when I brought the building down all the trader's stuff popped out! The caravan just sat that for a few more mins and then the wagons took off. [[User:The Penguin Protectorate|The Penguin Protectorate]] 07:16, 1 April 2008 (EDT)
 
So, I decided I wanted to move my depot to a more secure underground location. I dug out a nice system of tunnels and started to build the depot. Not needing my above ground despot any more, I deconstructed it. I forgot that I currently had a caravan inside my depot, and when I brought the building down all the trader's stuff popped out! The caravan just sat that for a few more mins and then the wagons took off. [[User:The Penguin Protectorate|The Penguin Protectorate]] 07:16, 1 April 2008 (EDT)
  

Please note that all contributions to Dwarf Fortress Wiki are considered to be released under the GFDL & MIT (see Dwarf Fortress Wiki:Copyrights for details). If you do not want your writing to be edited mercilessly and redistributed at will, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource. Do not submit copyrighted work without permission!

Please sign comments with ~~~~

To protect the wiki against automated edit spam, we kindly ask you to solve the following CAPTCHA:

Cancel Editing help (opens in new window)