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Author Topic: Ok, problem seizing caravan (help!)  (Read 2212 times)

Girlinhat

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Re: Ok, problem seizing caravan (help!)
« Reply #15 on: March 17, 2012, 08:11:05 pm »

Guards will kill berzerk merchants with glee.  I'm assuming these are dwarven merchants you don't want to kill.  If they're human or modded in (otherwise not your civ) you can give kill orders.

I'd just suggest some jail cells and wait it out.  Nobles suck, fact of fort.

nenjin

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Re: Ok, problem seizing caravan (help!)
« Reply #16 on: March 17, 2012, 08:22:05 pm »

I'd just deconstruct the trade depot. You don't sound like you're in dwarfy fun mode, you sound like you're "save my people" mode.
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Girlinhat

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Re: Ok, problem seizing caravan (help!)
« Reply #17 on: March 17, 2012, 08:25:27 pm »

It sounds like the caravan has departed and he's locked the door, so deconstruction isn't viable anymore.  Otherwise he could buy them back, it's only a crime when they leave the map.

Daveorock

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Re: Ok, problem seizing caravan (help!)
« Reply #18 on: March 17, 2012, 10:32:51 pm »

Just got back. I couldn't have deconstructed it, it was too late (I tried, nothing was left behind and they left immediately). Now, it's way too late, I had to save when I went somewhere (and forgot to back the other save up, just in case), so now opening up the depot is not an option. I have set up a way to kill all the traders, but if they are all dead will the guards leave the map (assuming they don't go berserk)?
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Twenty seconds after the collapse, 14 dwarves hit the ground simultaneously.
EDIT: make that 15. Not sure what took that last one so long.
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Radiant_Phoenix

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Re: Ok, problem seizing caravan (help!)
« Reply #19 on: March 17, 2012, 11:45:01 pm »

In the past I made a habit of building merchant traps (floodgates to seal the merchants in, good, guards, and all), and only the merchants and their animals went insane, not the guards; those were perfectly fine when I set them loose on some invaders.
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Daveorock

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Re: Ok, problem seizing caravan (help!)
« Reply #20 on: March 17, 2012, 11:57:54 pm »

Don't need this thread anymore, I crushed the depot (and found out that destroys items as well, at least it's less lag) and let the remaining guards free. Crisis averted.
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Twenty seconds after the collapse, 14 dwarves hit the ground simultaneously.
EDIT: make that 15. Not sure what took that last one so long.
Urist McLemming cancels Fall: Dangerous Terrain
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