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Author Topic: After siege: human merchant in melancholy ??? - and statue disappeared ?  (Read 896 times)

Nokao

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Hi ! Why I'm getting this "XXX human merchant is struck into melancholy" ?
What I'm supposed to do about it ?

Also, during the last siege, a statue disappeared while fighting cave dragons in the main "stairs column" of my fortress.
Can this happen ? Or I slated it for removal by mistake ?

Also, that statue was named, it was a "statue of YYY". How did I do this !?

i2amroy

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #1 on: November 13, 2012, 01:02:38 pm »

Hi ! Why I'm getting this "XXX human merchant is struck into melancholy" ?
What I'm supposed to do about it ?
This happens if you trap merchants in your fortress for too long, they go insane. You should try to avoid this if at all possible, since berserk traders can cause quite a problem at times and even potentially kill dwarves.
Quote
Also, during the last siege, a statue disappeared while fighting cave dragons in the main "stairs column" of my fortress.
Can this happen ? Or I slated it for removal by mistake ?
If the siege included building destroyers (usually trolls) then they can destroy certain built items, of which statues are one of.
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Also, that statue was named, it was a "statue of YYY". How did I do this !?
All statues are assigned a random descriptor in the same process that engravings are. As such dwarves will tend to make statues of famous historical events or random things that they like.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
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AutomataKittay

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #2 on: November 13, 2012, 01:04:11 pm »

Cave dragon's a http://dwarffortresswiki.org/index.php/Building_destroyer so yes, it'll topple things.

You kept a merchant sealed up too long, didn't you? They goes insane after being kept from leaving too long.

Your crafter randomly makes statues with certain decorations, according to their preferences and how creative or traditional they are. They seems to like to carve things they detests.
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Nokao

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #3 on: November 13, 2012, 01:07:25 pm »

Thanks for all the answers, but about the merchants: shouldn't they go away by themselves ?

Because probably of the siege, that human merchants got bugged and I never had the "trade" option, even if the Depot is full of people, merchant included, I get the "there are no merchants traing right now".

What can I do about it ?

i2amroy

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #4 on: November 13, 2012, 01:11:56 pm »

Thanks for all the answers, but about the merchants: shouldn't they go away by themselves ?

Because probably of the siege, that human merchants got bugged and I never had the "trade" option, even if the Depot is full of people, merchant included, I get the "there are no merchants traing right now".

What can I do about it ?
Merchants will attempt to leave if at all possible, but if you raise a drawbridge or something similar blocks the entrance (even if a tree grows in the road) they will be unable to leave. Also it is fully possible for your merchants to end up bugged if one of them dies en-route to your fortress, possibly trapping them in an infinite loop. If that happens just deconstruct the trade depot and they should leave.

Note: Sometimes merchants can take a long time to pack up. An easy way to tell if they still have stuff to pack up is by looking at the items in the trade depot ('q' IIRC) and seeing if any of them belong to the traders. If some do then that means that they are just still packing up and will leave eventually.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Nokao

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #5 on: November 13, 2012, 01:26:09 pm »

Thanks for all the answers, but about the merchants: shouldn't they go away by themselves ?

Because probably of the siege, that human merchants got bugged and I never had the "trade" option, even if the Depot is full of people, merchant included, I get the "there are no merchants traing right now".

What can I do about it ?
Merchants will attempt to leave if at all possible, but if you raise a drawbridge or something similar blocks the entrance (even if a tree grows in the road) they will be unable to leave. Also it is fully possible for your merchants to end up bugged if one of them dies en-route to your fortress, possibly trapping them in an infinite loop. If that happens just deconstruct the trade depot and they should leave.

Note: Sometimes merchants can take a long time to pack up. An easy way to tell if they still have stuff to pack up is by looking at the items in the trade depot ('q' IIRC) and seeing if any of them belong to the traders. If some do then that means that they are just still packing up and will leave eventually.

I de-constructed and then re-constructed the Depot, thank you.
Hope they'll go away not angry.

I'm still trying to understand how to make a good game with DF,
actually I'm using lazy newb pack with DFhack, if I started with Masterwork DF that bug would have happen ?

AutomataKittay

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #6 on: November 13, 2012, 01:27:16 pm »

Yep, it's an oddity of base DF engine.
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i2amroy

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #7 on: November 13, 2012, 01:29:32 pm »

The trader bug is part of the base game, so no, mods can't fix it.

And if you are a new player I highly suggest just sticking with vanilla (which is probably what you have now if you are using LNP) until you get the basics down. Mods are fun, but they come with their own bunch of bugs and tricks that we won't be able to help you with here in the main gameplay forums, so you should probably at least be able to do most things on your own before you start to add them in.
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Nokao

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #8 on: November 13, 2012, 01:36:19 pm »

Thanks ;)

Yes I'm a newb (started 2 weeks ago) but I also studyed and played DF so much,
so now I have a huge fortress with good economy, 360 dwarves ( the population cap is 300 so they're slowing down to that ),
waterfalls ... magma pumped in the workshop area ... I have nearly everything I need.

I just need to understand how Tracks/minecarts works, and I'll go into spiralling Fun somehow,
then start again from zero, with Masterwork DF.

p.s. I'm becoming capital also, maybe this will also get me some Fun.

Nokao

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #9 on: November 14, 2012, 10:57:46 am »

Guys ... the trader is still there, in melancholy ...
I have the stockpiles full of items I need to sell (I don't have room anymore) and I'm playing trough 9 months without new merchants.

Should I kill him ? How ?

AutomataKittay

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #10 on: November 14, 2012, 11:03:11 am »

Ignore them, they'll die, eventually. And 9 months? Have you been going through sieges? Dwarven merchants comes after human, elf before human. But sieges interrupts merchant travels.
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walberg

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Re: After siege: human merchant in melancholy ??? - and statue disappeared ?
« Reply #11 on: November 14, 2012, 12:49:32 pm »

Traders will also go melancholy/berserk if part of the merchant party (traders and/or pack animals, not the guards, if they have them) gets killed by an ambush/siege/snatcher/thief/dwarf/cavein/whatever...
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