Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Bugged caravans?  (Read 477 times)

River Rat

  • Bay Watcher
    • View Profile
Bugged caravans?
« on: February 16, 2015, 11:20:13 am »

For the past couple of years, the only caravan that will trade with me are the elves.  I get a message that the human caravan has arrived, and they roll their wagons to my depot.  As soon as the 1st one hits the depot, they all turn around and leave, some of them dropping piles of trade goods.  Last 2 years the dwarves don't show at all, though the trade liaison does.  I've been looting the piles of stuff the humans drop, wondering if maybe 1st time they got scared off by something and since I looted their stuff they now think I'm a thief.  Looks like in that case they wouldn't roll to my depot before leaving though.  Only thing I know I did differently with the dwarves is 2 years in a  row I was busy with other stuff when liaison arrived and backed out of the trade meeting without asking for anything special to be imported.  This year I deconstructed and rebuilt my depot before the humans showed up, and they still did the same thing.  Any ideas?
Logged

utunnels

  • Bay Watcher
  • Axedwarf
    • View Profile
Re: Bugged caravans?
« Reply #1 on: February 16, 2015, 11:33:32 am »

Do you have multiple trade depots?
Logged
The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

River Rat

  • Bay Watcher
    • View Profile
Re: Bugged caravans?
« Reply #2 on: February 16, 2015, 11:51:58 am »

No, just one.  Like I said I tore it down and rebuilt it in the same spot
Logged

River Rat

  • Bay Watcher
    • View Profile
Re: Bugged caravans?
« Reply #3 on: February 16, 2015, 12:55:23 pm »

Well my game crashed and when I reloaded it was start of summer before humans arrived.  I noticed the huge pile of trade goods that I had looted before was still outside my gate and forbidden.  I left it alone this time.  Humans showed up and everything went ok.  Traded off all my junk and decided to experiment.  Saved game and reloaded the backup.  Looted the goods this time.  Humans showed up again and traded normally, so I don't know what was going on before, but apparently it fixed itself as far as the humans go.  Will wait a season and see if the dwarves trade this year.
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Bugged caravans?
« Reply #4 on: February 16, 2015, 02:11:26 pm »

Caravans are easily scared (like horses). Rains of goblin blood will cause them to drop their stuff and flee. The sight of a goblin tooth left over from the last invasion will cause the caravan member that detects it to dump his stuff and flee, taking the rest of the caravan with him (the others won't dump their stuff, though). In neither of the cases do you get any indication, unless you happen to watch the caravan member(s) getting spooked when it happens, in which case you'll see exclamation marks above their heads.

Dumped stuff apparently is considered confiscated, and has a negative diplomatic effect, as well as a smaller caravan the next time, I'm told.
Logged

River Rat

  • Bay Watcher
    • View Profile
Re: Bugged caravans?
« Reply #5 on: February 16, 2015, 02:49:53 pm »

The human caravan route goes right over my refuse pile.  Will corpses in a refuse pile spook them, or only ones on ground?  Guess to be safe I'll move refuse pile to other side of fort and throw some walls around it to block sight.
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Bugged caravans?
« Reply #6 on: February 16, 2015, 03:26:46 pm »

Sentient corpses in the refuse pile will spook them. Also, these corpses will spook your dorfs as well, causing them to get stressed (every season they encounter the remains of a sentient they will have a thought about seeing it die, for each sentient encountered). Moving the pile and having walls around it will help somewhat. Another way is to dispose of sentient corpses completely by dumping them into a hole (with a refuse pile at the bottom to help degrading them) or into magma, or storing them in a separate sentient only pile (which is a royal pain to set up). I've set up half a quantum stockpile for sentients which dumps the remains into magma. However, each and every sentient species you encounter will then have to be manually excluded from the normal pile's corpses and body part refuse sub categories (at least). The sentient pile's settings has to start with disallowing all because FBs/Titans are in hidden categories, and you typically want to harvest those -> send them to the regular pile). After the start, the same species as excluded in the regular pile has to be added to the sentient one. I process species as I encounter them. Also note that dwarven enemy corpses are buggered, so they are considered to be of the overall Corpses category, not the Refuse Corpses sub category (dwarven undead and necromancers end up in this category). Also, at a MUCH later stage, denizens of hell are considered sentient but of hidden categories, like FBs. I ended up dumping those into magma.
Logged