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Author Topic: Danger to merchants  (Read 1044 times)

Chromie

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Danger to merchants
« on: February 17, 2009, 04:15:39 pm »

The dwarf caravan came, and they happened to spawn RIGHT NEXT TO my open magma pipe. Thankfully I could keep MY dwarfs safe, and the fire is obliterating plant life 1 z level -above- anything important to me, and their guild rep lived.

BUT they lost a macedwarf and a trader, and ran off as soon as they took losses.

Will continual imp agression make them hostile to me/refuse to trade? Also what's the best tactic to make that magma pipe safe asap? I've got water but it's a few z levels down and way across the map. (I'm also terrible at planning mechanics/pumping)
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Phazer

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Re: Danger to merchants
« Reply #1 on: February 17, 2009, 04:22:22 pm »

Your best bet should be Marksdwarves at a higher location than the pipe and a fortification protecting him. then the imps cant fry him and he can shoot them with no problem this also usually scares away other imps also try channeling around the magma pipe then the imp cant run away from there and they will be completely imprisoned.

any of these should do. ;)
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Dragon: My plan is foolproof! Those foolish dwarves cannot resist walking near lava! If I hop in, then they won't know what hit them! I'll just- AH! OH GOD! I WASTED MY LIFE!

Akhier the Dragon hearted

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Re: Danger to merchants
« Reply #2 on: February 17, 2009, 09:10:31 pm »

bah marksdwarves are for the weak! build cage traps around the outside!
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Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Vieto

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Re: Danger to merchants
« Reply #3 on: February 17, 2009, 09:13:20 pm »

bah, cage traps are for the weak.

Build your barracks on top of the magma.
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zchris13

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Re: Danger to merchants
« Reply #4 on: February 17, 2009, 09:15:59 pm »

Bah, defense is for the weak! Use the magma to dump on the traders!
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Akhier the Dragon hearted

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Re: Danger to merchants
« Reply #5 on: February 17, 2009, 09:21:10 pm »

bah dumping lava is for the weak! flood the map with lava and rename it boatmurder 3d!
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Wolfius

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Re: Danger to merchants
« Reply #6 on: February 17, 2009, 10:27:30 pm »

Or you can force the caravan to spawn awat from the magma vent, by limiting the border area that is [D]epot accessable. Statues placed with two tile gaps work well and are an easy, decorative option to line the path/road, actual road optional.

It'll only force wagons to spawn there, however, but it's better than nothing, and if you want to build roads(or picked a map that had worldgen roads - and I'll just say that wooden bridges are nice on wood-poor/treeless maps, and can be optionally replaced with stone), it's nice to see traders actually use them.
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Akhier the Dragon hearted

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Re: Danger to merchants
« Reply #7 on: February 17, 2009, 10:34:45 pm »

better yet build bridges all the way around the edge of the map so you can only enter by a 3 tile wide area! every thing will come from there so pretecting from invaders and thieves is easyer! ;D
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Wolfius

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Re: Danger to merchants
« Reply #8 on: February 17, 2009, 10:47:30 pm »

better yet build bridges all the way around the edge of the map so you can only enter by a 3 tile wide area! every thing will come from there so pretecting from invaders and thieves is easyer! ;D


You also garuntee that invaders will spawn in the exact same area as immigrants, caravans, and everything else.  :D
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Akhier the Dragon hearted

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Re: Danger to merchants
« Reply #9 on: February 17, 2009, 10:59:50 pm »

ah but what invader can stand the might of 20 or so marksdwarves all lined up just for them? ;D ;D ;D*Evil Laugh* ::)
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Quote
Join us. The crazy is at a perfect temperature today.
So it seems I accidentally put my canteen in my wheelbarrow and didn't notice... and then I got really thirsty... so right before going to sleep I go to take a swig from my canteen and... end up snorting a line of low-grade meth.

Deathworks

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Re: Danger to merchants
« Reply #10 on: February 18, 2009, 05:23:25 am »

Hi!

In my current fortress, I have limited wagon spawning to one location only. Even though there are other ways for mules, all my caravans, including the elves, spawn at that spot. The only one who comes from a different direction is my outpost liaison. However, the mules do often leave via other routes.

So, making the route next to the magma impassible for magma should bring major improvements to your situation, and with a bit of luck, you will get by without any losses at all.

Deathworks
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DennyTom

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Re: Danger to merchants
« Reply #11 on: February 18, 2009, 05:28:28 am »

Does not building roads help this?
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Wolfius

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Re: Danger to merchants
« Reply #12 on: February 18, 2009, 10:55:13 am »

Does not building roads help this?

All roads do is look pretty, add value, and keep stuff from growing on them(very handy for keeping a wagon route open on heavily forrested maps). They haven't had other effects sense the 2D version, where they were necessary for wagon access.

Oh, and the wiki says non-wood roads will act as a fire break, but I imagine anything that doesn't burn would, too.
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Deathworks

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Re: Danger to merchants
« Reply #13 on: February 18, 2009, 01:09:14 pm »

Hello!

Actually, I am wondering about this. I am surprised myself how successful I am at channelling even the elves to use my front door rather than the backdoor of my fortress. It would be no problem for them and it has a huge, normal, unhampered spawning zone which wouldn't be too far from my depot away (I am on 3x3, so anything is basically no too far away). And in fact, they do prefer leaving via the backdoor, but they always come along my main entrance.

Either this is a lot of luck, or putting a 1x3 road there where my main entrance's street (built of constructed floors) touches the map border. Everyone claims that roads have no impact, but I am not really convinced nowadays...

Deathworks
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LegacyCWAL

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Re: Danger to merchants
« Reply #14 on: February 18, 2009, 03:39:02 pm »

For an illustration of what Wolfius is talking about, click the Caravan Road Point of Interest of my current fort.  It's not my most elaborate caravan channel, but it does the job.

Note: it is about 4x wider than is actually necessary.  I just felt like making it that way ;)
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HIDE THE WOMEN AND DROWN THE CHILDREN, THE BARON HAS ARRIVED.