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Author Topic: BUG - Waterbreathing races that are merchants.  (Read 759 times)

Grax

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BUG - Waterbreathing races that are merchants.
« on: December 06, 2009, 01:58:27 am »

Using the parts of Primative civs mod and got some funny results.

Waterbreathing turtlemen using mundane domestic animals but pathfinds through the water tiles as well.
You know, donkeys-horses can't breathe underwater.

So, they're go through pools normally, but if there's path through tthe ocean...

I'm already have an underwater stuck caravan with alive merchants and dead animals that don't go insane and just sitting over their pack animals' bones and goods.
 
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carriontrooper

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Re: BUG - Waterbreathing races that are merchants.
« Reply #1 on: December 06, 2009, 03:03:50 am »

Make an amphibious 'mule' then. Try to set the turtlemen to embark with that...
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G-Flex

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Re: BUG - Waterbreathing races that are merchants.
« Reply #2 on: December 06, 2009, 03:13:17 am »

You can't. They'd use any COMMON_DOMESTIC (and WAGON_PULLER?) animal.
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HatfieldCW

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Re: BUG - Waterbreathing races that are merchants.
« Reply #3 on: December 06, 2009, 07:01:23 am »

So install a safety rail around the ocean, ensuring that they'll stay on land during their approach.

Of just make every possible wagon-pulling critter amphibious.
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Deon

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Re: BUG - Waterbreathing races that are merchants.
« Reply #4 on: December 06, 2009, 08:35:55 am »

Or make them use good/evil animals and make such. Not that hard.

Also water pathfinding is broken and do you know that ocean waves destroy wagons.
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soul4hdwn

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Re: BUG - Waterbreathing races that are merchants.
« Reply #5 on: December 06, 2009, 10:40:01 am »

... and do you know that ocean waves destroy wagons.

i think a breakthrough is needed...or more beer can't tell which
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Deon

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Re: BUG - Waterbreathing races that are merchants.
« Reply #6 on: December 06, 2009, 10:51:25 am »

Breakthrough?
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository