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Author Topic: caravan road  (Read 511 times)

Entropy

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caravan road
« on: February 24, 2007, 02:31:00 pm »

the human wagons seem to treat stockpiles as roads. strange sight watching them wander off the actual road to go cross country over the stockpiles.  not a major issue, just a little odd.
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Draco18s

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Re: caravan road
« Reply #1 on: February 25, 2007, 12:27:00 am »

:o we could build stockpiles to attract traders?!?
Lol, I know that isn't the case, but that is amusing that the stockpiles are being used as roads.
*Tries to come up with a non-road human trader attractor*
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4bh0r53n

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Re: caravan road
« Reply #2 on: February 25, 2007, 04:33:00 pm »

i have a road 5 wide  and the traders with the mules seem to have to tread on every square.....
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Toady One

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Re: caravan road
« Reply #3 on: February 25, 2007, 08:39:00 pm »

Bizarre.  It should be easy to fix.
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Paul

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Re: caravan road
« Reply #4 on: February 26, 2007, 12:37:00 am »

quote:
Originally posted by 4bh0r53n:
<STRONG>i have a road 5 wide  and the traders with the mules seem to have to tread on every square.....</STRONG>

I have the same thing, and the same problem. The guys with the mules walk back and forth constantly and lag the entire caravan. The wagons move along really fast until they reach them, then they stop and wait...and wait. I have had caravans come and be completely halted by a group of mules walking back and forth so much that they eventually decided it was time to leave before they got to my trade depot (it was right across the underground river, if the wagons hadnt had the blockades of mules they couldve got there in seconds).

That and the wagons take FOREVER to finally enter the trading depot. I get 4 wagons piled up right outside it and it takes a few weeks before they finally get inside. Maybe there should be a way to build larger trade depots, or allow wagons to ride on inside without having to "crawl over" the other wagons and mules in the depot once they touch it?

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Chthon

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Re: caravan road
« Reply #5 on: February 27, 2007, 01:59:00 pm »

Can you build multiple trade depots?  Maybe that would be an answer, and each wagon would choose one to stop at.
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Toady One

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Re: caravan road
« Reply #6 on: February 28, 2007, 12:49:00 am »

I think multiple depots probably still confuse the game right now.  I'd have to work a little bit more to get the merchants to handle that situation correctly.
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Chthon

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Re: caravan road
« Reply #7 on: February 28, 2007, 03:13:00 pm »

Thanks for the quick update on that then Toad.  Still, it's an interesting idea I think.
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