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Author Topic: "No trade" in embark screen  (Read 1695 times)

Noodz

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"No trade" in embark screen
« on: November 21, 2012, 07:23:56 am »

Never saw something similar before



Also, minor bug report: notice how when i maximize the screen, the "no trade" for dwarves (and dwarves only) appears in the wrong place



PS: i am using some fortress defense races
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Sutremaine

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Re: "No trade" in embark screen
« Reply #1 on: November 21, 2012, 01:14:43 pm »

What's the temperature of the site?
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

Akura

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Re: "No trade" in embark screen
« Reply #2 on: November 21, 2012, 01:18:25 pm »

Judging from the screenshot, I'd guess scorching.

As for no trade, it might be the local scorching enviroment being deadly for traders(and your dwarves, for that matter. Get them underground ASAP). Then again, there are settlements in the same local area, so I don't know. Never saw it myself.
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Sutremaine

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Re: "No trade" in embark screen
« Reply #3 on: November 21, 2012, 09:41:39 pm »

I think the game won't generate areas hot (or cold) enough to be dangerous at the default temperature settings, but I can't rule it out.

Based on scattered temperature measurements at No Trade Scorching sites, the temperature cutoff is somewhere around the melting point of fat (can't remember if this is in midwinter or summer), and so long as it doesn't rain your dwarves are safe. If it does rain, then they're fine for a bit and suddenly die almost simultaneously.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

knutor

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Re: "No trade" in embark screen
« Reply #4 on: November 21, 2012, 10:54:43 pm »

Too many oceans.  The embark location, is seperated from the only dwarf civilization, by an ocean.  Ya either need more civilizations, more civ sites, or less water, so a mountainhome(dwarf civilization) can linked up overland and not oversea.  All those civ-civ relationships and neighbors change when a new embark location is chosen, and a new mountainhome is chosen. 

So much wasted space, on that map. Wanna know what I would do with this.  Delete the region, and edit worldgen to remove oceans, partial ocean, and rivers(before and after).  Fishing is a lil messed up, anyway.  A good many embark locations run out of fish vermin to catch.  Maybe when we the player gets to embark with a sloop instead of a wagon, that world would be fun. 

Something to put off until a later time.  A world to revist later.  Sincerely, Knutor
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Noodz

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Re: "No trade" in embark screen
« Reply #5 on: November 22, 2012, 06:14:17 am »

I dont think so knutor, when there is no contact between civilizations they simply don't appear in the embark screen.

The problem is that i modified the temperature of the world in worldgen, from 25:75 to 0:100 (which i imagine will result in a range from 10000  to 10100 urist) and i THOUGHT i had modified fat's melting point to 10100 when i didn't  :P After double checking it was still 10078, changing it to 10100 made the "no trade" disappear
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