Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [40d9] Merchants leave before trading?  (Read 989 times)

mythmonster2

  • Bay Watcher
    • View Profile
[40d9] Merchants leave before trading?
« on: February 18, 2009, 05:39:02 pm »

Well, I have a nice little fortress going on, 29 people. All of a sudden, humans come to trade. Yay! I tell my dwarves to go and get all the goods to go to the depot. I watch the humans and there wagons reach the depot then... nothing. The wagons just sit there in the middle of the depot, not dissapearing like the usually do. I get no "merchants have arrived and are unloading their goods". Nothing. Puzzled, I stare as the humans then do an about turn and leave. I look at the perma-ice they were standing on and don't notice anything. Nothing wrong! They just up and left! Oddly, the liason stayed behind and chatted as usual.

A few months late, I have changed my depot to solid ground in case the ice screwed the humans up somehow.  Yay, dwarf caravan! They come to the depot, I order my dwarves to get the stuff, and I watch the wagons reach the depot and... stop. Just like last time! Then they proceed to leave. WTF? As before, the liason also still stays and chats but I savescummed.

Can anyone tell me what's going on here? I did lock a few elves into another trade dpot built specifically for them and they all died, but people here do that all the time and nothing ever happens. If this continues, I'll have to rely on myself. With no metalsmithing because, oddly, the first caravan didn't bring an anvil like it usually does.
Logged
Personally, I can't wait for doctors to get possessed and start surgically attaching axes to champion soldier's arms.
And neither can I...

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: [40d9] Merchants leave before trading?
« Reply #1 on: February 18, 2009, 06:12:33 pm »

Weird.  Do ALL of the wagons reach the depot before they leave?  Are there are any trees growing?  Any wagons exploding into piles of trade goods near the edge of the screen, or maybe wildlife mauling the merchants? 
Logged

mythmonster2

  • Bay Watcher
    • View Profile
Re: [40d9] Merchants leave before trading?
« Reply #2 on: February 18, 2009, 06:16:13 pm »

Actually, one goes into the dept, stays there, then all the other wagons pile up behind it. Medieval traffic jam. No trees growing, because the first depot was on solid, never-melting-naturally ice. And no wagons exploding, with the most dangerous wild life being foxes. The elves, on the other hand, and dwarves who come with mules trade fine. Maybe something with the wagons?

Wait, I just remembered, I assigned [SPEED:1] to dwarves to see what it was like in adventure mode, then got rid of the tag and didn't generate a new world. Could that have something to do with it?
Logged
Personally, I can't wait for doctors to get possessed and start surgically attaching axes to champion soldier's arms.
And neither can I...

Footkerchief

  • Bay Watcher
  • The Juffo-Wup is strong in this place.
    • View Profile
Re: [40d9] Merchants leave before trading?
« Reply #3 on: February 18, 2009, 06:18:13 pm »

Wagons do lots of odd things so it's probably linked to those somehow, yes.

Did you remove the SPEED tag entirely or just change it back to the original value?
Logged

mythmonster2

  • Bay Watcher
    • View Profile
Re: [40d9] Merchants leave before trading?
« Reply #4 on: February 18, 2009, 06:36:53 pm »

There wasn't a SPEED tag to begin with. I put it in to make dwarves go faster. Afterwards I just deleted the tag.
Logged
Personally, I can't wait for doctors to get possessed and start surgically attaching axes to champion soldier's arms.
And neither can I...

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: [40d9] Merchants leave before trading?
« Reply #5 on: February 18, 2009, 07:39:36 pm »

Which doesn't require a new world anyway.
Hurrrgh this is why I have that stickied thread in DF Modding.

Problem is probably that, even though it's locked up, you have a second trade depot, as far as I could tell from how you worded that post.
Traders don't like you having two depots.
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

mythmonster2

  • Bay Watcher
    • View Profile
Re: [40d9] Merchants leave before trading?
« Reply #6 on: February 19, 2009, 04:15:32 pm »

Ah yes, I do indeed have a locked up depot for killing elves in. Oh.

EDIT: Aye, I destroyed one depot and now the dwarves traded just fine. I now have an anvil!
« Last Edit: February 19, 2009, 04:40:05 pm by mythmonster2 »
Logged
Personally, I can't wait for doctors to get possessed and start surgically attaching axes to champion soldier's arms.
And neither can I...

Drunken

  • Bay Watcher
    • View Profile
Re: [40d9] Merchants leave before trading?
« Reply #7 on: February 20, 2009, 02:00:12 pm »

I had this problem a while ago, it was definitely caused by two depots.
Thread is herehttp://www.bay12games.com/forum/index.php?topic=24644.0 but nothing much came of it
Logged
A stopped clock is right for exactly two infinitessimal moments every day.
A working clock on the other hand is almost never ever exactly right.