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Author Topic: Post-siege weirdness with merchants and dogs  (Read 1539 times)

Ookpik

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Post-siege weirdness with merchants and dogs
« on: May 04, 2007, 03:18:00 am »

I know I've complained about this problem before, but my game tonight developed a brand-new complication.

The goblins besieged me while the human caravan was just pulling up to my trading post.  They killed a few of the humans then fled.

Soon I got this message:

As you can see, the merchants are sitting in my TP and they are going to "leave soon" even though they are "not trading right now."  Soon afterward, I got the message that they had "embarked on their journey," but nobody went anywhere -- wounded merchants just hung around in my fortress for like 3 years.  (Weirdly, when a raccoon came by, one of the human swordsmen helpfully killed it for me.)

The humans have not returned, but elves and dwarves continue to trade with me normally.

All this has happened before -- I think I even posted another screencap of a similar game a few months ago.  What is new tonight is that ALL MY ANIMALS STOPPED BREEDING when the snafu with the humans took place.  About 3 years have passed in-game, as I said, and I haven't gotten a single new calf, puppy, kitten, or foal.  The puppies etc. that I already had have grown to adulthood like normal.

I am **SURE** that this is related to the "animals in chains no longer breed" bug, because that bug goes away if you order new dogs from the human caravan.  I'm no programmer, but I suspect that there is some glitch that has to do with caravans and animals.  I feel it in my bones.

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g+@@T@+

The intruder arose, casting off its black cloak.  "Behold, stunted jesters!  It is I, Scuro!"  A jagged scar marked the goblin's face from eye to chin, his greasy mane gray and wild, and about his neck was the broken silver amulet, strapped together by a leather band.

puke

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Re: Post-siege weirdness with merchants and dogs
« Reply #1 on: May 04, 2007, 11:27:00 am »

you dont have traders, you have unwelcome guests.  worse, theyve been taking advantage of your livestock in such a way that sours them on breeding.

after all that, you mean you actually WANT more humans to come visit?

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Veroule

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Re: Post-siege weirdness with merchants and dogs
« Reply #2 on: May 04, 2007, 11:59:00 am »

Kill them. Kill them all.

I always build my trade depot in such a fashion that it is floodable.  You may have to restructure to a large extent to make it happen, but it is fun seeing the silly humans die.

You could just try destructing the depot and see if that encourages them to leave.

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"Please, spare us additional torture; and just euthanise yourselves."
Delivered by Tim Curry of Clue as a parody of the lead ass from American Idol in the show Psych.

Ookpik

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Re: Post-siege weirdness with merchants and dogs
« Reply #3 on: May 04, 2007, 01:17:00 pm »

Not just the livestock!  MY KITTENS TOO!  Awful humans!

Veroule, are you saying that killing them will actually clear out the glitch and get everything fixed again?  Has this actually happened to you, animals and all?

Unfortunately, a handful of humans, with their mules, have wandered out of my trade depot room and into my fortress itself -- I think they got startled by the invaders and bolted eastward.  You can see a few of them in my stockpile room.  I have no idea how to execute those guys.  Is my game completely shot?  It was such a good game too :P

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g+@@T@+

The intruder arose, casting off its black cloak.  "Behold, stunted jesters!  It is I, Scuro!"  A jagged scar marked the goblin's face from eye to chin, his greasy mane gray and wild, and about his neck was the broken silver amulet, strapped together by a leather band.

Veroule

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Re: Post-siege weirdness with merchants and dogs
« Reply #4 on: May 04, 2007, 01:29:00 pm »

I don't know if it will clear it out or not, but killing them is fun.  I really wish humans were cageable.  It would be fun to have a few sitting in cages around my fortress.  Maybe I will just hack that in, PET_EXOTIC anyone?
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"Please, spare us additional torture; and just euthanise yourselves."
Delivered by Tim Curry of Clue as a parody of the lead ass from American Idol in the show Psych.

Tubal_Cain

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Re: Post-siege weirdness with merchants and dogs
« Reply #5 on: May 05, 2007, 05:10:00 pm »

I had this happen to me with the Dwarven Caravan and when I killed them, the caravan started showing up again, so killing them worked from me.
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Ookpik

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Re: Post-siege weirdness with merchants and dogs
« Reply #6 on: May 08, 2007, 01:41:00 am »

How did you kill them, Tubal_Cain?  I can't think of any way to do it without setting up plumbing in the trading post.
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g+@@T@+

The intruder arose, casting off its black cloak.  "Behold, stunted jesters!  It is I, Scuro!"  A jagged scar marked the goblin's face from eye to chin, his greasy mane gray and wild, and about his neck was the broken silver amulet, strapped together by a leather band.

Tubal_Cain

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Re: Post-siege weirdness with merchants and dogs
« Reply #7 on: May 08, 2007, 09:38:00 am »

Yes I set up plumbing.
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Selkie

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Re: Post-siege weirdness with merchants and dogs
« Reply #8 on: May 08, 2007, 10:14:00 am »

i wouldnt mind this happening in my fort, my slow computer cant handle all the animals, and i cant do anything about the pets that come with immigrants and i eventually forget about their babies. and they clog up the fortress and slow the game.
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Draco18s

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Re: Post-siege weirdness with merchants and dogs
« Reply #9 on: May 11, 2007, 09:00:00 am »

quote:
Originally posted by Selkie:
<STRONG>i wouldnt mind this happening in my fort, my slow computer cant handle all the animals, and i cant do anything about the pets that come with immigrants and i eventually forget about their babies. and they clog up the fortress and slow the game.</STRONG>

Animals:
Free food.

Just slaughter them.  Animals don't require food to live and grow, and you get a ton of meat out of them.

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Peristarkawan

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Re: Post-siege weirdness with merchants and dogs
« Reply #10 on: May 11, 2007, 11:16:00 am »

quote:
Originally posted by Draco18s:
<STRONG>

Animals:
Free food.

Just slaughter them.  Animals don't require food to live and grow, and you get a ton of meat out of them.</STRONG>


You can't slaughter pets.

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Draco18s

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Re: Post-siege weirdness with merchants and dogs
« Reply #11 on: May 12, 2007, 09:51:00 pm »

No, but pets breed and the offspring can be.
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