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Author Topic: Wounded caravan member halts trade  (Read 484 times)

Genuine

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Wounded caravan member halts trade
« on: December 29, 2006, 08:02:00 am »

Note: I saw something like this in the bug reports, but not this bug specifically (so it might be known).

The autumn dwarven caravan came to the fort as usual, so I scheduled a bunch of stuff to be moved to the depot and left it alone for a few minutes to let the traders arrive and set up their things. After checking back, I noticed that the dwarves had arrived, but wouldn't trade because "they were still getting ready". Apparently, while I was doing other stuff, the caravan was attacked by harpies, and one of the merchants was severely injured but not killed. As such, the merchants who arrived at the depot were stuck continually "getting things ready" while waiting for the wounded merchant to get to the depot. Eventually, the caravan up and left without me ever being able to trade due to the wounded merchant never being able to reach the depot in time.

Looks like it's gonna be a lean winter this year for my dwarves  :(...

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Draco18s

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Re: Wounded caravan member halts trade
« Reply #1 on: December 29, 2006, 04:24:00 pm »

It's almost always a lean winter for me.  I rarely have anything valuable enough (yet light enough) TO trade.
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Maximus

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Re: Wounded caravan member halts trade
« Reply #2 on: December 30, 2006, 12:21:00 am »

You don't set up a Craftsdwarf's Workshop?  Light/dark stone crafts are trivial to make.
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Draco18s

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Re: Wounded caravan member halts trade
« Reply #3 on: December 31, 2006, 03:32:00 am »

I've only recently stumbled upon that solution.  :) I was always focused on getting everything else running.
of course, I learned that bounty AFTER discovering the wonders of "narrow giant spider silk [clothing]" (worth 600  :o).  Clothes off of a few kobolds and goblin child snachers and I bought out an entire human caravan (ok, almost--left them with some leather and rope reed cloth and I kept my shell crafts)
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darknight

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Re: Wounded caravan member halts trade
« Reply #4 on: January 01, 2007, 08:15:00 am »

I have almost a reverse of that problem. I've gotten starting down well enough now, that I no longer HAVE to trade to survive. But I still do, to get the variety of meats and boozes that I wouldnt have otherwise. Only I ran into a different snag. Now most of the food I trade for, is rotting in the trading post, because the damn dwarves will go and move a stone mug before they will grab a stack of food. They will move in and make sure to take all the trade goods back to the piles, and few will touch the food until that is done. And by then the food has rotted. If they are going to do that, then the trading post should act as a food stockpile, as well as a finished goods stockpile, so the food wont rot while they get around to moving it! Or give us a way to change the haul job priorities, so that we can set it so that parishables get moved before non-parishables.
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randomjgj

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Re: Wounded caravan member halts trade
« Reply #5 on: January 01, 2007, 06:52:00 pm »

quote:
Originally posted by darknight:
<STRONG>... Now most of the food I trade for, is rotting in the trading post, because the damn dwarves will go and move a stone mug before they will grab a stack of food. ...</STRONG>

I've had this happen too.  I now make it a practice to create a temporary food stockpile outside near the trading post.  This really seems to encourage them to move the food to that stockpile first.

Making the trading post work like a food stockpile would be a good solution.

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Maximus

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Re: Wounded caravan member halts trade
« Reply #6 on: January 01, 2007, 07:51:00 pm »

The way I address this problem is to get rid of (or shrink) stockpiles that will drain the trade depot of stuff I want to leave there.  I also use specialized haulers -- food only, furniture only, item only, etc.  

I seem to remember Toady stating that the # of haul jobs queued up is equal to the # of haulers available, so having every dwarf with every type of hauling on will create huge, unresponsive backlogs.

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Draco18s

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Re: Wounded caravan member halts trade
« Reply #7 on: January 01, 2007, 08:38:00 pm »

Well, if we had a handy way of toggling ALL dwarves haul jobs on and off, or a way to dictate haul jobs by profession, then it'd work so much better.
As it is, I'm not going to go through every single migrant and toggle off all his haul jobs (I've dropped to the point of not even checking what the migrants ARE and just getting around to turning off "Hunt" on the trappers when I get to it--along with drafting them as Marksdwarves).
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