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Author Topic: Export prohibitions  (Read 463 times)

Yourself

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Export prohibitions
« on: December 31, 2007, 08:45:00 pm »

Apparently dwarves can be punished for violating an export prohibition if the jacka*ahem* noble makes the mandate after the items have been traded.  I don't think trading back for these items is a suitable solution (since the traders left soon after the mandate was made) and the punishments for the violations are quite extreme due to the number of items traded (many dwarves are about to get a hammer strike or spend more than 200 days in prison).

Maybe this isn't so much of a bug as an oversight in the mandates, but I still feel it's something that needs to be addressed.

[ December 31, 2007: Message edited by: Yourself ]

[ December 31, 2007: Message edited by: Yourself ]

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Troas

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Re: Export prohibitions
« Reply #1 on: January 01, 2008, 12:23:00 pm »

I think this is Bug 91 also  reported here
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You'd think handing out the crossbows to brain damaged dwarfs would be a bad idea but it isn't

Save the catgirls!

Yourself

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Re: Export prohibitions
« Reply #2 on: January 01, 2008, 03:02:00 pm »

Excellent.  Now I just have to wait 500 days for one of my useful nobles to get out of prison.  I suppose I could shut my fortress up and leave DF running all night.
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0x517A5D

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Re: Export prohibitions
« Reply #3 on: January 01, 2008, 05:06:00 pm »

Until she finishes her sentence, I suggest assigning her duties to another dwarf through the n nobles screen.
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Troas

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Re: Export prohibitions
« Reply #4 on: January 01, 2008, 05:52:00 pm »

I've made a point of saving a lot while the caravan is in town as a workaround - as long as I know what was prohibited for export I can buy it from the caravan, and if they prohibit an export after the caravan closes for business but before it leaves the screen I can savescum to undo it.

As 0x517A5D suggested - reassign the duty for the duration of the sentence.  If it was your bookkeeper there's no big loss - any peasant can do the job - ones that are unskilled just need more time at it.  Broker is a bit more problematic - AFAIK Appraiser skill only raises when you view items in the trade depot.  However I did have a peasant go straight to novice appraiser upon first viewing a depot stuffed with rock crafts and human trader wares, so if your depot is full enough you should be able to get around that.  

And it's a long shot but try ropes instead of chains or cages - I've heard that they can occasionally be escaped.

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You'd think handing out the crossbows to brain damaged dwarfs would be a bad idea but it isn't

Save the catgirls!