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Author Topic: Caravan Issues (34.02)  (Read 1136 times)

beef623

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Caravan Issues (34.02)
« on: February 19, 2012, 03:49:52 am »

Great to see wagons back, but I think I may have run into a couple of bugs with them. I've only had one show up so far, but here's what I ran into (#3 may not be related to the caravans):

1. The merchants started unloading, then before they finished, packed back up and left leaving no time to trade
2. While the wagons were around, I was not able to use my stone to build with (it wasn't forbidden individually or in the stocks screen). I could use it again after the wagons left (the diplomat was still around)
3. I've got a suspended road and bridge leading into my fort. The wagons came in fine, but after they did, my dwarves refuse to use this path (I had to build them an alternate ramp just to the right of the entryway)

Here's a dfma link that may make it easier to see what I'm talking about in #3 http://mkv25.net/dfma/map-11021-onekill
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Agent_86

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Re: Caravan Issues (34.02)
« Reply #1 on: February 19, 2012, 06:18:20 am »

For #3, if your entryway is 3 tiles wide, this might be a side-effect of the wagon completely blocking off the entranceway.  I've built my latest forts with 5 tile wide entranceways so I'm not completely sure this is the case but it seems logical to me considering my knowledge of the pathing system.
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When something isn't quite dorfy enough, just add magma.

Proteus

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Re: Caravan Issues (34.02)
« Reply #2 on: February 19, 2012, 07:17:51 am »

Not sure about this version, but in earlier versions (that still had wagons in them) wagons AFAIK didnīt create any pathing problems for dwarves (even in hallways just 3 tiles wide).
Dwarves would just tret wagons like other dwarves (i.e. in case of a potential collision they would just throw themselves to the ground and lie prone and let the wagons roll over them)
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beef623

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Re: Caravan Issues (34.02)
« Reply #3 on: February 19, 2012, 12:29:28 pm »

It's not that they won't go that way while the wagon is there, they won't go that way at all anymore. I've tried setting the bridge path to high traffic and restricting the ramp to the side, but that didn't work. If I remove the ramp, they still won't use the bridge path (even to the point of dehydration).
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Proteus

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Re: Caravan Issues (34.02)
« Reply #4 on: February 19, 2012, 01:15:03 pm »

Sounds like a bug in this case. Would probably be best if you reported it (perhaps together with a save)
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beef623

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Re: Caravan Issues (34.02)
« Reply #5 on: February 21, 2012, 02:19:53 pm »

Just wanted to add an update in case someone else stumbles across this with similar problems.

1. A bug, but an easy workaround is to wait until the entire caravan reaches the depot, then hit d to start a designation. Apparently while the games is paused for designations, the traders will still unload their goods.
2. Probably a pathing issue resulting from #3
3. My ramps needed to be attached to walls to work properly. I ended up removing the supports I had at that end of my floor and building a wall there.
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