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Author Topic: Wagon oddities  (Read 3876 times)

Sutremaine

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Wagon oddities
« on: February 25, 2012, 08:37:02 pm »

I cut off wagon access with combination of walls and unramped channel tiles. Strange things happened.

Spoiler (click to show/hide)
In this example, the wagon appears with its centre tile two tiles into the map, off to the side of the ramp, and then uses the side of the ramp with no walls beneath it to access the fort. As it descends the ramp it turns 180 degrees, pointing in the correct direction and with its centre tile on the ramp. Cutting down the tree and digging the hole-and-ramp results in the same outcome.

Spoiler (click to show/hide)
Here there is no wagon access and the pack animal caravan will appear in a random spot. The depot access indicator shows that the wagon can't use the walled side of the ramp at all, but can use the unwalled side to go up a level. It also shows 'depot accessible' despite the green squares not reaching the edge on that level. The green squares on the level below do reach the edge, going through the wall to do so.

I suspect that putting the ramps as close to the edge of the map as physically possible interacts with the wagon and depot access code in strange ways.
« Last Edit: February 25, 2012, 10:13:10 pm by Sutremaine »
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Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

ASCIt

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Re: Wagon access oddities
« Reply #1 on: February 25, 2012, 09:08:00 pm »

Interesting, I'll be watching this for future information.

Also, could you rename this thread "wagon oddities"? I need to hijack it for a second. Apparently, wagons have become more creature-like, as dis-assembling one made it show up on my dead/missing list...

also, it appears that the wood it's made of is now simply "wagon wood".
« Last Edit: February 25, 2012, 09:41:51 pm by ASCIt »
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zombie urist

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Re: Wagon oddities
« Reply #2 on: February 25, 2012, 10:25:22 pm »

Wagons in the past have also been creatures. There were dwarves that had preferences for 'wagon wood'. I think its how the game treats body materials, which is why if you cut off some limbs from a BC you'll get 'bronze colossus bronze'
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ASCIt

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Re: Wagon oddities
« Reply #3 on: February 25, 2012, 10:39:09 pm »

Wagons in the past have also been creatures. There were dwarves that had preferences for 'wagon wood'. I think its how the game treats body materials, which is why if you cut off some limbs from a BC you'll get 'bronze colossus bronze'

True, but I remember that there didn't actually used to be wagon wood at all, and now I have 3 cages made from the stuff.
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EveryZig

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Re: Wagon oddities
« Reply #4 on: February 25, 2012, 10:47:02 pm »

Today I genned a world with accidentally duplicated raws. This made me embark as humans with wagons in the list of pets I could buy. I bought three wagons, which on embark immediately exploded into fire (giving the message 'stray wagon has scuttled') and showed up as missing.
The resulting fire killed all my humans.
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Loud Whispers

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Re: Wagon oddities
« Reply #5 on: February 25, 2012, 10:49:03 pm »

Today I genned a world with accidentally duplicated raws. This made me embark as humans with wagons in the list of pets I could buy. I bought three wagons, which on embark immediately exploded into fire (giving the message 'stray wagon has scuttled') and showed up as missing.
The resulting fire killed all my humans.

This seems like a great idea.

WAGONS FOR ALL!

Bloxace

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Re: Wagon oddities
« Reply #6 on: February 25, 2012, 11:56:45 pm »

Today I genned a world with accidentally duplicated raws. This made me embark as humans with wagons in the list of pets I could buy. I bought three wagons, which on embark immediately exploded into fire (giving the message 'stray wagon has scuttled') and showed up as missing.
The resulting fire killed all my humans.

Armok is displeased with the humans for trying to live like his dwarves.
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ASCIt

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Re: Wagon oddities
« Reply #7 on: February 26, 2012, 12:07:43 am »

Today I genned a world with accidentally duplicated raws. This made me embark as humans with wagons in the list of pets I could buy. I bought three wagons, which on embark immediately exploded into fire (giving the message 'stray wagon has scuttled') and showed up as missing.
The resulting fire killed all my humans.

Armok is displeased with the humans for trying to live like his dwarves.

Nah, it's not so much that he hates other races trying to mimic his children, it's just that they actually try; if they managed to actually do it, it would please Armok greatly.
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gildarumarth

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Re: Wagon oddities
« Reply #8 on: February 26, 2012, 02:32:10 am »

Wagons also have worshiped gods listed in their historical entry.
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EveryZig

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Re: Wagon oddities
« Reply #9 on: February 26, 2012, 10:16:42 am »

Nah, it's not so much that he hates other races trying to mimic his children, it's just that they actually try; if they managed to actually do it, it would please Armok greatly.
By dying via inexplicable explosion, I think they did mimic dwarfs pretty well. Armok rewarded them with prompt FUN.
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simonthedwarf

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Re: Wagon oddities
« Reply #10 on: February 26, 2012, 10:54:05 am »

Can necromancers resurrect wagons?

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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

Tidal

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Re: Wagon oddities
« Reply #11 on: February 26, 2012, 11:00:40 am »

Can necromancers resurrect wagons?
Whoa. Reanimated wagons.
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simonthedwarf

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Re: Wagon oddities
« Reply #12 on: February 26, 2012, 11:54:04 am »

I'm thinking:

TP Luggage.
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Quote from: Syndic
Sentry towers, manned by orang-utangs./quote]

miauw62

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Re: Wagon oddities
« Reply #13 on: February 26, 2012, 11:58:49 am »

PTW, the first posts already made me laugh, i want to see more.
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EmperorJon

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Re: Wagon oddities
« Reply #14 on: February 26, 2012, 12:21:34 pm »

I'm thinking:

TP Luggage.

BRB, I'm just modding an infinite carrying amount, legs instead of wheels, and some MASSIVE TEETH onto wagons.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.
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