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Author Topic: Will merchants go insane? !!NOW WITH SAVE FILE!!  (Read 6421 times)

PsychicKid

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Will merchants go insane? !!NOW WITH SAVE FILE!!
« on: March 31, 2012, 10:04:49 pm »

Got pissed at the Merchants for not trading with me because I kept refusing thier horrible deals, so I did this: http://i.imgur.com/ymndU.jpg

I ended up catapulting one, a pak mule, and a random cat into the magma below, but the other three are trapped on my island of death. If I just leave them out there will they eventually just go insane? Otherwise, I will keep them there forever until gobbos arrive and they will be my first line of defense.

EDIT: For those who want to embark on my awesome volcano fortress of doom, here is the save file, with more instructions in the description.: http://dffd.wimbli.com/file.php?id=6059
« Last Edit: April 01, 2012, 10:47:52 am by PsychicKid »
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Girlinhat

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Re: Will merchants go insane?
« Reply #1 on: March 31, 2012, 10:08:02 pm »

They will go insane AND be your first line of defense.

PsychicKid

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Re: Will merchants go insane?
« Reply #2 on: March 31, 2012, 10:10:21 pm »

They will go insane AND be your first line of defense.

Excellent. On the plus side, the cat that I catapulted down into the magma discovered the lowest level of caverns, a deep pit, and some candy. Very pleased with the results overall, because now I have 98% of the caravan's crap.

The L-to-R extensions of my floor tiles will eventually house golden statues to intimidate all who enter. The hallway at the bottom will eventually become my barracks and then fortifications for my marksdorfs to take potshots at Gobbos that I strand on my lava island of death.
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KodKod

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Re: Will merchants go insane?
« Reply #3 on: March 31, 2012, 10:13:06 pm »

Forget the merchants, did you build the entrance to your fort over a fucking volcano?

This is the second greatest thing my eyes have ever borne witness to.
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PsychicKid

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Re: Will merchants go insane?
« Reply #4 on: March 31, 2012, 10:15:53 pm »

Forget the merchants, did you build the entrance to your fort over a fucking volcano?

This is the second greatest thing my eyes have ever borne witness to.

Ehehehehe, maybe. It was too good to ignore. The entire embark site is amazing. Off screen just to the north east is a brook and a few ponds. The mountain that I am on caps with two peeks, and a nice little enclave to the west nestled between the peeks that I could use for something. Also, when I embarked, I had no wagon. I embarked on the very absolute top peak of one of the mountains which was only 1-2 tiles wide. Every single item and unit was on 1 tile with no wagon at all (not even deconstructed)

PS: What is the first greatest thing you have seen?
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KodKod

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Re: Will merchants go insane?
« Reply #5 on: March 31, 2012, 10:21:10 pm »

Forget the merchants, did you build the entrance to your fort over a fucking volcano?

This is the second greatest thing my eyes have ever borne witness to.

Ehehehehe, maybe. It was too good to ignore. The entire embark site is amazing. Off screen just to the north east is a brook and a few ponds. The mountain that I am on caps with two peeks, and a nice little enclave to the west nestled between the peeks that I could use for something. Also, when I embarked, I had no wagon. I embarked on the very absolute top peak of one of the mountains which was only 1-2 tiles wide. Every single item and unit was on 1 tile with no wagon at all (not even deconstructed)

I'm jelly on you. I wish I got more embarks with features other than a bloody hill. Every time I have embarked on a volcano it has always been eleventeen megamiles up in the air, which is quite frankly rather dull.

A volcano entrance just screams "evil lair".

PS: What is the first greatest thing you have seen?

I'm... not entirely sure that you want to know that.
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Tell me what you see. It's a mortal wretched cacophony!
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PsychicKid

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Re: Will merchants go insane?
« Reply #6 on: March 31, 2012, 10:24:13 pm »

Forget the merchants, did you build the entrance to your fort over a fucking volcano?

This is the second greatest thing my eyes have ever borne witness to.

Ehehehehe, maybe. It was too good to ignore. The entire embark site is amazing. Off screen just to the north east is a brook and a few ponds. The mountain that I am on caps with two peeks, and a nice little enclave to the west nestled between the peeks that I could use for something. Also, when I embarked, I had no wagon. I embarked on the very absolute top peak of one of the mountains which was only 1-2 tiles wide. Every single item and unit was on 1 tile with no wagon at all (not even deconstructed)

I'm jelly on you. I wish I got more embarks with features other than a bloody hill. Every time I have embarked on a volcano it has always been eleventeen megamiles up in the air, which is quite frankly rather dull.

A volcano entrance just screams "evil lair".

PS: What is the first greatest thing you have seen?

I'm... not entirely sure that you want to know that.

Well, at first I was planning on being a typical, normal fort that doesn't needlessly slaughter everyone and everything that comes my way, but these merchants pissed me off, so I stole their jank and then killed one off and have the others held hostage. If anyone crosses my fort then they too will fall into the magma. Soon I will start training some marksdorfs so I can begin shooting these guys.

Edit: I guess while I'm here... I managed to snag some crossbows and about 70 or so bolts from the caravan. I got a marksdorf assigned and he grabbed a crossbow, but how do I make him actually grab bolts? I see he has a quiver in his inventory, which is a start I guess... But bolts have me a bit confused on the ammo screen.
« Last Edit: March 31, 2012, 10:40:49 pm by PsychicKid »
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cerevox

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Re: Will merchants go insane?
« Reply #7 on: March 31, 2012, 10:45:20 pm »

Have some bolts assigned to the squad from the ammo screen, make sure they are assigned to combat. Then send your dorf up to his position. He should grab his combat bolts and use them.
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KodKod

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Re: Will merchants go insane?
« Reply #8 on: March 31, 2012, 10:50:06 pm »

Edit: I guess while I'm here... I managed to snag some crossbows and about 70 or so bolts from the caravan. I got a marksdorf assigned and he grabbed a crossbow, but how do I make him actually grab bolts? I see he has a quiver in his inventory, which is a start I guess... But bolts have me a bit confused on the ammo screen.

Your ammunition screen for the individual squad should have bolts selected for use in combat.

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/人‿‿人\
Tell me what you see. It's a mortal wretched cacophony!
KodBlog: A rage in progress. Updated 20/04/12

PsychicKid

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Re: Will merchants go insane?
« Reply #9 on: March 31, 2012, 10:50:06 pm »

Have some bolts assigned to the squad from the ammo screen, make sure they are assigned to combat. Then send your dorf up to his position. He should grab his combat bolts and use them.

He doesn't seem to have any bolts. He's just standing at a fortification doing nothing. In other news, the donkey and merchant became depressed. The merchant dove into the lava and burned to nothing.

Edit: I guess while I'm here... I managed to snag some crossbows and about 70 or so bolts from the caravan. I got a marksdorf assigned and he grabbed a crossbow, but how do I make him actually grab bolts? I see he has a quiver in his inventory, which is a start I guess... But bolts have me a bit confused on the ammo screen.

Your ammunition screen for the individual squad should have bolts selected for use in combat.



Yeah, that's what mine looks like.
« Last Edit: March 31, 2012, 10:52:03 pm by PsychicKid »
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KodKod

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Re: Will merchants go insane?
« Reply #10 on: March 31, 2012, 10:59:20 pm »

Well I can think of two possible things...

Firstly a low level marksdwarf can only fire if he or she is stood directly in adjacent to a set of fortifications, so if he's not then that's a problem.

Secondly... When you activated him in the military what sort of orders did you give him? If he saw the baddies right away then he might simply sit there stupidly, as marksdwarves have occasionally been known to do, instead of collecting the ammo to actually fire his crossbow.

You can examine his quiver to check whether or not he has any bolts in it, that might give you a better idea.
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/人‿‿人\
Tell me what you see. It's a mortal wretched cacophony!
KodBlog: A rage in progress. Updated 20/04/12

PsychicKid

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Re: Will merchants go insane?
« Reply #11 on: March 31, 2012, 11:02:03 pm »

Well I can think of two possible things...

Firstly a low level marksdwarf can only fire if he or she is stood directly in adjacent to a set of fortifications, so if he's not then that's a problem.

Secondly... When you activated him in the military what sort of orders did you give him? If he saw the baddies right away then he might simply sit there stupidly, as marksdwarves have occasionally been known to do, instead of collecting the ammo to actually fire his crossbow.

You can examine his quiver to check whether or not he has any bolts in it, that might give you a better idea.

He is standing right next to ("behind" I guess) the fortification, just staring blankly out. Eventually he got bored and now he is idling in his room. When I activated him, I gave him kill orders. Should I just cancel the kill orders and make him station elsewhere?
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cerevox

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Re: Will merchants go insane?
« Reply #12 on: March 31, 2012, 11:02:47 pm »

Go down the checklist.

Quiver?
Bolts assigned to squad?
Bolts assessable/not forbidden?
Bolts binned?(are bolts one of the items that you can only use when in a bin?)
Bolt types available?(or just set to any bolt?)
Dorf has been given time to get uniform on?(sometimes they decide to skip the uniform when going into battle.)
Dorf has been assigned crossbow?

If all of the above are clear then your dorf might be bugged.

'edit'
Get rid of the kill order and give him station orders to his firing position.
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PsychicKid

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Re: Will merchants go insane?
« Reply #13 on: March 31, 2012, 11:10:37 pm »


Get rid of the kill order and give him station orders to his firing position.

I disbanded his squad and then did this. A bit sad because the merchant, donkey, and liaison have lept to their deaths to the lava below. A dorf was also trapped outside and has been subsisting on vermin, even had a miscarriage. OH WELL TIME TO SHOOT THE GUARDS

Weird, it says no reachable valid target, yet he has bolts this time, I checked his quiver.

UPDATE: I stationed him right next to the fortification, then told him to attack, and now he is shooting. Huzzah!
« Last Edit: March 31, 2012, 11:13:44 pm by PsychicKid »
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cerevox

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Re: Will merchants go insane?
« Reply #14 on: March 31, 2012, 11:15:32 pm »

When you build firing postions always make the walkable area one wide to force the dorf up against the fortifications. Very skilled dorfs can fire at a range through fortifications, but most can't.
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