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Author Topic: Friendly Traders  (Read 2369 times)

Nyan Thousand

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Friendly Traders
« on: May 12, 2012, 11:43:00 pm »

It's a known bug, right? Migrant dorfs with the Trader profession just lounge around at the map edge, clogging up the migrant pipes until they decide to move. So how do you guys deal with them?

This just happened to me. I decided to get a squad to just off the dwarf, seeing as he was going to die anyway, and I need the migrants to replenish my dwarf resource. And it worked. What happened next was an unexpected amount of fun, though: My squad decided to kill the rest of the migrant wave. Those bastards! Next thing I knew, half of my military was engaging in wanton slaughter. I had a coup on my hands. Probably they decided that just a tad too unethical? Thankfully, a human caravan swung by and I ordered all my squads to kill them, and that managed to calm them down. I lost a quarter of my dwarves though. A lot of Legendary ones too. Thankfully, no tantrum spirals. For some reason my dwarves are either married or only have passing acquaintances. Friendship's apparently not a thing in my fort.

As a side note: my baron died in the fort's early years, but nobody ever replaced him. My fortress is now apparently a duchy, but there's no duke. Bug, right?
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zombie urist

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Re: Friendly Traders
« Reply #1 on: May 12, 2012, 11:57:15 pm »

If your baron dies you will never get a duke. Not sure i its a bug or intendid behavior.
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The worst part of all of this is that Shakerag won.

i2amroy

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Re: Friendly Traders
« Reply #2 on: May 12, 2012, 11:59:34 pm »

You triggered a minor loyalty cascade with your military. Never order your military to attack traders or bugged migrants or they are declared "enemies" of your civilization, but since they are technically still a part of it anyone who attacks them is then declared an enemy, and so on until everyone is killing everyone.

DFHack does have a command to fix the bugged migrants btw, though you have to run it every time you a new bugged migrant shows up.
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Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Nyan Thousand

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Re: Friendly Traders
« Reply #3 on: May 13, 2012, 12:08:18 am »

You triggered a minor loyalty cascade with your military. Never order your military to attack traders or bugged migrants or they are declared "enemies" of your civilization, but since they are technically still a part of it anyone who attacks them is then declared an enemy, and so on until everyone is killing everyone.

DFHack does have a command to fix the bugged migrants btw, though you have to run it every time you a new bugged migrant shows up.

Ah. I thought that only happened for dwarven caravans. In the interest of SCIENCE I decided to try it again the next wave, with crazier results. I sent my entire military, 6 squads in all against the lone trader that's clogging up my pipeline. They killed him but they didn't proceed to kill everybody else. I looked at the reports and found this though:




Animals... fighting animals. Animal loyalty cascade. Jesus christ.
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i2amroy

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Re: Friendly Traders
« Reply #4 on: May 13, 2012, 12:20:26 am »

The animals lashing out thing is what happens if you try to cram a large number of animals into a small area. The animals will panic and attack nearby creatures, be they dwarves, other animals, or enemies. Your pastures are probably too small for your animals right now and that is why that is happening.
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Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Nyan Thousand

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Re: Friendly Traders
« Reply #5 on: May 13, 2012, 12:26:25 am »

That's weird. The pasture should be big enough for... 108 anima

Oh. Well it's their fault. They keep on cramming themselves in a small area. Stupid animals. Well, in any case, the caravan has arrived and now everybody is killing everybody. I'm metaphorically laughing my ass off.
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Saiko Kila

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Re: Friendly Traders
« Reply #6 on: May 13, 2012, 09:12:50 am »

That's weird. The pasture should be big enough for... 108 anima

If there's only one pasture, then it is not enough for 108 animals. Unless they are very small and don't move often, like guinea pigs (or normal pigs, who do not graze and almost don't move). The biggest single pasture is 31x31, but all obstacles and trees diminish its effective size. Animals aren't smart enough to disperse, besides that would trample the grass too much.

I have around 800 animals, most of them on pastures, and every pasture is ~300 tiles big and holds only 1 or 2 species. For bigger animals, like these on your screenshot, such a pasture is not enough in the long term even if there's only a handful of them. I need to swap them periodically (leaving one pasture "fallow"), so effectively one big species takes some ~600 tiles.
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ab9rf

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Re: Friendly Traders
« Reply #7 on: May 13, 2012, 09:34:28 am »

It's a known bug, right? Migrant dorfs with the Trader profession just lounge around at the map edge, clogging up the migrant pipes until they decide to move. So how do you guys deal with them?
The "tweak fixmigrant" command in DFHack.  These poor souls are supposed to be migrants, but for some reason they have the "merchant" flag set on them so the game doesn't attach them to your fort like it's supposed to.  The aforementioned tweak command fixes this.

I personally think this happens when someone who was previously a merchant trader is selected to migrate to your fort.  The game does not properly clear all of the unit flags in this case.  It ought to be a one-line fix; in fact, it might even be possible to binary-patch, if only someone could find the appropriate bitwise-AND instruction....
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