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Author Topic: Merchant Traffic Jam  (Read 3016 times)

parasite

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Merchant Traffic Jam
« on: August 13, 2012, 12:25:32 pm »

I'm trying to build a traffic control system (with a wall around the map and several entrances guarded by bridges that are connected underground by 4 tile wide tunnels, see picture)

Now the human merchants want to leave through the same tunnel as the dwarven merchants want to enter. They crashed into one another and the wagons exploded ... see trash lying around under the yellow x (right hand panel). Some of the merchants are already leaving with there horses and guards, but are leaving their trade goods behind.

I tried to find some hints, but google didn't help me much. Is this a known bug or correct behavior, do I need wider tunnels?

Pic (tileset: ironhand): http://i.imgur.com/Nu0fG.png
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Hyndis

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Re: Merchant Traffic Jam
« Reply #1 on: August 13, 2012, 12:28:08 pm »

I've noticed that sometimes wagons just explode for no reason I can find.

It seems to do with a large amount of traffic, but I can't verify this.

To get around this try to build the most direct route possible from the edge of the map to your depot. Alternatively if you don't want to worry about it, just prevent wagon access to the depot so they only bring pack animals with them.

As masterwork roasts are plentiful, weigh very little, and a single one can buy out most of a caravan, it doesn't matter if they don't have a lot of cargo space.
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weenog

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Re: Merchant Traffic Jam
« Reply #2 on: August 13, 2012, 12:30:58 pm »

Tunnels wide enough for wagons to pass side-by-side (6 wide should do) is the simplest way to handle this.  Sending your military to destroy the non-dwarven traders at the traffic jam is a fun way to do it.  Sending your military to destroy the dwarven traders at the traffic jam is a Fun! way to do it, but typically not ‼FUN‼ unless you destroy it with magma.
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

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parasite

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Re: Merchant Traffic Jam
« Reply #3 on: August 13, 2012, 12:43:08 pm »

Ok, what I thought - wider tunnels. Thanks.
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Bobnova

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Re: Merchant Traffic Jam
« Reply #4 on: August 13, 2012, 02:36:13 pm »

Magma can solve this problem.
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wuphonsreach

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Re: Merchant Traffic Jam
« Reply #5 on: August 13, 2012, 03:24:05 pm »

You can have sections that are narrower then 6, but the majority of the tunnel should be 6 wide.  I like to use 7-tiles wide, just to be on the safe side (especially on corners).  If it's on soil that grows trees / mushrooms, then I put a 5-tile wide paved road down the middle.
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Hyndis

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Re: Merchant Traffic Jam
« Reply #6 on: August 13, 2012, 03:35:05 pm »

I prefer to keep the trade depot either outdoors, with a straight shot from the edge of the map to the depot. No turns or anything in the way. This seems to be okay for wagons.

While this puts the depot in an exposed location, it still is behind my barracks full of at minimum 60 marksdwarves on duty in a huge blob of crossbow death. Not much gets through them. The caravans are quite safe.
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Quietust

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Re: Merchant Traffic Jam
« Reply #7 on: August 13, 2012, 04:01:09 pm »

When wagons get stuck, the merchants will scuttle them (and then leave the map).

The easiest way to avoid this is to simply make sure you never have 2 caravans on the map at once - how did you even manage to keep a Human caravan around for 3 months without it going insane?
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Hyndis

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Re: Merchant Traffic Jam
« Reply #8 on: August 13, 2012, 04:27:45 pm »

When wagons get stuck, the merchants will scuttle them (and then leave the map).

The easiest way to avoid this is to simply make sure you never have 2 caravans on the map at once - how did you even manage to keep a Human caravan around for 3 months without it going insane?

Hmm, that could be it. I've modded my game so that all caravans show up in autumn and leave in winter, and hostiles show up during spring and summer. This is so I don't have caravans spilling stuff all over the map, creating thousands of useless hauling jobs.

There are certainly some horrendous wagon traffic jams when they all show up at the same time at the same depot.
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EvilBob22

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Re: Merchant Traffic Jam
« Reply #9 on: August 13, 2012, 05:03:07 pm »

I've had it happen in vanilla when the human caravan comes on the map in the thick part of the forest, taking a few months just to get to the depot.  (Then the dwarf caravan comes on the part of the map with a direct path to the depot -- while the humans are just starting to leave.)
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Broseph Stalin

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Re: Merchant Traffic Jam
« Reply #10 on: August 13, 2012, 05:09:54 pm »

It's not that weird, sometimes things explode and everything is always a thing so statistically speaking most things should explode. That's just math.

parasite

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Re: Merchant Traffic Jam
« Reply #11 on: August 13, 2012, 05:19:52 pm »

how did you even manage to keep a Human caravan around for 3 months without it going insane?

This happens all the time in my games:

1. The path to the Depot is not straight for security reasons (watchdogs, good spots for traps, etc.).
2. I don't trade the bins (early in game), so the merchants need months to pack all the trash.

Quote
When wagons get stuck, the merchants will scuttle them (and then leave the map).

This isn't always the case - I had a wagon cross my obsidian farm while I was mining the obsidian. Suddenly the wagon was flying in the air because I mined under the damn slow merchant.
« Last Edit: August 13, 2012, 05:26:23 pm by parasite »
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Hyndis

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Re: Merchant Traffic Jam
« Reply #12 on: August 13, 2012, 05:54:10 pm »

It's not that weird, sometimes things explode and everything is always a thing so statistically speaking most things should explode. That's just math.

Michael Bay is a dorf?
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Broseph Stalin

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Re: Merchant Traffic Jam
« Reply #13 on: August 13, 2012, 05:58:23 pm »



Michael Bay is a dorf?
Living off of mushrooms and alcohol would explain the ninja turtles movie.