@lethosor - you have been asking in this thread
http://www.bay12forums.com/smf/index.php?topic=163671.0 if the script works for caravans and I confirm it did help me get the rest of the human caravan on the map. My case was a bit specific because when caravan was announced only guards entered the map but soon after some darn monkey attacked and killed a horse. Since I have horses on the map I didn't think it's related to caravan but indeed the monkey managed to kill the caravan horse and the rest of the caravan got stuck outside of map. Using the script a few in-game days later got the rest of the traders on the map but now they are stuck at the bin that was "dropped" by the dead horse and are stuck at the edge of the map again. As far as I know I just have to wait for them to go insane and die but that shouldn't affect future caravans visits from humans right?
In regards to sieges - I had one announced the other day and the game pauses and zooms to where the units entered the map. There is always only a few that get spotted on the edge like 10 units or so right from the start and other units enter the map following the ones that appeared when siege is announced. I made a quicksave because it was late for me and I said will deal with this siege next time I play. So I made a backup of the save and then I let the siege go forward for a while just to see how many attackers came and there was around 80 goblins & trolls (in the "u"/others screen). So before I started the game next time I used the backed up quicksave to start right from where the siege was announced. But this time there were only goblins that were already on the map, so some 8 goblins and all the other units from the siege were gone and have never entered the map (there were also only 8 present in the "u"/others screen). So it seems that quicksave at the time that siege is announced only saves the units that are present on the map but not the ones that still follow right behind them. It cuts out those that are entering the map. So that siege ended very fast with only a few goblins that I killed and I never got a siege again. I am not sure how much in-game time has passed since then but it seems like a lot. So do you guys have any experience with that and do you think that those goblins that didn't spawn might be stuck "somewhere in the savegame folder/world.sav file" between the world map and fort map and could create a mess long term or prevent other goblin sieges to happen? Any ideas on this one?
Also I think that the game does NOT save farm plots settings properly. The fertilize on/off function might not be saved properly, actually is always set/reset to "on" after you load the game. I set some farms to not be fertilized but when I reload all are set to fertilize "on" again. I did check if it might be because seasons changed but the fertilize "on/off" settings have all been reset for all farms and for all seasons. Might be a bug hiding in the potato farm that no one noticed
Anyway you guys probably can check in a minute what stats are saved for farm plots and see if fertilize "on/off" option is also saved or not. Sounds strange to my because not saving it should crash the game on load I guess but hey this is DF and anything is possible
Please include the "caravan unit retrieval" script in DFHack and consider doing the same for siege units. I also hope that my experience above will help investigate this further.
EDIT: I always forget to tell I am playing 43.03 Newb Pack so not 100% up to date here