Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Reducing number of strangers in retired fort  (Read 1191 times)

hun

  • Bay Watcher
    • View Profile
Reducing number of strangers in retired fort
« on: March 23, 2016, 02:09:02 pm »

In one my fort, after about 10 years of the fort being retired, when I came back I found more than 150 merchants, bards, poets sitting in random places of the fort. Some of them was Hostile and was counted in Other group, around 30 merchants was counted as long-term residents (and counted in Citizen group). Also, a lot of pack animals (or their corpses) with traders' crap.

How I can prevent game from spawning those guys in my retired forts? Will deactivating/deleting libraries and taverns, removing trade depot, blocking access to fort by raising bridges right before retiring will help?
I will try what I mentioned in the nearest future, but maybe someone already carried out the SCIENCE. Also, maybe you have any other ideas.

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Reducing number of strangers in retired fort
« Reply #1 on: March 23, 2016, 04:44:57 pm »

Unretire is screwy right now. Certainly the merchants and fake hostility aren't supposed to be there. Toady tried fixing that recently but it didn't work.  Hopefully he'll try again before the scenarios arc. Merchants need replacing altogether at some point.
Logged

Khalari

  • Bay Watcher
    • View Profile
Re: Reducing number of strangers in retired fort
« Reply #2 on: March 23, 2016, 07:24:22 pm »

Raising bridges would not work. Once retired, levers get destroyed and bridges would automatically go down.

What I think would work is sealing the fort with constructed walls (maybe controlled cave-ins would be even safer).
Logged

Libash_Thunderhead

  • Bay Watcher
    • View Profile
Re: Reducing number of strangers in retired fort
« Reply #3 on: March 23, 2016, 07:36:29 pm »

Raising bridges would not work. Once retired, levers get destroyed and bridges would automatically go down.

What I think would work is sealing the fort with constructed walls (maybe controlled cave-ins would be even safer).
Only if the game actually checks pathing, instead of respawning them randomly
Logged

hun

  • Bay Watcher
    • View Profile
Re: Reducing number of strangers in retired fort
« Reply #4 on: March 23, 2016, 07:50:50 pm »

Raising bridges would not work. Once retired, levers get destroyed and bridges would automatically go down.

This information doesn't seem correct to me. Neither about levers nor bridges. I have successfully used levers in a retired fort by adventurer, and in the same way, when I came as an adventurer to a retired fort, bridges were risen (exactly as they were left).

In that latter case, I actually tried to figure out if sealing the fort prevent dwarves from random scattering at the the surface (another bad behavior of retiring I tried to cure). It actually does, if you are wondering.
« Last Edit: March 23, 2016, 07:54:38 pm by hun »
Logged

Khalari

  • Bay Watcher
    • View Profile
Re: Reducing number of strangers in retired fort
« Reply #5 on: March 23, 2016, 08:04:00 pm »

Only if the game actually checks pathing, instead of respawning them randomly

I mean, I would be surprised if the game didn't check pathing (unless it's a bug).
Logged

hun

  • Bay Watcher
    • View Profile
Re: Reducing number of strangers in retired fort
« Reply #6 on: March 23, 2016, 08:15:49 pm »

Only if the game actually checks pathing, instead of respawning them randomly

I mean, I would be surprised if the game didn't check pathing (unless it's a bug).

Well, the more I play DF the harder to surprise me... Not in the last place because we have too many bugs to even memorize them all, and with each new patch we have some bugs randomly disappearing, and bunch of new coming in.

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Reducing number of strangers in retired fort
« Reply #7 on: March 24, 2016, 01:49:39 am »

When I last visited my retired fortress, a whole load of visitors were right on the outskirts pathing their way in (or getting confused by the river). So many that I assumed it was an invading army. Next time I unretired there were about 120 of them all huddled in my tiny 4-bedroom inn (plus damn broken merchants clutteriing up my citizen list - stressed after seeing the wagon die)

Was amusing chatting to my mayor in adventurer, totally obsessed with the godlessness of our neighbours and telliing everyone at the inn about it.
Logged