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Author Topic: Caravan/migrant problem  (Read 748 times)

xyzzy

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Caravan/migrant problem
« on: August 27, 2017, 11:37:50 am »

For my last three forts, I've had the same problem.  I can't export wealth - I get to 2-3k exported wealth on the first few caravans and then the counter never increases no matter how much I trade or give away. I usually get 2-3 caravans and then they stop arriving, same with migrants - I'll get a few waves of them and then nothing.  After this no enemies attack either.

Doing some searching I'm guessing I have the "missing caravan" bug.   I've tried the 'unitretreival' script from this thread  (http://www.bay12forums.com/smf/index.php?topic=159297.0) and it does find some missing/stuck merchants, which I then try to fix using the dfhack 'tweak fixmigrant' command.   This removes them as merchants from the unit list.   But even after doing that I still never get another attack, caravan, or migrants even after waiting several years.

This is getting frustrating, does anyone have any advice as to why this keeps happening?   Are there certain things that would be more likely to trigger this? 


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StagnantSoul

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Re: Caravan/migrant problem
« Reply #1 on: August 27, 2017, 04:31:31 pm »

Are the civs dead?
Are you on a tiny island surrounded by mountains?
Is there something killing them on the way there?
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xyzzy

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Re: Caravan/migrant problem
« Reply #2 on: August 27, 2017, 06:39:38 pm »

I'm definitely not on an island.   I'm still new and learning so I'm not sure about how to know if the civs are dead.  When I embarked there were goblins as neighbors in red which I believe means they were at war.  And from the civilization menu in the game it lists humans, dwarves, goblins, and kobolds (I'm not sure how to interpret the info from that menu).

It's pure speculation, but is it possible that have the exported wealth be stuck low limit actions?   All of my games seem to go this way :

exported wealth stops (~2-3k) -> no more caravans -> no more migrants -> no attacks

Does having the exported wealth stuck so low make my fort unappealing so the other events never get triggered after a certain point?

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Fleeting Frames

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Re: Caravan/migrant problem
« Reply #3 on: August 27, 2017, 07:26:28 pm »

Human caravan definitely needs a bit of trade to arrive, and elves could have gone to war without telling you. But second year dwarves should pretty much always arrive when you didn't get "you're embarking with dead/dying civilization" warning at start - I doubt they're all dead from events in outside world.

I doubt this will help, but you could try this outdated piece of code here (outdated as the unitretrieval grew from the issue discussed in that thread).
« Last Edit: August 27, 2017, 07:28:23 pm by Fleeting Frames »
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Loci

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Re: Caravan/migrant problem
« Reply #4 on: August 27, 2017, 08:07:05 pm »

Doing some searching I'm guessing I have the "missing caravan" bug.   I've tried the 'unitretreival' script from this thread  (http://www.bay12forums.com/smf/index.php?topic=159297.0) and it does find some missing/stuck merchants, which I then try to fix using the dfhack 'tweak fixmigrant' command.   This removes them as merchants from the unit list.   But even after doing that I still never get another attack, caravan, or migrants even after waiting several years.

Tweak fixmigrant was intended to solve a completely different problem (immigrants arriving with the merchant flag set); using it on units retrieved from the "missing caravan" bug might cause the incomplete caravan to remain incomplete. Instead, you should allow the old merchants to leave the map, hopefully completing the previous caravan, increasing exported wealth, and allowing new caravans to arrive.



Are the civs dead?

No. If the fortress receives any dwarven caravans at all, ever, then the civilization is not dead.
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