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Author Topic: Selecting Weapons for Trade (Dumb Qestion)  (Read 1290 times)

Stadfradt

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Selecting Weapons for Trade (Dumb Qestion)
« on: January 05, 2021, 08:30:41 am »

Hi. Noob Question: When I'm selecting items for trade, will weapons used by the military be included for selection? (Right now I just have a small dorm for sleeping and a single chest in the barracks.) I have a legendary bowyer, but I'm afraid to sell crossbows because I don't want my military to have their crossbows sold away.
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PatrikLundell

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #1 on: January 05, 2021, 11:03:49 am »

Owned items, as well as items assigned for use by the militia can't be sold. Note that "assigned" includes the ones that have been selected but not picked up yet.

It's not a dumb question, but a rather relevant one. Stupid people repeat stupid mistakes, ignorant people may be stupid, or they may seek the answers to questions and thus become less ignorant over time...
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Stadfradt

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #2 on: January 05, 2021, 11:28:03 am »

Thanks!
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ltprifti

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #3 on: January 06, 2021, 06:18:05 pm »

if i remember correctly (haven't played in several months) even if the item is in transit from creation to stockpile it will not appear on the list either, until it is placed in the stockpile and now no longer being held/used

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PatrikLundell

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #4 on: January 07, 2021, 05:22:28 am »

Correct. Items in "use" aren't available, and hauling is a "use" (in fact, being marked for hauling is enough to be in use). Items stored in containers that are being accessed are unavailable as well.
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Stadfradt

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #5 on: March 24, 2021, 02:43:45 pm »

Owned items, as well as items assigned for use by the militia can't be sold. Note that "assigned" includes the ones that have been selected but not picked up yet.
I must be doing something wrong because I sold an artifact buckler that I had assigned to a dwarf. Thank goodness the trader notified me that I had sold it to him, so that I was able to buy it back. Since then I've seen a lot of things that are part of uniform kits that are going up for sale. Artifact weapons, named weapons, adamantine bucklers, masterwork steel weapons and armor.

I'm not contradicting you! My assumption is that it's operator error. Do I have to designate a room for every armor stand and weapon rack the way I do with beds and coffins? I just designate one and then put in enough for everybody, and everything winds up in the stockpiles. Might as well try it.
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Thisfox

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #6 on: March 24, 2021, 04:43:30 pm »

Possible that you didn't set the military clothes and weapons to replace their civilian items, and insist no substitution? Or would that still have no effect on the outcome?
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Stadfradt

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #7 on: March 24, 2021, 06:12:16 pm »

Possible that you didn't set the military clothes and weapons to replace their civilian items, and insist no substitution? Or would that still have no effect on the outcome?
I go back and forth with over/replace, trying to solve the perennial equipping problem, so I'm sure I've had all four combos of over/replace exact/partial when selecting items for trade.

Interesting new development, though: I went through and set ALL the armor stands and weapon racks as rooms covering the same enclosed space, and hit TIQ for individual and squad equipment storage, and I'm now seeing stuff on the armor stands. Like, most, if not all armor stands. I've never seen that. The weapon racks are clean. Although as we speak I caught someone taking a steel mail shirt off an armor stand to store in a stockpile. And another. And a steel gauntlet is on an armor stand but tasked for stockpiling.

I've seen an adult take a toy from a child and stockpile it only to have the kid pick it up, and then an adult takes the toy again and stockpiles it. Rinse and repeat.

Between the thirty or so clowns I have trapped in the first-layer cavern and my mismanagement, my FPS is not good at all. I think the dwarves' universe may be slated for a bad case of vacuum decay. I can start over assigning stands & racks, eliminating stockpiles for anything matching military equipment, and see how that goes. I think I can be happy with what I've done and start anew.
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anewaname

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #8 on: March 24, 2021, 10:34:03 pm »

Interesting new development, though: I went through and set ALL the armor stands and weapon racks as rooms covering the same enclosed space, and hit TIQ for individual and squad equipment storage, and I'm now seeing stuff on the armor stands. Like, most, if not all armor stands. I've never seen that. The weapon racks are clean. Although as we speak I caught someone taking a steel mail shirt off an armor stand to store in a stockpile. And another. And a steel gauntlet is on an armor stand but tasked for stockpiling.
The wiki mentions a bug associated with this, here. I haven't tried anything with storage in the barracks in a long time.

I've seen an adult take a toy from a child and stockpile it only to have the kid pick it up, and then an adult takes the toy again and stockpiles it. Rinse and repeat.
I'm not sure why the adult would take the toy away while the kid is playing with it and the kid would go find the toy again, well, maybe I do, but is it in the code? But, I haven't noticed this happening in my forts and there always seems to be a mob of kids playing in some area of the fort.
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Thisfox

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #9 on: March 25, 2021, 02:03:51 am »

I've seen an adult take a toy from a child and stockpile it only to have the kid pick it up, and then an adult takes the toy again and stockpiles it. Rinse and repeat.
I'm not sure why the adult would take the toy away while the kid is playing with it and the kid would go find the toy again, well, maybe I do, but is it in the code? But, I haven't noticed this happening in my forts and there always seems to be a mob of kids playing in some area of the fort.

I find that the kids put the toy down on the floor when distracted, and the ever vigilant "I want to haul light things" adult picks it right up and puts it away. Kids without toys pretty fast go to get a toy, and a lot of the time, the closest toy to pick up is the one the hauler just set down.
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Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
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Stadfradt

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #10 on: March 25, 2021, 06:26:44 pm »

Well, defining overlapping rooms for every armor stand and marking each with TIQ made some sort of difference. Shields and armor were hung on the stands. And off-duty dwarves seemed to be at least partly kitted out because when I set them inactive for manpower, my fort came to a standstill as they all went to drop off their stuff in the barracks. And even though the dwarves were being more responsible about their stuff, their weapons and armor still showed up for trade. It was a small fort with few items, so it had to be their gear because other weapons and armor didn't exist.

That's all I got because other things happened that presented an option to me: Delete and start over, or take an axe to my laptop. My fifteen-dwarf fort, part of a large and vibrant civilization, got a queen less than a year in. She wasn't satisfied with her rooms no matter how many lead statues I stuffed them with, because that's all I had, and she kept saying I wasn't meeting her production edicts, even though I was. Then I got invaded, and since the squad-move-station just doesn't work -- My last fort I had 41 dwarves who were legendary+5 in discipline and twenty of them got slaughtered by clowns because they either jumped the gun or wandered off to move a trinket from one stockpile to another -- I made burrows at my defensive choke points, set the squads to defend burrows, and activated the alerts, at which point EVERYBODY turned into civilians and wandered off. Luckily the invaders wandered off as well, so I turned off the alerts, deleted the alerts and the burrows since starting fresh seems to be a necessary step for every problem I have, and EVERYBODY donned their military kit and stood around defending burrows that didn't exist. So I disbanded the squads, and I guess they were heartbroken that they had to turn in their regimental neckties or something, because they just stopped working. I hope it hurt when their universe got deleted, because they are bastards.

I hate this game so much.
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orius

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #11 on: March 26, 2021, 10:17:23 am »

That's weird.  You're normally not supposed to get the monarch unless you have 10 times as many dwarves, plus a number of other factors I don't remember offhand.  And I think invasions don't happen with less than 80 dwarves, but i think necromancers don't follow that rule.
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PatrikLundell

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #12 on: March 26, 2021, 12:09:17 pm »

That's weird.  You're normally not supposed to get the monarch unless you have 10 times as many dwarves, plus a number of other factors I don't remember offhand.  And I think invasions don't happen with less than 80 dwarves, but i think necromancers don't follow that rule.
No, getting a monarch early isn't strange. If your civ is "struggling" (with a warning at embark) you get one of your dorfs appointed as the new monarch within a year or two more often than not. Even if you embark as a seemingly healthy civ you can be saddled with a monarch if the mountainhall falls and the (previous) monarch is killed. The process of having one of your dorfs appointed as the new monarch is a different one from attracting the existing monarch and becoming the new mountainhome.
A truly dead civ doesn't get a monarch at all, but it's bugged so very few civs that should be dead according to normal logic aren't, and they're quite bugged in a number of ways, making them a lot less playable than they should be (although it's not impossible).

The standard invasion pop trigger is 3 = 80, but it's possible to adjust it to 2 = 50 and 1 = 20 (and 4-5 which are higher number than normal, though I don't know their exact numbers). You can also get invaded by provoking others to retaliate if you raid them, forfeiting the invasion pop trigger. And it's true necros don't follow these rules: they can appear the first summer (it's happened to me, multiple times, which isn't unexpected as I've settled in locations that are selected to have necro towers near them).
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orius

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Re: Selecting Weapons for Trade (Dumb Qestion)
« Reply #13 on: March 27, 2021, 12:11:07 pm »

I haven't played many dying civs, so I've never seen that (I usually don't run long histories either, so there's more civs around when I start a new world).  It's still a more unusual circumstance though.
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