Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: [40c] Broke the trader AI  (Read 904 times)

Zeg

  • Bay Watcher
    • View Profile
[40c] Broke the trader AI
« on: August 21, 2008, 08:30:44 pm »

This may well be a known bug, but I didn't see it on the bug list so I'll post anyway.

Elf traders were in my depot when an ambush walked in. They got scared away into some corridors of my fort while the ambush chased one of them. I locked the other in a corridor (all the doors, so no exit at all) and the ambush killed the first. After the ambush was driven off, I unlocked the doors but the second trader wouldn't go back to the depot. The announcement that the traders were leaving still appeared, but the remaining trader never left, along with all his good still sitting on the depot (marked [T], but not appearing even when subsequent traders used the depot).
Logged

Paul

  • Bay Watcher
  • Polite discourse with a dash of insanity.
    • View Profile
    • Need an affordable website? I can help.
Re: [40c] Broke the trader AI
« Reply #1 on: August 21, 2008, 10:26:03 pm »

I think the same kind of thing just happened to me. I was goofing around with embarking with nothing but 7 soldiers and no tools on a 2x2 area, building a little barracks out of wood I brought, and then letting the time fly by as all my soldiers became elite. The idea was simply to test out goblin siege behavior with their ability to speak turned off and babysnatcher tag removed - I just wanted to see if they'd attack a group of 7 dwarves with no fortress actually built.

Anyway, the traders arrived and just sat on the edge of the map like they usually do when you don't have a depot. A group of dark gnomes came onto the map and the traders killed them. Then they depart, and I pay them no attention - until suddenly Merchant has gone berserk! He attacks his camel, the camel kills him, and then the camel goes melancholy. All the other merchants were gone, but those two just stayed there on the edge of the map doing nothing until they went crazy.
Logged
Do you like Science Fiction? I'm writing the Weaveborn Saga over on Royal Road and my website. Link

Dasqoot

  • Bay Watcher
  • He-wenching for the cause.
    • View Profile
Re: [40c] Broke the trader AI
« Reply #2 on: August 25, 2008, 01:47:23 pm »

This has been in all the .39 versions too. I think of it as free stuff.

You didn't happen to reclaim did you?
Logged

Draco18s

  • Bay Watcher
    • View Profile
Re: [40c] Broke the trader AI
« Reply #3 on: August 25, 2008, 01:49:40 pm »

I think of it as free stuff.

If it happens too much the merchant-ing civ will start seigeing you too.
Logged

Zeg

  • Bay Watcher
    • View Profile
Re: [40c] Broke the trader AI
« Reply #4 on: August 28, 2008, 09:16:37 pm »

So, just to add to this story, that same elf trader has been sitting in my corridor for a couple of years now, somehow not starving or going insane, and the donkey has been breeding quite a bit, so theres alot of donkey foals hanging around too heh.

In other trader AI related news, it always seems that when the non-wagon traders get frightened by enemies, they fall over and can't get up, spending the rest of the time crawling around on the floor. Possibly it has something to do with the stacks of people standing on top of each other at the depot where they are 'meant' to be. I haven't noticed if they get the use of thier legs back when the caravan leaves.
Logged

Rockphed

  • Bay Watcher
    • View Profile
Re: [40c] Broke the trader AI
« Reply #5 on: August 29, 2008, 02:32:11 pm »

I have had an elf trader lying in my fort for a couple years now after a seige broke through to my trade depot.
Logged
Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.

Paul

  • Bay Watcher
  • Polite discourse with a dash of insanity.
    • View Profile
    • Need an affordable website? I can help.
Re: [40c] Broke the trader AI
« Reply #6 on: August 29, 2008, 04:37:29 pm »

Not the same issue, but my current fort has traders that scatter in all 4 directions when they leave. They all come in from the same side of the map, but when they leave they go *everywhere*. I had to build walls and channels to funnel the wagons out the one side, because wandering one humped camels kept killing wagons on the way out and flooding the countryside with crap.

With the wagons limited to one side, they all quickly leave there, but then the guys with mules and such wander all over the map. This latest caravan had one guy go north, one guy go south, and one go west. The other followed the wagons east. And the crazy caravan guards just go all over the place running back and forth between the traders while they're leaving, inevitably running into some kind of wildlife. Last dwarven caravan they had a guard stay around till winter chasing a one humped camel back and forth across the map. He eventually died to the goblin invasion.

I thought caravans were supposed to be a group of traders who travel together. Apparently my fort has become some kind of merchant travel hub, where everyone shows up once a year from the mountainhomes and then splits up to their many different destinations. How my exports ever make it back to the mountainhomes to be counted is beyond me.
Logged
Do you like Science Fiction? I'm writing the Weaveborn Saga over on Royal Road and my website. Link