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Author Topic: Roads  (Read 2834 times)

Justyn

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Roads
« on: January 18, 2009, 02:47:24 am »

I've already searched the forums and the wiki, and I cannot find an answer to my question here: If I build a road from my trade depot to a map edge in the current version, will merchants and/or migrants come from where the road meets the map edge; or will they just come from where ever, and tell me that my site is inaccessible because they decided to come in the other side of the flipping map rather than using the road I so graciously build for them to use?
« Last Edit: January 18, 2009, 03:10:53 am by Justyn »
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QuantumSawdust

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Re: Roads
« Reply #1 on: January 18, 2009, 02:49:20 am »

so long as there is a single path from your depot to the edge of the map, merchants will never bypass your site. However, if there are multiple paths, they may choose not to use your road.
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Vattic

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Re: Roads
« Reply #2 on: January 18, 2009, 03:47:46 am »

If your on a map with lots of trees you can make sure to leave trees that grow along your road, once there are enough there should be 1 - 2 tile gaps between each tree so single units can still get through but not wagons, requiring a gap of 3 or more, this way you can force the wagons at least to use your nice new road.
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Vincent

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Re: Roads
« Reply #3 on: January 18, 2009, 01:28:23 pm »

That, or use the more dwarfy option of plopping down statues every 2 or 3 squares.

Pfft. Trees are for chopping down, not decoration.

Of course, whenever you get a goblin siege that has Trolls, you'll have to replace the damn things, but At least It'll distract the troll while you deal with the gobbos.
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Mohreb el Yasim

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Re: Roads
« Reply #4 on: January 18, 2009, 01:52:25 pm »

so long as there is a single path from your depot to the edge of the map, merchants will never bypass your site. However, if there are multiple paths, they may choose not to use your road.
Not true
they just bypassed mine while i hade one way to go to the depot, maybe you need at least one to each side and then thy wont bypass ...
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Areyar

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Re: Roads
« Reply #5 on: January 18, 2009, 04:00:27 pm »

It is unlikely the depot behaviour has changed recently,
I think it is more likely your depot has become somehow inaccessible.

only a single 3 wide path is required to make a depot accessable from any direction, the caravans will appear at any mapedge that has direct accessability to the depot.

examine the depot, the description will show whether it is accessable,
press <shift> + d to see where the bottleneck is.

remember doors are not passable for wagons.

regrowing trees and such can also block access when you think it is clear, causing unintended tradeloss sometimes. Seeing you claim having a complete road, this is unlikely to be the case here. unless you have a dirt road, these tend to overgrow over time.

If your site is accessable and traders reproducibly bypass your site, considder posting it as a bugged savegame to Toady. :D
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Kanil

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Re: Roads
« Reply #6 on: January 18, 2009, 04:40:48 pm »

Not true
they just bypassed mine while i hade one way to go to the depot, maybe you need at least one to each side and then thy wont bypass ...
I get that too. Irritating as hell.
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Yah, it sounds like minecraft with content, you have obviously missed the point, people dont like content, they like different coloured blocks.
Seems to work fine with my copy. As soon as I loaded the human caravan came by and the world burst into fire.

Dareon Clearwater

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Re: Roads
« Reply #7 on: January 19, 2009, 04:44:53 am »

Unfortunately, no matter what you do, simple pack animals will always spawn wherever they like and ignore your fine road.  Maybe if you put in long drawbridge chains blocking off three entire sides of the map... Hmm.  Might have to try that.

What I find amusing is when the wagons show up near my road, the donkeys show up on the other side of the map, and the liaison shows up on one of the remaining sides.  "All right, Merchant Playbook Scenario #45!  The Three-Pronged-Flanking Maneuver!  Go, go, go!  For mugs and narrow beak dog leather thongs!"
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Keilden

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Re: Roads
« Reply #8 on: January 19, 2009, 04:47:58 am »

Maybe the diffrent traders are angry at eachother?
Liason: I won't walk near those damn dirt wagons!
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Mikko

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Re: Roads
« Reply #9 on: January 19, 2009, 04:53:10 am »

What I find amusing is when the wagons show up near my road, the donkeys show up on the other side of the map, and the liaison shows up on one of the remaining sides.  "All right, Merchant Playbook Scenario #45!  The Three-Pronged-Flanking Maneuver!  Go, go, go!  For mugs and narrow beak dog leather thongs!"

Hahaha! I've seen this too and it's damn amusing, just like you described it :D
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Keldor

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Re: Roads
« Reply #10 on: January 19, 2009, 05:37:13 am »

Don't forget the goblin ambushers which appear at random interspersed through the merchant caravans!  XD
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EvilCheerio

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Re: Roads
« Reply #11 on: January 19, 2009, 03:38:47 pm »

ohh god the stupid goblin ambushes are always right on the wagons heels, it's like, hey fuck you kill off my wagons, and thus the dwarven thing to do is set up an entire skybridge above you base leading to the four sides of the map, with levers to keep goblin off the thing.
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woose1

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Re: Roads
« Reply #12 on: January 19, 2009, 04:02:36 pm »

ohh god the stupid goblin ambushes are always right on the wagons heels, it's like, hey fuck you kill off my wagons, and thus the dwarven thing to do is set up an entire skybridge above you base leading to the four sides of the map, with levers to keep goblin off the thing.
Good times, good times...
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ZergSpartan

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Re: Roads
« Reply #13 on: January 19, 2009, 07:47:16 pm »

Remember: The best roads are cat tallow soap roads.
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Skorpion

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Re: Roads
« Reply #14 on: January 20, 2009, 12:07:49 am »

Roads of SOAP?

Wouldn't that dissolve in the rain IRL?
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