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Author Topic: Caravan problem  (Read 972 times)

toker606

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Caravan problem
« on: November 16, 2009, 08:58:32 am »

A cart from the dwarven caravan got stuck on it's way into my fortress just as a 40 goblin siege army decided to rear it's ugly head. The cart was annihilated of course, and now the I'm being told there are no merchants trading right now, even though the rest of the caravan is still there. I can deal without a trade for this year, but is this going to cause problems from here on out? Will I still be able to trade with them in future? Will they start attacks on my fortress for the death of their compatriots? I'd rather have some idea now so I can revert to my last save, instead of playing another year only to get attacked.
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I would fill it with Magma if there was any on my map... there isn't, so I'm filling it with Rhesus Macaques.

Shades

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Re: Caravan problem
« Reply #1 on: November 16, 2009, 09:02:01 am »

As long as this doesn't happen too often it shouldn't be a problem. I'd recommend some favourable trades next year though to balance up the cost of goods they lost this time around.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

toker606

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Re: Caravan problem
« Reply #2 on: November 16, 2009, 09:19:22 am »

As long as this doesn't happen too often it shouldn't be a problem. I'd recommend some favourable trades next year though to balance up the cost of goods they lost this time around.

That's another thing, what about all the gear they dropped, should I stay clear? Or does it just count us unowned?
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I would fill it with Magma if there was any on my map... there isn't, so I'm filling it with Rhesus Macaques.

Shades

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Re: Caravan problem
« Reply #3 on: November 16, 2009, 09:29:03 am »

That's another thing, what about all the gear they dropped, should I stay clear? Or does it just count us unowned?

That's yours now :) but consider it on credit as they'll count it in the profit/loss calculations.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

toker606

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Re: Caravan problem
« Reply #4 on: November 16, 2009, 09:34:56 am »

That's another thing, what about all the gear they dropped, should I stay clear? Or does it just count us unowned?

That's yours now :) but consider it on credit as they'll count it in the profit/loss calculations.

Cool, looks like it was just all tower cap logs anyway, so not too much to pay back. Thanks for the help.
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I would fill it with Magma if there was any on my map... there isn't, so I'm filling it with Rhesus Macaques.

Jim Groovester

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Re: Caravan problem
« Reply #5 on: November 16, 2009, 01:12:09 pm »

That's another thing, what about all the gear they dropped, should I stay clear? Or does it just count us unowned?

That's yours now :) but consider it on credit as they'll count it in the profit/loss calculations.

I'm not sure that's true. I don't know if there's a profit/loss calculation if the caravan is attacked and a wagon toppled, because there's no information given about that.

It's better not to talk about these ambiguities as if they are fact.
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Shades

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Re: Caravan problem
« Reply #6 on: November 16, 2009, 03:13:23 pm »

It's better not to talk about these ambiguities as if they are fact.

I was under the impression profit loss was based on what they left the map with (hence the whole deconstruction trade depot thievery), but I haven't see the code so couldn't say for sure.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd

Jim Groovester

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Re: Caravan problem
« Reply #7 on: November 16, 2009, 03:31:56 pm »

Yes, that's true, but does the caravan calculate profit if it is attacked on its way to the depot? I don't think anybody knows for sure. So it's better to not speculate on ambiguities like that so that we don't give out false information to any players who might come across this thread.

That's all.
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I understood nothing, contributed nothing, but still got to win, so good game everybody else.

Shades

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Re: Caravan problem
« Reply #8 on: November 17, 2009, 03:47:46 am »

Yes, that's true, but does the caravan calculate profit if it is attacked on its way to the depot? I don't think anybody knows for sure. So it's better to not speculate on ambiguities like that so that we don't give out false information to any players who might come across this thread.

If they keep dieing before they get to your depot then they turn up with fewer wagons. This is the same effect as when you steal the goods. Further the goods are already shown on the stock screen when they arrive on the map (or at least the amour on the guards is).

I see no reason that we should assume it dieing prior to reaching a depot or after makes a difference when we've not seen one. I'm happy to be shown why this is wrong but until then doesn't making the fewest assumptions make the most sense? From everything we've seen that would be not to add an assumption that visiting the trade depot makes a difference to the profit calculation.
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Its like playing god with sentient legos. - They Got Leader
[Dwarf Fortress] plays like a dizzyingly complex hybrid of Dungeon Keeper and The Sims, if all your little people were manic-depressive alcoholics. - tv tropes
You don't use science to show that you're right, you use science to become right. - xkcd