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Author Topic: Caravans and relations  (Read 1270 times)

Virtz

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Caravans and relations
« on: November 30, 2006, 11:46:00 am »

I'm at my 4th year right about now and I've still yet to see a single human caravan despite the 3-wide road leading to my trading post. Heck, I even made it out of blocks and yes, it does go off map showing that it's properly made. Only the autumn dwarves and stupid elves come.

Now, another problem - civilization relations. I've been "keeping in touch" with kobolds and goblins for 2-3 years now and they're still listed as peaceful in my list. Elves don't show much hostility either despite me presenting them with turtle shell armour and then seizing their goods. They also lost their traders once due to a run in with some wild dogs and still no hostility. :\

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Silveron

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Re: Caravans and relations
« Reply #1 on: November 30, 2006, 12:35:00 pm »

There is a possibility the humans cannot get to you on your world map. See if this persists with a new world.

As for the goblins, not sure. There was a recent bug that kept armies from sieging properly.

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ctrlfrk

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Re: Caravans and relations
« Reply #2 on: November 30, 2006, 05:34:00 pm »

If you check the other threads on Human caravans not showing up, it seems that if you build the road too early (Possibly before the dwarven caravan appears) then the humans will never appear. Even if they can reach you on the world map.
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Toady One

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Re: Caravans and relations
« Reply #3 on: November 30, 2006, 11:46:00 pm »

The hostilities aren't declared until a proper invasion.  I don't think it would list the kobolds or gobs if they haven't sent thieves.

Does somebody have a recent save where the humans are accessible and not coming?  I've seen people talk about it, but nothing conclusive.

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Virtz

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Re: Caravans and relations
« Reply #4 on: December 03, 2006, 12:30:00 pm »

I never considered that (and didn't know they started caring about obstacles). Is there anything besides mountains that stops humans on the map?

I've started a new fortress making sure there's a human town in sight and not obstructed by mountains, I'll see how that goes. Perhaps we could have some accessibility info when choosing a site?

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bbb

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Re: Caravans and relations
« Reply #5 on: December 03, 2006, 01:09:00 pm »

don't know about building it too early leading to no human caravans... as i think i've built mine before dwarves arrived (in many different games)

 

quote:
it does go off map showing that it's properly made

.... are you sure all 3 lanes are definitely going off map? it's possible for the middle one (or any other one.. but that's a bit more noticeable) to be blocked by trees off map

[ December 03, 2006: Message edited by: bbb ]

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Toady One

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Re: Caravans and relations
« Reply #6 on: December 03, 2006, 05:15:00 pm »

They'll also be stopped by oceans and lakes, since nobody has invented the boat.
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Virtz

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Re: Caravans and relations
« Reply #7 on: December 04, 2006, 10:59:00 am »

Well, my newest fortress is reachable, 3 years and no humies. I even backed it up, went into adventurer mode and went to the human town I saw on the map. I'll send it over.
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Riemann

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Re: Caravans and relations
« Reply #8 on: December 04, 2006, 08:23:00 pm »

I have noticed (this is just pure anecdotal here, though I have seen it several times) that if I finish my road before the humans show in year 2 then they never show at all. If I wait until after they show for the first time then they show up fine.

BTW: It would be AWESOME (and _really_ help diagnose this bug) if there was some way to tell which civs you have path contact with from the start. If not from the site selection screen then at lease somehow from the UI.

It is so frustrating to have to abandon a fort in late summer of year 2.

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Ookpik

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Re: Caravans and relations
« Reply #9 on: December 05, 2006, 03:12:00 pm »

quote:
Originally posted by bbb:
<STRONG>.... are you sure all 3 lanes are definitely going off map? it's possible for the middle one (or any other one.. but that's a bit more noticeable) to be blocked by trees off map
</STRONG>

Even if that were the case, the humans should come with mules.  In the games where I've encountered this bug (3 or 4 times now), the humans simply don't come at all.  And yes, I know how to build roads.

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g+@@T@+

The intruder arose, casting off its black cloak.  "Behold, stunted jesters!  It is I, Scuro!"  A jagged scar marked the goblin's face from eye to chin, his greasy mane gray and wild, and about his neck was the broken silver amulet, strapped together by a leather band.

puke

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Re: Caravans and relations
« Reply #10 on: December 05, 2006, 03:55:00 pm »

quote:
Originally posted by Toady One:
<STRONG>They'll also be stopped by oceans and lakes, since nobody has invented the boat.</STRONG>

waaaait a minute there, how do they get all that whale meat, then?  beachers?  trade agreements with Dagon and the boys?

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Toady One

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Re: Caravans and relations
« Reply #11 on: December 05, 2006, 11:35:00 pm »

Okay, I've resolved the human caravan bug.  While a number of these were caused by accessibility, the greater part are probably caused by the game selecting the undead human sites as your trading partners.  The site civ didn't have the dead flag, while their parent civ did.  It checks the parent civ during trade, and the site civ at the start, which explains the discrepancy.  I've synched up the flags now and repaired old saves.  Incidentally, when I was testing it, all of the salmon that the humans brought spontaneously combusted in the depot and set it on fire.  I'm still working on that.

[ December 05, 2006: Message edited by: Toady One ]

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Misterstone

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Re: Caravans and relations
« Reply #12 on: December 06, 2006, 01:59:00 am »

quote:
Incidentally, when I was testing it, all of the salmon that the humans brought spontaneously combusted in the depot and set it on fire. I'm still working on that.

My dwarves would pay some top moola for combusting salmon... as long as it combusts when they want it to, and not before!

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Maximus

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Re: Caravans and relations
« Reply #13 on: December 06, 2006, 02:05:00 am »

quote:
Originally posted by Toady One:
all of the salmon that the humans brought spontaneously combusted in the depot and set it on fire

Too much sodium.

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DDouble

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Re: Caravans and relations
« Reply #14 on: December 06, 2006, 02:34:00 am »

I am so excited, both about humans being fixed (it SUCKS not having humans OR sieges, since those are what makes the game challenging) and also about spontaneously combusting salmon.
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