Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Dumb humans put wagons in wrong depot  (Read 562 times)

AlanL

  • Bay Watcher
    • View Profile
Dumb humans put wagons in wrong depot
« on: November 15, 2007, 07:14:00 pm »

They brought their wagons when I didn't have the infrastructure to get them across the river to the real depot, and they went to the wrong depot instead, ending up separate from the other tradesmen. They never traded.
Logged

Lazer Bomb

  • Bay Watcher
  • Sine! Cosine! TANGENT!
    • View Profile
    • Homepage 60☼
Re: Dumb humans put wagons in wrong depot
« Reply #1 on: November 15, 2007, 09:09:00 pm »

That doesn't sound like a bug. Only with absolutly incredible AI would they be able to forsee that there was a different depot.
Its really not their fault. You're just ranting, in my point of view.
Logged
Kagus: "Still, demonic spelunking is always a promising idea."

AlanL

  • Bay Watcher
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #2 on: November 15, 2007, 09:22:00 pm »

The reason I call it a bug is that the tradesmen went to one depot, and the wagons went to another, meaning they were never together to trade, and even when I removed the depot, they wouldn't budge. I don't think the wagons even moved since they were supposed to leave, it said they had embarked yet they've just been hanging around my fortress.
Logged

mwoody450

  • Bay Watcher
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #3 on: November 16, 2007, 05:28:00 am »

I'd say fix this by limiting players to just one depot.
Logged

Zurai

  • Bay Watcher
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #4 on: November 16, 2007, 09:58:00 am »

quote:
Originally posted by mwoody450:
<STRONG>I'd say fix this by limiting players to just one depot.</STRONG>

How about fix it by making sure that

A) all elements of a caravan enter from the same point (currently the wagons, the mule-bound traders, and the diplomat can enter from three seperate directions), and/or
B) ensure that all elements of a caravan select the same trade depot?

Since a caravan is a linked entity (they all leave when one non-military member is killed, they all enter at the same time, etc), it shouldn't be hard to make sure they all have the same origin and destination.

[ November 16, 2007: Message edited by: Zurai ]

Logged

Zurai

  • Bay Watcher
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #5 on: November 16, 2007, 09:59:00 am »

[ November 16, 2007: Message edited by: Zurai ]

Logged

Shadowlord

  • Bay Watcher
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #6 on: November 16, 2007, 10:15:00 am »

quote:
Originally posted by mwoody450:
<STRONG>I'd say fix this by limiting players to just one depot.</STRONG>

I think this would be a poor solution. On some maps, different races' traders enter on different edges of the map at different z-levels. You may want to build two depots just so that one group of traders doesn't have to trek up several layers of stairs/ramps through your fort to get to your only depot.

Right now the traders don't seem to always pick the closest depot when choosing which one to visit, though.

Logged
<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

axus

  • Bay Watcher
  • Axe Murderer
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #7 on: November 16, 2007, 06:06:00 pm »

I'm confused, since I've never had 2 depots.  Did your people bring goods to the wrong depot?  Did your broker go to a different depot than the one you selected "trader requested at depot"?  It seems like if those things behaved correctly, you could meet the traders wherever they chose to go.
Logged

AlanL

  • Bay Watcher
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #8 on: November 16, 2007, 06:21:00 pm »

The humans with light loads and the guild master showed up and went to the depot on the left side of the river. The wagons went to the one on the right side of the river, never unloaded, and never left. Never was I allowed to trade. They didn't even move when I got rid of the depot and now they're hanging out, waiting to go berzerk.
Logged

axus

  • Bay Watcher
  • Axe Murderer
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #9 on: November 16, 2007, 07:14:00 pm »

Yeah I can see them possibly splitting their dropoffs, even though its weird, but to not unload is clearly buggy.
Logged

palin88

  • Bay Watcher
    • View Profile
Re: Dumb humans put wagons in wrong depot
« Reply #10 on: November 16, 2007, 07:37:00 pm »

I'd be happy if having a road near a map edge gave the wagons a weighted chance to spawn nearby. I mean, if they knew a road was there from the last season they visited, why then, did they decide to go cross-country through the rolling hills?
Logged