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40d Talk:Trade depot

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Revision as of 08:19, 4 November 2007 by RedKing (talk | contribs)
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How exactly does the "trader requested at depot" toggle work? Which way is enabled, which way is disabled? And what does it do, even?


Edit: I got to trade with the dwarves by leaving it toggled as "r: Trader requested at depot". It took a litle while for the trade to show up. Anybody figured this out, though?

Edit: Yes, you want to leave it so it's showing the state you want - in this case "Trader requested" not "No trader needed", just like with any other toggled setting. An explanation of what it does is already provided below.

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Toggling 'Trader Requested at Depot' will queue a job for your trader (designated under [N]obles) to show up at the trade depot. You can check the status of that dwarf at the Trade Depot (it will show their current job in light blue). If you are impatient, you can set the depot to [b] anyone can trade, in which case a dwarf with no job will trade.

I would recommend using a trader with high skill (I believe it is negociation and appraisal) to trade for you, as this will maximise your returns. --Alc 01:11, 30 October 2007 (EDT)

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I added some more info, please refine as needed. It could use some better detail or a step-by-step path to build and operate a trade depot. Haddaway 20:02, 31 October 2007 (EDT)

Verification question

Given different social skills for the broker, what are the number of allowed failed attempts at trading? --Shagie 01:21, 1 November 2007 (EDT)

-X level depots

Has anyone checked what caravans will/will not go up or down? You can check your access with D but I find that both stairs and ramps still flash red, suggesting a caravan cannot go underground, even if the depot shows up as light-blue Accessible. --Nunix 20:16, 2 November 2007 (EDT)

I've watched wagons move across outside terrain level changes, and out there hills (ramps) flash as red, but the area on the other side (have to change zdepth) flashes green.--Draco18s 02:14, 3 November 2007 (EDT)

Trading with elves

Exactly what kind of things will elves accept? Obviously no wood items, but what about things like charcoal, pig tail clothing, etc? Xaque 22:19, 2 November 2007 (EDT)

Edited dwarves section

I removed the bit about dwarf caravans giving you unlimited attempts to trade, because I had the initial dwarf caravan give me three counteroffers. After trying to tweak the third one and hitting trade, the caravan merchant responded with something like "Your childish games have made me tired. Perhaps next time when I return, you'll be ready to do business." And then proceeded to pack up their stuff and leave.

My trade rep had Novice Liar, Novice Negotiator, Novice Appraisal and Novice Intimidator. And, despite failing on all four trade attempts, he picked up Dabbling skill in Flatterer, Persuader, Judge of Intent, and Comedian. --RedKing 03:18, 4 November 2007 (EST)