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40d Talk:Trade depot
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)
- I've been doing some experiments on trading. I've got a skilled broker (Adept Appraiser, Competent Negotiator/Persuader, (no adjective) Intimidator/Comedian/Judge of Intent). After pumping the traders up to ecstatic, I attempted to annoy them into leaving by repeatedly offering moderately high value traders with 0 profit margin. It took forever, as he kept talking the traders into accepting the deals (the traders don't seem to be bothered any by deals with negative profit margin), which I assume boosted their mood a little bit. After dozens of proposed deals of varying success he did eventually manage to get them down to the second lowest mood level, and even once they reached the angriest level before they leave, it took 5 rejects in a row (plus a couple more rejects interspersed with successful trades) to get them to leave. Then I reloaded and tried again with a completely unskilled broker. Starting at ecstatic, the traders got angry enough to leave after 5 failed trades from the unskilled broker. I don't know exactly how fast the traders' mood dropped, since of course the unskilled broker couldn't tell me how angry they were. Since that was starting with the traders already ecstatic from successful trades, I would think starting with 3 bad deals in a row with an unskilled broker would be enough to risk the traders leaving. Rpb 13:16, 5 November 2007 (EST)
-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)
- Ramps are fine, but remember that walls will block adjacent tiles, as do trees and such: it's possible that the top of your ramp (closer to your depot) was blocked, which would cause the whole ramp to appear blocked. Thus, you need a ramp at least three tiles wide to let them through. I've had no trouble getting them to go up a very steep ramp as long as it had sufficient width and the bottom and top was clear.
- Note, of course, that stairs will always block wagons. Wagons don't have legs. =) --JT 14:55, 8 November 2007 (EST)
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)
- See Elf. --Turgid Bolk 13:36, 5 November 2007 (EST)
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)
Entry Location
Any rhyme or reason to where the humans, dwarves and elves all enter? For instance, if you nestle your fort in the furthest reaches of a valley that heads through the mountains to the main continent to the east, do they enter from the west side of your map? Or is it entirely random?
- I had the humans enter from the east, and I built a road west. Next year, they entered from the southeast and left to the west, and I built a road east. The following year, they entered along my western road. It's possible they show up randomly until they know you have a road for them, and then they follow that road every subsequent year. --Bobson 23:21, 22 November 2007 (EST)