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User:Kydo
Who I Am
- I am Kydo, a DF player who enjoys this website a lot and is interested in helping. Mostly with grammatical corrections. (If you see any issues on my page, please point them out to me. Everyone makes mistakes. That's why I'm here.) My real name is Jeff. Not that it matters. In rl, I'm an artist with two years of college under his belt... And no money for the rest of the degree. I'm a gamer, I play D&D and dabble in tabletop RPG design, I play videogames excessively, and it all tends to get in the way of my art, really. This is probably just another diversion, I suppose. Oh. And I'm a guy. Let's make that clear.
Observations
- Just a collection of things I've noticed. Read it or not, I don't care. Basically just stuff I want to add as little side-notes to other articles, but am too shy to actually do. I think I'll wait until I understand the editor a
bitlot more.
Dead Wagons
Okay, so this illustrates something a little off.
The wagon you start off with is stationary. All it can do is be deconstructed. It doesn't do THAT when you take the thing apart. You just get two pieces of wood.
The wagons traders use are obviously different. For one thing, they move, with two horse-like animals pulling them. (Sometimes they're camels, oxes, donkeys, etc.) They have a width of 3x3 tiles, and cannot pass over a great many objects in the environment. The Depot Accessibility Display shows only the places the center tile can pass over. So long as there's green, the wagon can get there.
The difference between trade wagons and the starting wagon becomes more apparent, in that upon entering the depot, they can be stacked two high, and seem to completely deconstruct themselves from existence.
In the trading article, it claims you can steal from a caravan without marking the objects as stolen, by deconstructing the depot with the traders inside. And it works! Very well! Someone noted that surrounding nations keep track of sent and returned wealth and will still probably invade. I'm tempted to note that dwarfs will never siege dwarfs, meaning you can HEAVILY exploit the trade caravan by deconstructing every time they show up, with NO repercussions... But it also causes the above glitchyness. The wagons, which at the time of depot deconstruction didn't even appear to exist, are now listed as dead, and still do not appear on the map.
When the caravan leaves, the wagons will reappear from the location they originally disappeared on, and wander off the field, leaving their goods behind, and for some reason, remaining in your units list as deceased creatures, despite already having watched them leave your map!
Reconstructing the depot, before or after they leave, even if it's in the same spot, will not "revive" them. Nor will it remove the "deceased" status.