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40d Talk:Trading/Talk Caravan

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< 40d Talk:Trading
Revision as of 02:33, 25 January 2008 by N9103 (talk | contribs) (wagon pathing.)
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Insane merchants?

I have a trade depot at -3 (fully accessible). I've just had a dwarven caravan arrive, and I did some good trading. Then the merchants said goodbye... and just stood there. Then they went insane.

How do I prevent this happening again? Because this lot are starting to putrify...Runspotrun 17:23, 6 November 2007 (EST)

Damned if I know. I now make a habit of locking up the outpost liaison because he's gone insane, often berserk, in every game I've played. Ever. PandaKnight 02:45, 17 November 2007 (EST)

Caravan roads

Does the presence or absense of a road affect where the human caravan appears? I cleared a nice path for it that it ignored when it appeared on the other side of the map... if I had built a road too, would that have forced it to appear on the road? Or will I eventually need roads in all directions? --Bobson 16:04, 7 November 2007 (EST)

In v33a, no caravans need roads. However, I think the human caravan needs a smoothed, 3-wide path to a map edge - but I'm not certain about this.
It's probably worth mentioning that roads might speed up a caravan - reducing the chance that they leave before they've unpacked.Runspotrun 15:31, 8 November 2007 (EST)
(Sorry, to answer your question, I don't think you can influence where the caravan appears. I know that both the Elven and Dwarven caravans have ignored my roads when choosing their starting position.)Runspotrun 15:33, 8 November 2007 (EST)
On a relatively flat and moderately forested map I recently played, each civ seemed to have a preferred side of the map to enter, but were relatively random about where on the edge they appeared. I built a straight, smoothed road to each edge that went largely unused. The human wagons are happy to go up and down slopes and cross quite rough (but unobstructed) ground to reach me. A smooth road would almost certainly speed their arrival and departure. As an aside, the goblin civ in my current map has been quite happy to start sieges from several different sides, so take the directionality with a grain of salt. Doctorlucky 02:33, 16 November 2007 (EST)

Does the trade depot need to be out side or on the ground level for the Human wagons to reach it. Can I use stairs or do they need a ramp? Jikor 15:32, 24 January 2008 (EST)

The level and location doesn't matter, as long as it's reachable from the arrival level on the surface. Which level is the arriving one depends on the map, and is best found using the Depot Accessibility tool. Ramps, of course, are needed in place of stairs. If your Depot doesn't show up as accessible using the tool, then look along your planned route for where there isn't a three-tile wide path for them to use. Common causes of blocked access are boulders and trees, the former being removed by smoothing, the latter only being permanently negated using roads, (trees will eventually grow back causing the path to be blocked.) --Edward 21:33, 24 January 2008 (EST)


Bugged Human Caravans

I've had a crash bug associated with the arrival of the human caravan. Interestingly, when I raised my drawbridges, limiting access to my depot to a torturous 1-wide path, the caravan arrived OK with the message along the lines of "the wagons have bypassed this stop." I only got the mule-back traders, but no crash. This repeated the next year. I'm guessing this relates to Toady's comments about a seed pricing bug. It's possible that it's a pathing issue with the wagons, of course. Doctorlucky 02:33, 16 November 2007 (EST)

Since upgrading to 33b, I have not seen this bug. Hooray! Doctorlucky 22:46, 21 November 2007 (EST)

Caravans immune to drowning?

Can anybody confirm this? It looks like very unlikely to me... --Eagle of Fire 01:40, 26 December 2007 (EST)