View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001493 | Dwarf Fortress | Dwarf Mode -- Trade | public | 2010-04-24 10:17 | 2010-06-09 06:46 |
Reporter | Dekon | Assigned To | |||
Priority | normal | Severity | minor | Reproducibility | have not tried |
Status | closed | Resolution | duplicate | ||
Product Version | 0.31.03 | ||||
Summary | 0001493: Elf Caravans never leave | ||||
Description | So I started a new fort and my elf caravan arrived. They seemed to take forever to be able to trade, well into early summer, but finally I managed to trade. However, I tried to sell them a wooden barrel, which they refused and left from. I restarted, since I wanted some of their exotic pets, but forgot to trade with them altogether. Yet this time, they just didn't leave. The depot acts like they don't exist, but they're still on my unit list. It's now well into Autumn. Other caravans arrive and still sell their items, oblivious to the elf's existence. | ||||
Steps To Reproduce | Honestly I don't have any clue - if it's desired, I have a save file of this. Simply tell me, and I'll put it up on the save file depot under bugged saves. | ||||
Tags | traders | ||||
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I suspect the elves arrived with warthogs, which currently carry insane amounts of goods ( 0000325 ). I suspect they are very busy reloading their goods on the poor warthogs - it may take them until winter to be finished. |
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Are they packing up all their stuff and then unpacking it again, over and over? If so, then it's 0001024. In any case, if the behavior persists through a save/load (0001024 didn't for me), the save would be helpful. |
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I think Knight Otu might be correct. They are coming with an absurd amount of goods. It takes so long to unpack that I've gotten the 'will be leaving soon' well before I can even trade, giving me a very small trading window. The next year was fine, but I bought a great deal off them the next year. It could be very well that it took the two of them that long to pack. |
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Probably want to check out this thread: http://www.bay12forums.com/smf/index.php?topic=52128.0 Theres a whole bunch of things borked up with trade animals apparently. I bet the warthogs having a packanimal tag is a bug in itself. Makes me wonder how his previous testers missed on some of this stuff, maybe us Bay12ers are more attentive to details, not to mention there are many more of us. |
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It's freaking crazy, actually. And annoying as hell. Their mere presence shot my framerate from 130 to 80. Just because of all their crap. |
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You can call this a duplicate, then, if you want, since it is the same issue as 0000325. I would call this severity 'major' however, as if the elves continue to bring more and more things, eventually the game will grind to a halt and become unplayable. Someone on the forums also mentioned that they can eventually go insane, die, and leave your fort stuck with thousands of items that will slow your FPS dramatically, not to mention create a huge hauling job to the atom smasher if you want to rid yourself of the problem. |
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Note on this : Removing your trade depot causes the elfs to simply drop all their items and leave. I was hoping they'd just pack up quicker and get the hell out, but apparently now I'm stuck with all their shit. Is this a bug itself that needs to be reported? |
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Yeah.. again.. I'm pretty much going to say this is a major, game crippling issue. Right now I'm fighting just to try and destroy two caravan loads of junk - one from me removing my depot and the elves leaving everything behind, and another from me not having a depot and the elves going crazy, leaving all their crap, and promptly dying. Eventually the existence of elves just render the game unplayable. |
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Deconstructing a trade depot is a well-known exploit that results in you seizing everything the traders brought. |
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Well that's lovely. I just want them to go the hell away. I don't want their crap :p |
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I'll go ahead and mark at as a duplicate then. Don't worry about the severity -- if it's not a crash, that field pretty much gets ignored. Makes me wonder how his previous testers missed on some of this stuff, maybe us Bay12ers are more attentive to details, not to mention there are many more of us. The objective of pre-release testing was to get the worst bugs (mostly crashes) fixed before the release. There were already several hundred known issues at the time of the April 1 release. Also, during most of the testing period, the game crashed so often we didn't have time to notice the other bugs. And yeah, having more testers helps too. |
Date Modified | Username | Field | Change |
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2010-04-24 10:17 | Dekon | New Issue | |
2010-04-24 10:52 |
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Note Added: 0004892 | |
2010-04-24 11:12 |
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Note Added: 0004896 | |
2010-04-24 11:13 |
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Note Edited: 0004896 | |
2010-04-24 14:46 | Dekon | Note Added: 0004923 | |
2010-04-24 14:51 | smjjames | Note Added: 0004924 | |
2010-04-24 14:54 | smjjames | Note Edited: 0004924 | |
2010-04-24 15:28 | Naros | Tag Attached: traders | |
2010-04-24 17:34 | Dekon | Note Added: 0004933 | |
2010-04-24 17:36 | Dekon | Note Added: 0004935 | |
2010-04-24 21:27 | Dekon | Note Added: 0004949 | |
2010-04-24 22:33 | Dekon | Note Added: 0004950 | |
2010-04-24 22:33 | DarthCloakedDwarf | Note Added: 0004951 | |
2010-04-24 22:49 | Dekon | Note Added: 0004953 | |
2010-04-25 02:01 |
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Note Added: 0004962 | |
2010-04-25 02:01 |
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Relationship added | duplicate of 0000325 |
2010-04-25 02:01 |
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Status | new => resolved |
2010-04-25 02:01 |
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Resolution | open => duplicate |
2010-04-25 02:01 |
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Assigned To | => user6 |
2010-04-25 02:05 |
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Note Edited: 0004962 | |
2010-06-09 06:46 | Toady One | Status | resolved => closed |