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IDProjectCategoryView StatusLast Update
0005583Dwarf FortressDwarf Mode -- Tradepublic2013-03-06 10:25
Reporterdongler Assigned Touser11 
PrioritynormalSeverityminorReproducibilitysometimes
Status resolvedResolutionduplicate 
PlatformWindowsOSXPOS VersionSP3
Product Version0.34.02 
Summary0005583: If your parent civilization is generated with only non-dwarven leaders, traders from dwarven caravans will be unable to go home.
DescriptionSince the very first dwarven caravan arrived at the end of the first year, the traders (but not the outpost liaison) have been unable to leave the local map, gathering along the map edge they used for entry. Curiously, none of them have gone insane, although they had ample time to do so before inevitably being killed by invaders or wild animals.

All other traders from all other civilizations are able to return home normally. This has never occurred in any of my other fortresses in 34.02, and the only peculiarity with this current fortress appears to be that my parent civilization has only two leaders, a king and queen, and both of them are humans. My sadness at the implication that my proud culture has been subjugated by humans is not a bug, it's a feature. :'( Each other civilization that appears on my Civilizations screen has leaders solely of their own respective races.

Another contributing factor may be that my fortress is geographically isolated and positioned on the edge of an ocean. Also, I have repeatedly received announcements reading "Their wagons have bypassed your inaccessible site" despite my depot being accessible, and in fact the merchants in question are always able to path to and trade at my depot normally, barring interruption by hostiles (which only happened once).
Steps To ReproduceSince I cannot control the properties of civilizations created at world gen, I cannot confirm whether or not this bug applies only to dwarven caravans - it may apply to caravans of other civilizations if their leaders are also of a different race. Someone with either advanced modding experience or developer tools would be the ones to reproduce this.
Additional InformationI should probably upload the save file because this problem is so specific to my world's conditions.
Tagscivilization, traders

Relationships

duplicate of 0005098 resolvedToady One "Friendly" migrants with Trader profession act like on-the-job merchants 

Activities

Quietust

2012-03-08 19:01

reporter   ~0021289

Traders not leaving is 0005534 (and possibly 0005098), but it hasn't been established that this is due to leaders being of a different race...

dongler

2012-03-08 19:41

reporter   ~0021292

http://dffd.wimbli.com/file.php?id=5819 for the save file.

Quietust

2013-03-06 08:30

reporter   ~0023884

Last edited: 2013-03-06 08:30

Actually looking at the save file, it's clear that those aren't Merchants - they're bugged "Trader" migrants (i.e. 0005098).

user11

2013-03-06 10:25

  ~0023885

Thanks.

Issue History

Date Modified Username Field Change
2012-03-08 18:35 dongler New Issue
2012-03-08 18:42 dongler Tag Attached: civilization
2012-03-08 18:42 dongler Tag Attached: traders
2012-03-08 19:01 Quietust Note Added: 0021289
2012-03-08 19:41 dongler Note Added: 0021292
2012-03-08 19:47 user6 Relationship added related to 0005534
2013-03-06 08:30 Quietust Note Added: 0023884
2013-03-06 08:30 Quietust Note Edited: 0023884
2013-03-06 10:25 user11 Note Added: 0023885
2013-03-06 10:25 user11 Relationship added duplicate of 0005098
2013-03-06 10:25 user11 Status new => resolved
2013-03-06 10:25 user11 Resolution open => duplicate
2013-03-06 10:25 user11 Assigned To => user11
2013-03-06 10:25 user11 Relationship deleted related to 0005534