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IDProjectCategoryView StatusLast Update
0006141Dwarf FortressDwarf Mode -- Tradepublic2012-09-08 20:43
ReporterTelarin Assigned To 
PrioritynormalSeverityminorReproducibilitysometimes
Status newResolutionopen 
Product Version0.34.11 
Summary0006141: Death of a single merchant prevents a caravan from trading
DescriptionWhen a caravan arrives (often accompanied by a goblin siege) if even a single merchant is killed on the way to the depot, the rest of the caravan will no longer trade. The depot changes to "There are no merchants trading right now." status. The merchants still go to the depot, and appear to unload their goods and hang around for a while, then pack up and leave without ever allowing you to trade with them.
Steps To ReproduceAllow one or more merchants of an incoming caravan to be killed by a siege or raiders.
TagsNo tags attached.

Activities

Quietust

2012-07-30 09:52

reporter   ~0023388

This is probably by design.

ScarletTwizby

2012-07-30 11:37

reporter   ~0023389

The lack of trading doesn't seem like a bug, the bug is that they still come to the depot and go through normal trading actions while you cannot trade with them. If they either immediately fled or still let you trade then it would make sense, but the current set of actions does not.

UristMcDorf

2012-09-06 22:28

reporter   ~0023536

Last edited: 2012-09-08 20:44

I've seen this as well; in my case, a large caravan with both packhorses and wagons arrived, shortly followed by a small siege. Luckily the (IIRC) one sieging squad arrived far from the caravan's entry point, so there was no interaction with the caravan until the (faster) packhorses, goblins, and militia all arrived about the same time at my centrally located entrance. Bloodbath ensued, with many merchant casualties, and the surviving packhorse-merchants fled, as expected. However, the (sloooow) *wagons*, which arrived at the gates when the mayhem was mostly over, took few injuries and no civilian casualties, continued on to the depot and hung around for a month, with depot-status "no merchants trading right now", before finally packing up and leaving.

I don't have a save for that particular event, but testing should be as simple as waiting for a horses-and-wagons caravan and rewarding the first packhorse to arrive at your drawbrige with a close look at the marvelous displays of dwarven physics on its underside...

edit: but, see my next note

Quietust

2012-09-07 07:53

reporter   ~0023539

I seem to recall that, in previous versions, killing part of a caravan on its way to the depot would cause the rest of it (pack animals AND wagons) to immediately turn around and leave. It's possible something is indeed broken here...

UristMcDorf

2012-09-08 20:43

reporter   ~0023542

Last edited: 2012-09-08 21:41

A bit of testing shows the following:

- If the first merchant on the way to the depot (i.e. no traders have arrived at the depot yet) meets an unfortunate accident, all merchants (horses and wagons) turn around and leave.
- However, if one or more merchants are allowed to arrive at the depot and start unpacking before they start taking civilian casualties, wagons (not sure about packhorses) continue to head for the depot. Merchants (packhorses) already at the depot and unpacked will stand and wait for the rest of their party to arrive before they begin to repack.

I believe that could be what happened in the previous case I noted - possibly one "lucky" packhorse made it through the mayhem and arrived at the depot before the signal to flee was given.

edit: version 34.11.

edit: this behavior might be arising from a desire to load wagons before horses; once the surviving wagon arrived, it spent a long time loading itself (at least 60 items loaded, if not more) before the 2 packhorses started loading anything at all.

Can provide save if needed, but would have to replay the season again to put the scenario at the right point to demonstrate the issue.

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Issue History

Date Modified Username Field Change
2012-07-30 08:39 Telarin New Issue
2012-07-30 09:52 Quietust Note Added: 0023388
2012-07-30 11:37 ScarletTwizby Note Added: 0023389
2012-09-06 22:28 UristMcDorf Note Added: 0023536
2012-09-07 07:53 Quietust Note Added: 0023539
2012-09-08 20:43 UristMcDorf Note Added: 0023542
2012-09-08 20:44 UristMcDorf Note Edited: 0023536
2012-09-08 20:44 UristMcDorf Note Edited: 0023542
2012-09-08 20:57 UristMcDorf Note Edited: 0023542
2012-09-08 21:41 UristMcDorf Note Edited: 0023542