View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
---|---|---|---|---|---|
0000673 | Dwarf Fortress | Dwarf Mode -- Embark/Setup | public | 2010-04-06 17:10 | 2011-04-07 16:13 |
Reporter | GRead | Assigned To | |||
Priority | normal | Severity | feature | Reproducibility | random |
Status | resolved | Resolution | unable to reproduce | ||
Product Version | 0.31.01 | ||||
Summary | 0000673: On embark screen neighbours are listed as 'No Trade' without apparent reason | ||||
Description | On the embark map, your neighbours screen will list when certain civilizations will not come to trade. However, the selection of just where they won't come to trade can be nonsensical I have had my own civilization listed as 'no trade' when embarking right on their doorstep. Similiarly, I have had locations within the borders of a human empire listed as 'no trade' for the humans. Just south of the humans was a small forest, surrounded on all sides by the humans grassland. The elves would come to trade there, despite not trading in any of the land surrounding it. I am submitting this as a bug despite being unsure of the proper qualifications for trading, as I have yet to figure out any rhyme or reason for what areas will be No Trade. It seems to be figured by biome, but otherwise lacks any discernible rules. | ||||
Steps To Reproduce | Gen a world. Tab to the Neighbours panel and start looking. There will be areas where the various civilizations there will be listed as 'No Trade'. Some of these areas will seem reasonable, such as no one wanting to visit your fort in the terrifying desert of bloody death. Some of them will be nonsensical, such as the humans refusing to visit you in the forest three squares south of their civilization, but being perfectly happy if you move to the hellish swamps of despair, fifty squares to the east. | ||||
Tags | embark, trade | ||||
|
I have had the same issue myself. Sometime I will put a site cursor right in the middle of bare plains, between three human settlements, and still get the "no trade" status marker for humans on the embark screen. It is very common on the world I genned. I can upload a save that demonstrates this easily if desired. |
|
I just noticed that the problem exists on about 1/3 to 1/2 of the world map. And get this: the problem never appears in the southern half of the map! In the north, no civs will ever trade at any site location, but in the south this problem does not appear. I wonder if temperatures are involved? My world params have higher than normal temps (95 max temp instead of 85, and weighted towards hot). I've seen this appear on at least 3 different maps so far, but they were created with the same or similar worldgen parameters. I will try to test it out a bit more. |
|
Reminder sent to: GRead, Misterstone Is this bug still present in 0.31.25? Does savagery account for the discrepancies? |
|
I have not seen it recently, maybe this is gone now. |
|
I'm guessing it was related to 0000945. |
|
Haven't been able to reproduce this lately either, so I have to concur. Seems to be gone. |
|
Okay, cool, thanks for the update. |
Date Modified | Username | Field | Change |
---|---|---|---|
2010-04-06 17:10 | GRead | New Issue | |
2010-04-06 18:04 | GRead | Tag Attached: embark | |
2010-04-06 18:04 | GRead | Tag Attached: trade | |
2010-04-07 12:45 | Misterstone | Note Added: 0001827 | |
2010-04-10 10:09 | Misterstone | Note Added: 0002597 | |
2011-04-01 13:16 |
|
Note Added: 0016955 | |
2011-04-01 13:22 | Misterstone | Note Added: 0016956 | |
2011-04-01 13:24 |
|
Tag Attached: AWAITING UPDATE | |
2011-04-01 13:25 |
|
Relationship added | related to 0000945 |
2011-04-01 13:26 |
|
Note Added: 0016958 | |
2011-04-07 15:09 | GRead | Note Added: 0017177 | |
2011-04-07 16:13 |
|
Note Added: 0017178 | |
2011-04-07 16:13 |
|
Status | new => resolved |
2011-04-07 16:13 |
|
Resolution | open => unable to reproduce |
2011-04-07 16:13 |
|
Assigned To | => user6 |
2011-04-07 16:13 |
|
Tag Detached: AWAITING UPDATE |