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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0005098||Dwarf Fortress||Dwarf Mode -- Immigration||public||2012-02-14 21:49||2014-08-21 20:35|
|Assigned To||Toady One|
|Platform||65 bit||OS||Windows||OS Version||7|
|Target Version||Fixed in Version||0.40.05|
|Summary||0005098: "Friendly" migrants with Trader profession act like on-the-job merchants|
|Description||Two of the migrants in my most recent wave were traders, and both show up as @ and 'Friendly' on the units screen. I cannot control them or anything, just like a Friendly visiting unit.|
|Steps To Reproduce||Have migrants with the Trader title show up.|
|I should also note that they have 'Merchant' as their Faction on the units screen.|
I can confirm this one.
First they join with a wave, but stand at the map border.
As soon as their blinking X is gone, they walk around aimlessly.
edited on: 2012-02-19 07:37
Me too. Trader standing on edge of map. He is listed as "Friendly" though, not "Merchant." Could be a vampire as per bug 005246.
Note: They also walk to the trade depot when the dwarf caravan arrives and leave when the caravan leaves.
I have the trader standing on the edge of the map as well, also listed as friendly and not merchant.
I have doubts that he is a vampire, as the world(as far as I can tell in legends) has no vampires and it is only year 6 in history.
Save is http://dffd.wimbli.com/file.php?id=5609 [^]
Save example here:
I have seen the same thing. I currently have 5 "Traders" hanging about on my map.
When the caravan arrived, they headed straight for the depot.
Interestingly enough, they seem to be immune to the Filthy Muck that rains all over the map.
|I have 4 right now, wish I could herd them or something.|
I notice they tend to block other migrants from entering the map. Once a trader enters the map he stands at the edge. After a while, the blinking X goes away and he begins wandering around. This "unblocks" the migrant wave, allowing the rest of the migrants to enter the map with a blinking X as normal.
I can confirm they do join other merchants at the trade depot and leave with them.
|I've had this exact same problem in the 34.05, I can also confirm the blocking of immigrant waves, it's coming up on autumn now, will check if they join the traders and leave, (Previous ones all got killed by goblins) but I expect they will.|
|34.05. I have 20 people standing around the map edge, a full tird of my total "population", none have trader as their listed profession.|
|Confirmed for 34.06. Had abandoned a previous fortress, every migrant in the next was from that previous fortress (both fortress were from the same civilization) and all of them were marked as friendly. Game breaker bug|
|Thvaz can you confirm that this is a NEW save file created in 34.06, or a old save with a NEW fort on it?|
edited on: 2012-04-01 07:46
Confirmed for 34.07 (happened in world where my civilisation is 44 dwarves)
save (name "bugged pasture" as it was originally posted to 0004366): http://dffd.wimbli.com/submit.php?action=message&fid=6058 [^] (trader blocking entry + trader waiting for migration)
>>Thvaz can you confirm that this is a NEW save file created in 34.06, or a old save with a NEW fort on it?
It was a new one for 34.06.
|I can also confirm this in a fortress that was genned in 34.06 and then copied to 34.07.|
|BTW, my save is pure 34.07|
Another save here: http://dffd.wimbli.com/file.php?id=6139 [^] Modded, but for .34.07.
Not 100% sure this is the same bug though. These guys behave as described, but they are not traders. They have normal job titles like regular migrants. They also do not move toward the depot when traders arrive. Instead opting to mill at the map edge until a siege decides to steamroll them.
edited on: 2012-04-09 13:09
Something here needs to be clarified: the "Trader" profession isn't supposed to have anything to do with caravans - it is simply the title taken on by units whose highest skill is "Appraiser".
Thus, these buggy dwarves are actually wannabe Brokers, not merchants.
In my 34.06 -> 34.07 fortress, the two Traders who appeared waited at the edge of the map until a dwarven trade caravan arrived. As soon as the dwarven caravan arrived, the Traders joined it, and left the map when it did.
If these were wannabe Brokers, then it appears that when a migrant is randomly generated with the Trader profession the game is for some reason mistakenly assuming that they are part of a trade caravan when they enter the map with a normal migration wave. With no dwarven trade caravan present, they just loiter at the map edge until a caravan shows up that they can join.
|I had this all the time in a fort where the dwarf civ had been wiped out and the only historical living dwarves were 5 necromancers. I assumed it came from the game generating traders to run the caravan, and then trying to pull them from the civilization population pool for immigrant waves the next season, as they were the only eligible dwarves the civ had left.|
|ellindsey: that's pretty much exatly what appears to be happening - in fact, using dfhack reveals that they have the "merchant" flag set on them, and clearing that flag causes them to join your fortress as intended, albeit naked (since it's apparently neglecting to assign them ownership of their clothes).|
|Just an appendum: I seem to have gotten a marksdwarf immigrant that has been marked "merchant". So this issue seems to not be entirely specific to appraisers.|
Same issue as Greiger: In one fort, the first immigration wave was entirely Dwarves with the merchant tile, and they were listed as "Friendly" in the u screen. There had been similar individuals loitering at the edge of the map in earlier forts, but I assumed it was merchants who failed to go home for some reason - this time is was definitively an entire immigration wave.
It was my second fort in that world, from the same culture, if it matters.
|They are blocking the rest of a migration wave, btw. If you send a dorf to kill them, they run away. As soon as they've moved, more migrants.|
|After searching through a full disassembly to find the code responsible for setting the "merchant" flag (and only finding the code for spawning caravan merchants), I suspect that what's actually happening is that former caravan merchants are having their profession changed from "Merchant" to "Trader" (either by some special rule or by recalculating it based on their skills) when they leave the map, making them eligible to become a migrant.|
Mr Frog (reporter)
Forum post supporting Quietust's theory:
Some guy noticed that one of the "Trader"s had the same name as a caravan guard from the previous season.
Possibly a coincidence, certainly not conclusive, but it at least suggests that Quietust is correct.
Coder Fasteele (reporter)
|Same issue here. Also, deciding that these "Trader" dwarves were actually either vampires or were-somethings, I had them killed. Upon killing them, my military turned on the dwarf that apparently laid the killing blow, killing that dwarf as well.|
|This has absolutely nothing to do with 0005854 - this is dealing with caravan merchants (and possibly their escorts as well), not the absence of diplomat bodyguards...|
|Backing up Coder Fasteele - I had one that was definitely a vampire. I was able to kill him with the military no problem, though, as he had already been declare a murderer.|
edited on: 2012-05-30 14:35
Quietust: I marked these as related because they share the symptom of units showing up as "Friendly".
I can confirm this behaviour remains as of 0.34.11
Additionally, my fortress assigned the three tradesdwarves coffins after they got jumped by a gobbo ambush. No such courtesy was extended to the three elven traders who got pasted by the same ambush. Significance of this is unclear - may simply be because dwarven caravan members are from same civ and elves are not.
|This happened to me as well; four traders were stuck on the edge of the map and got reamed by two simultaneous goblin ambushes. One of them managed to come back as a "Ghostly Trader" before I was able to build a memorial slab for him, whatever that's worth.|
|Have this problem as well. Also uhm... "65 bit"? Where did you get the extra bit from? :P Seriously people.|
dongler's save from 0005583:
Toady One (administrator)
|It is possible that this was fixed with 0006627 for 0.40.05, but I'm not convinced yet, so I guess this one will be open until we get some more confirmation (or time passed without an event, anyway).|
|I have had many, many traders show up in various fortresses since .40.05 without any showing up as "friendly", so I'd say it's probably fixed unless anyone has any examples that say otherwise.|
edited on: 2014-08-21 12:53
I have observed that caravan guards and merchants are able to show up as migrants (see 0008096). Therefore, I suggest that the original cause of this bug was probably that when historical merchants were chosen as migrants, their entity memberships weren't being properly updated. I am now getting migrants whom I can positively identity as former caravan members, and they are properly becoming citizens of my fortress, so I also think this is probably fixed.
Knight Otu (manager)
|2012-02-14 21:49||Mephansteras||New Issue|
|2012-02-15 07:10||Footkerchief||Summary||Migrant Traders marked as Friendly => Traders migrate to fortress, marked as 'Friendly'|
|2012-02-16 09:52||Mephansteras||Note Added: 0019812|
|2012-02-17 01:15||Alumine||Note Added: 0019913|
|2012-02-17 16:00||Knight Otu||Relationship added||has duplicate 0005237|
|2012-02-17 21:22||Footkerchief||Relationship added||related to 0005246|
|2012-02-18 16:33||daftfad||Note Added: 0020070|
|2012-02-19 07:37||daftfad||Note Edited: 0020070||View Revisions|
|2012-02-19 09:18||premium||Note Added: 0020135|
|2012-02-19 17:26||Footkerchief||Relationship added||has duplicate 0005317|
|2012-02-21 09:59||Footkerchief||Relationship added||has duplicate 0005369|
|2012-02-21 10:01||janglur||Note Added: 0020388|
|2012-02-24 09:02||etherflan||Note Added: 0020607|
|2012-02-24 09:03||etherflan||Note Deleted: 0020607|
|2012-02-27 10:10||dglidden||Note Added: 0020800|
|2012-02-27 16:47||deathc4||Note Added: 0020808|
|2012-02-27 16:47||deathc4||Issue Monitored: deathc4|
|2012-03-08 09:06||Kijiro||Note Added: 0021263|
|2012-03-11 07:11||Logical2u||Relationship added||has duplicate 0005612|
|2012-03-11 08:27||Logical2u||Relationship added||has duplicate 0005620|
|2012-03-16 23:07||Angry_B8||Tag Attached: immigrants|
|2012-03-16 23:07||Angry_B8||Tag Attached: traders|
|2012-03-16 23:09||Angry_B8||Note Added: 0021522|
|2012-03-17 16:11||Garath||Note Added: 0021540|
|2012-03-26 13:31||thvaz||Note Added: 0021760|
|2012-03-26 14:28||kingpeonidas||Note Added: 0021765|
|2012-04-01 07:01||Kogut||Note Added: 0021981|
|2012-04-01 07:39||Kogut||Note Edited: 0021981||View Revisions|
|2012-04-01 07:46||Kogut||Note Edited: 0021981||View Revisions|
|2012-04-01 08:35||thvaz||Note Added: 0021986|
|2012-04-01 08:35||thvaz||Issue Monitored: thvaz|
|2012-04-01 18:30||ellindsey||Note Added: 0021997|
|2012-04-01 22:49||Kogut||Note Added: 0022006|
|2012-04-09 10:43||Greiger||Note Added: 0022180|
|2012-04-09 11:24||Hieronymous Alloy||Issue Monitored: Hieronymous Alloy|
|2012-04-09 13:08||Quietust||Note Added: 0022181|
|2012-04-09 13:09||Quietust||Note Edited: 0022181||View Revisions|
|2012-04-10 07:56||ellindsey||Note Added: 0022195|
|2012-04-10 08:47||zombiejustice||Note Added: 0022197|
|2012-04-10 08:47||zombiejustice||Issue Monitored: zombiejustice|
|2012-04-10 14:40||Kaelem Gaen||Issue Monitored: Kaelem Gaen|
|2012-04-11 08:03||Quietust||Note Added: 0022213|
|2012-04-11 13:00||dree12||Note Added: 0022231|
|2012-04-11 13:13||vintermann||Note Added: 0022233|
|2012-04-12 18:09||aghastamok||Note Added: 0022245|
|2012-04-13 12:47||Footkerchief||Summary||Traders migrate to fortress, marked as 'Friendly' => Game confuses migrants with Trader profession for on-the-job merchants|
|2012-04-13 12:48||Footkerchief||Summary||Game confuses migrants with Trader profession for on-the-job merchants => "Friendly" migrants with Trader profession act like on-the-job merchants|
|2012-04-17 08:22||PetWolverine||Issue Monitored: PetWolverine|
|2012-04-17 08:52||Footkerchief||Relationship added||has duplicate 0005817|
|2012-04-30 14:48||Quietust||Note Added: 0022404|
|2012-05-02 12:58||Mr Frog||Note Added: 0022416|
|2012-05-03 19:51||Coder Fasteele||Note Added: 0022427|
|2012-05-09 04:02||Knight Otu||Relationship added||has duplicate 0005868|
|2012-05-20 13:40||Knight Otu||Relationship added||has duplicate 0005930|
|2012-05-22 15:03||Footkerchief||Relationship added||related to 0005854|
|2012-05-22 15:03||Footkerchief||Sticky Issue||No => Yes|
|2012-05-22 21:12||Quietust||Note Added: 0022683|
|2012-05-30 12:55||zombiejustice||Note Added: 0022793|
|2012-05-30 13:51||Footkerchief||Note Added: 0022794|
|2012-05-30 14:35||Footkerchief||Note Edited: 0022794||View Revisions|
|2012-06-11 14:56||Scandinavian||Note Added: 0022961|
|2012-06-14 03:06||Knight Otu||Relationship added||related to 0006019|
|2012-08-10 23:14||JonTheRed||Note Added: 0023437|
|2012-09-10 09:45||Morrolan||Issue Monitored: Morrolan|
|2012-10-22 12:12||insidious611||Note Added: 0023674|
|2013-03-06 10:25||Dwarfu||Relationship added||has duplicate 0005583|
|2013-03-06 10:25||Dwarfu||Issue Monitored: dongler|
|2013-03-06 10:27||Dwarfu||Note Added: 0023886|
|2014-07-24 12:56||Toady One||Note Added: 0027442|
|2014-08-20 21:27||4maskwolf||Note Added: 0029400|
|2014-08-20 21:27||4maskwolf||Issue Monitored: 4maskwolf|
|2014-08-20 21:30||Footkerchief||Assigned To||=> Footkerchief|
|2014-08-20 21:30||Footkerchief||Status||new => feedback|
|2014-08-20 21:31||Footkerchief||Relationship added||related to 0008096|
|2014-08-21 12:52||Kanddak||Note Added: 0029438|
|2014-08-21 12:53||Kanddak||Note Edited: 0029438||View Revisions|
|2014-08-21 13:41||Knight Otu||Note Added: 0029446|
|2014-08-21 13:41||Knight Otu||Status||feedback => resolved|
|2014-08-21 13:41||Knight Otu||Fixed in Version||=> 0.40.05|
|2014-08-21 13:41||Knight Otu||Resolution||open => fixed|
|2014-08-21 13:41||Knight Otu||Assigned To||Footkerchief => Toady One|
|2014-08-21 13:59||thvaz||Issue End Monitor: thvaz|
|2014-08-21 20:35||4maskwolf||Issue End Monitor: 4maskwolf|
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