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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||
0005452 | Dwarf Fortress | Dwarf Mode -- Trade | public | 2012-02-26 00:33 | 2015-03-30 10:37 | ||||||
Reporter | Kumquat | ||||||||||
Assigned To | Footkerchief | ||||||||||
Priority | normal | Severity | minor | Reproducibility | have not tried | ||||||
Status | acknowledged | Resolution | open | ||||||||
Platform | PC | OS | Windows | OS Version | 7 | ||||||
Product Version | 0.34.02 | ||||||||||
Target Version | Fixed in Version | ||||||||||
Summary | 0005452: One merchant killed, surviving merchants are stuck forever | ||||||||||
Description | One merchant got an arrow in the head from a goblin ambusher. The rest won't leave. One of them is hiding in the nearest murky pool inside fort walls. Emptying the pool didn't affect anything. I have played forward from the save a while and almost three seasons later (and another caravan later, too) the merchants still haven't left. I expect them to go insane any moment. | ||||||||||
Steps To Reproduce | Merchants were packing up when they were scared by goblin bowman ambush. One got shot and killed. Now the surviving merchants just mill about and won't start packing up again. | ||||||||||
Additional Information | Save is at http://dffd.wimbli.com/file.php?id=5696 [^] Surface bridge control room is next to the meeting room (f3), lever locations corresponding to bridges (and barracks door). | ||||||||||
Tags | No tags attached. | ||||||||||
Attached Files | |||||||||||
Relationships | ||||||
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Notes | |
(0020708) Xotano (reporter) 2012-02-26 05:55 |
strange they should go insane after a wile instead of just sitting around. just like trapping them in the trade depot for too long makes them go insane. |
(0020735) HammerDave (reporter) 2012-02-26 08:58 |
Possibly related to 5418. |
(0020751) Footkerchief (manager) 2012-02-26 10:52 |
I think this was listed on the ancient dev_bugs: # 000239 □ [dwarf mode][trade] merchants refuse to leave once they are startled by attackers |
(0020922) Kumquat (reporter) 2012-02-29 12:14 edited on: 2012-02-29 12:20 |
Update: Merchants stayed there for over a year. (Another) dwarf caravan did not show up, neither did liaison, though there was a small siege at one point. Finally I got bored of them and deconstructed the depot. This finally made them leave. Looking at the relatively small number of items left behind, I suspect this is what the killed merchant was supposed to pack. |
(0024510) Coaldiamond (reporter) 2014-02-10 20:20 edited on: 2014-02-10 20:23 |
I have been experiencing this multiple times is my current v0.34.11 fort. I have been able to evict startled merchants by deconstructing the depot, but this makes a huge mess of abandoned items of course. Have had this happen with both elven and dwarven caravans. Ordering the depot to be deconstructed when it is not accessible to my dwarves had no effect. I just recently tried forbidding the depot with [t]-[f], specifically to forbid the first marble block of which my depot was constructed. The dwarven traders immediately left. Sadly, they left very many items behind. As a side note, the depot was not accessible to my dwarfs when I forbade it. |
Issue History | |||
Date Modified | Username | Field | Change |
2012-02-26 00:33 | Kumquat | New Issue | |
2012-02-26 05:55 | Xotano | Note Added: 0020708 | |
2012-02-26 08:58 | HammerDave | Note Added: 0020735 | |
2012-02-26 10:52 | Footkerchief | Note Added: 0020751 | |
2012-02-26 10:53 | Footkerchief | Relationship added | related to 0002090 |
2012-02-29 12:14 | Kumquat | Note Added: 0020922 | |
2012-02-29 12:20 | Kumquat | Note Edited: 0020922 | View Revisions |
2014-02-10 20:20 | Coaldiamond | Note Added: 0024510 | |
2014-02-10 20:23 | Coaldiamond | Note Edited: 0024510 | View Revisions |
2014-02-10 20:23 | Coaldiamond | Note Edited: 0024510 | View Revisions |
2014-02-12 23:29 | Footkerchief | Assigned To | => Footkerchief |
2014-02-12 23:29 | Footkerchief | Status | new => acknowledged |
2015-03-30 10:37 | Afghani84 | Issue Monitored: Afghani84 | |
2018-04-13 10:22 | Huntthetroll | Issue Monitored: Huntthetroll |
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