Bay 12 Games Forum
Dwarf Fortress => DF Bug Reports => Topic started by: Corona688 on June 20, 2009, 12:43:44 pm
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Reference Picture (http://burningsmell.org/images/stupid-caravan.png).
On the left is the fully-enclosed road the caravan faithfully found every year prior to retaking the fortress. It leads directly to the depot with no obstructions and no forbidden anythings, and the finder proclaims the depot as Accessible.
On the right is the caravan whose wagons have bypassed me for the second year in row now.
Is there any particular reason? I'm going to rip out and rebuild the road and bridges but would like to know if that even has a chance of working.
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Ripping up and rebuilding the road did not help. No caravans can find the depot despite it being Accessible via the Finder.
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Did you RECLAIM the depot?
Ie. it's not forbidden?
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I've not only reclaimed it but ripped it up and rebuilt it. The traders wouldn't path to a forbidden depot anyway. Traders can, but for some reason their wagons cannot find the great stupid 4-wide red carpet leading to it.
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It says 4-wide; have you considered making it five wide?
Give it a try. 's worth the attempt at least.
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It says 4-wide; have you considered making it five wide?
Give it a try. 's worth the attempt at least.
Why 5? You only need 3, the "depot access" thing shows tiles that the wagon center can and cannot path on.
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If you rebuilt it, then the components clearly can't be forbidden...Hmm, I have no idea then. :/
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When I lower the bridges, sometimes they spawn really really close to the road -- this time in particular, they spawned right next to the bridges -- but they never, ever, ever spawn on the road proper or on top of the bridges. Not even elves do, they wait forever for the bridges to be lowered, but spawn right beside them if the bridges are down.
So they hate the location for some reason. I've torn everything down and rebuilt it but they still hate it. Maybe the game somehow thinks an area has been forbidden. I'll see if scooting it over five squares helps at all.
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The problem may not have anything to do with reclaiming. Recently, on a new fortress in 40d12, the Dwarven wagons bypassed my "inaccessible depot", despite the fact that shift-D told me I was accessible.
I was, however, trying to force the caravan to follow a specific route, in order to avoid the problem of goblin ambushes far from my fortress. I had a three-wide tunnel from my underground depot to the closest map edge, ramping up to the surface at the last minute. In a previous game after doing just the above, I saw the caravan approach from the wrong direction and then "turn on a dime" to enter the tunnel, so I added a channel around the tunnel mouth.
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From his picture, it looks like the OP was doing a similar thing with walls. Could Toady have reprogrammed the caravans to be less tolerant of herding?
Again, shift-D told me my setup was kosher, but I got bypassed. This remains a bug, since shift-D should never lie. (Also, if there is a change, the Wiki should be updated, since it says herding works... (http://www.dwarffortresswiki.net/index.php/Caravan#Wagons (http://www.dwarffortresswiki.net/index.php/Caravan#Wagons)))
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Ah, but my herding worked in 40D11, having never been played in a different version. Its only in reclaim, in the same version, did I start getting bypassed. There were, previously, no bends whatsoever in the road, just a few (working) ramps.
At great expense of dwarven life I have moved the road over a few tiles. The results so far are promising (http://burningsmell.org/images/caravan.png), with at least the elves having enough sense to spawn inside, which they never managed before during this reclaim.
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I can only state that Ive experienced caravans spawning on any edge of the map despite having a road built to the edge, normally leading to the wagons getting left behind.
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Success! The wagons spawn right beside (http://burningsmell.org/df/caravan2.png) but not on the road. For some reason it won't find areas that were a road previous to reclaim.
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Success! The wagons spawn right beside (http://burningsmell.org/df/caravan2.png) but not on the road. For some reason it won't find areas that were a road previous to reclaim.
You have chairs on the ends of your bridges.
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You have chairs on the ends of your bridges.
Its a tileset oddity.
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You have chairs on the ends of your bridges.
Its a tileset oddity.
I know. Which is why I don't use tilesets.
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It's the moonwalking that gets to me.
I've tried the same thing in d0, putting a ramp at the edge and blocking access from anywhere but the edge (no roads or reclaim involved). The wagons bypassed the site and the pack animals spawned randomly. The odd thing is that this setup is, as far as I can see, functionally identical to one I have that does work. That one consists of a pillar barrier around most of the perimeter*, with wagons forced to enter on one narrow z-level by the removal of natural ramps.
Perhaps they need to be able to spawn on tiles that won't lead to the depot before they'll look at the ones that will?
*The map is cut in two by a stream, which the traders have always been able to deal with intelligently.
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I know. Which is why I don't use tilesets.
We're happy you've figured out the secret way to run DF in real 80x25 text on your PCjr.
I'm pretty happy with this tileset of mine though. I've been taking bits and pieces of other tilesets as I please, and nearly everything looks okay. Most tilesets butcher siege engines but that ballista and all its ammo look fine. Most butcher looms but my looms look fine, etc etc. And now that I've noticed the chair I might fix that too.
Also, to be more on topic, the caravan finds the road fine on the way out, just never on the way in...
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Perhaps they need to be able to spawn on tiles that won't lead to the depot before they'll look at the ones that will?
But that would mean all edge tiles would have to lead to the depot to guarantee a successful wagon train.
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Well, not all, just some. The important thing seems to be that they have some sort of choice in the matter. Forcing the wagon to enter on a sealed route isn't always successful, but cutting off their options in other ways is more successful ("you must come this way" vs. "you can't go that way... or that way... or that way").
Although actually, I might have a way to test it, since I know I can't force wagon access on this map with a sealed entry. I'll try the following:
1. Default. There's a pillar barrier around the map, forcing the wagons to pass through a single 3-tile gap between them. Additionally, the only z-level from which wagons can access this gap is the level it's on. The wagons can manage this just fine.
2. Force wagons to enter along the road by building raising bridges along the sides of the road. (Edited to add... this works. *sigh*)
3. If the above fails, widen the spawn path to include an alternate spawn point.
But really, I have no idea why wagon access is so screwy. :)
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I know. Which is why I don't use tilesets.
We're happy you've figured out the secret way to run DF in real 80x25 text on your PCjr.
...Or you know...I use the vanilla tileset...as opposed to a "graphical" one.
I'm pretty happy with this tileset of mine though. I've been taking bits and pieces of other tilesets as I please, and nearly everything looks okay.
I don't have the patience to do things piecemeal like that. I enjoy the vanilla set just fine. Though I recently* got a square version as that was the only thing that bugged me.
And now that I've noticed the chair I might fix that too.
Good thing I pointed it out, then, eh?
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Was more raising an eyebrow at your derailing of a bug thread.
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I'm thinking my fortess in general must have pathfinding issues. Migrants flash at the map edge until their migrant-ness wears off despite a wide-open gate and a well and a meeting area and peasants hauling garbage inside the definitely accessible gate. And now I have a dragon waiting at the map edge despite a wide-open gate and accessible bait animals, and caravan, and most of my military outside for it to roast.
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Migrants want a meeting area to head to before they start working normally. Dunno about the dragon, though.
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Migrants want a meeting area to head to before they start working normally.
You don't say. Maybe that's why I specified I had all of those and clear paths to all of them. ;)
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Oh dear. Scratch one for reading comprehension on my part. Sorry 'bout that.
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Oh dear. Scratch one for reading comprehension on my part. Sorry 'bout that.
You're not the only one, I've had reading comprehension and math issues since graduating from college. Though I suspect that my typing and spelling skills have dipped a bit too.
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I've got another fortress where I got bypassed despite being accessible according to shift-D. Bypassed twice, in fact. I didn't really need anything from the dwarves, so I kept playing until the humans skipped me.
This time, I wasn't aggressive in herding. My cave mouth was backed up 12 points from the edge, and I did not dig channels. However, a natural river (not brook) and forest surroundings provided some natural herding. I built a road to the edge, too. The road was unfinished when the dwarves arrived, but was complete when the humans did.
I've never seen a wagon since upgrading to d12.
I haven't seen any comments by Toady. I would like to see him clarify the algorithm....