Bay 12 Games Forum
Dwarf Fortress => DF Bug Reports => Topic started by: shadowclasper on April 03, 2010, 08:11:55 pm
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I have recieved NO WAGONS at all, period. I have gotten no notifications of wagons being unable to access my civ. But it is still vexing, even if I am getting all my necessary stuff.
I have a road with ramps up the mountain side allowing for them to go up the mountain, so this is not the problem. And yes, I'm sure it works, it's a paved road with stones. 3 wide, and I double checked for wagon access.
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Before you embarked did the civ screen say that you had access to them?
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Before you embarked did the civ screen say that you had access to them?
I'm pretty sure it did... I know I've got access to 3 civs. But you're saying location determines now if wagons can get at you AT ALL?
edit: Also, I'm on the southern edge of my own civilization. There are mountains and stuff... but they're DEFINITELY able to get at me >_>; I know this for fact.
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Are there still no wagons in DF 0.31.03?
I am not getting any wagons and I most certainly have access to civs and depot access to wagons.
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How many years passed? I read somewhere that Dwarf civs start sending wagons around Year 3 or 4.
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I have yet to recive wagons at ALL dispite having an awesome road to the edge of the map. Maybe I havent stayied at my fort long enough but iv gotten sieges so I dunno.....
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IIRC traders will no longer bring wagons though the pack animals they bring will carry enough goods and wagons will return when there are proper vehicles. I found this in the creature_equipment "raw" reguarding the future of wagons,
Wagons-as-creatures is most likely going to be replaced once moving siege engines are in, so we'll just use a generic "wood" material here instead of worrying about coding up race glosses again.
Not sure if any of that helps to clear this up. :-\
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Pack animals currently carry the same capacity that they did before 0.31, but considering the weights of objects have been reconfigured, for the most part to be (much) lighter, they can haul far more objects than they ever have and thus negating the need for a wagon (which I presume only start getting used once the trade goods exceed the capacity of a certain number of pack animals). You could probably play with the raws a bit, modifying the trade capacity of the pack animals to your satisfaction, but ultimately it's not all that necessary mechanics-wise as you shouldn't be missing much.
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Some have suggested that this is because [WAGON_PULLER] has been removed from every creature except the muskox, so if your humans and dwarves don't have access to a tundra, they get no wagons.
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Then why doesn't your new embarks start off with muskox install of the cows/horses/mules/donkeys?
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In the case of dwarves, presumably because muskoxen aren't common domestic animals. But my testing into that direction hasn't actually panned out - I started with two horses when I made them wagon pullers, but I still didn't get any wagons. There seem to be additional factors at work.
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Well, if there are no wagons in the merchant trains, it makes it much easier to defend the depot. At least until wagons show back up again.
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I'm guessing it's related to http://www.bay12forums.com/smf/index.php?topic=52128.0
The wagons don't come any more, but the donkey's have all the stuff that would normally be on the wagon (plus a whole bunch more) loaded onto them.
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i was worried about this as well for a long time and just now found out that they where removed :o
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Huh? I swear I got some wagons on one fort when I had played long enough for the dwarven caravan to show up.
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I've already had the uber-elf caravan bug cause issues in one fortress. Took them an entire season to unload and then after trading they weren't able to load up again before a human caravan came in and apparently kicked them out of the depot.
As a result the left behind a ton of stuff, plus all the stuff I'd traded with them - none of which I actually wanted back, k'thx?
They are (sometimes) hauling waaay too much stuff. Just scrolling through their inventory is time consuming and obnoxious.
Luckily in my current fort they seem to come in with more-or-less normal load sizes. Not sure what the difference is.
And yeah, no wagons here either. Just pack animal trains despite excellent depot access routes.
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Not seen any wagons either... several forts but all below 4years.
I'll ask for anvills and steel armours next time the mountainhome deigns to visit. :)
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Pack animals currently carry the same capacity that they did before 0.31, but considering the weights of objects have been reconfigured, for the most part to be (much) lighter, they can haul far more objects than they ever have and thus negating the need for a wagon (which I presume only start getting used once the trade goods exceed the capacity of a certain number of pack animals). You could probably play with the raws a bit, modifying the trade capacity of the pack animals to your satisfaction, but ultimately it's not all that necessary mechanics-wise as you shouldn't be missing much.
It's still kind of a big deal if, say, you're playing on a map without flux, which wasn't a problem back when there were wagons :/
And yeah, I haven't received an wagons either :'(
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Perhaps someone can research a fix for this, kind of like the cat fix for 40d...
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Yes, there is one. Make creatures' capacity as big as wagons'. That's the only thing I can suggest.
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I think I am having this problem, I have been at a fort for 15 years and received no caravans at all. My parent civ is dead but there ARE nearby civs of other races. I made a copy of my save, abandoned and checked the map and humans are listed, as well as dwarfs, but the only dwarf civ listed is the Contingent Flags, which is dead. I scrolled around the map and saw existing elven and human settlements. The only dwarven settlement is the dead one. But there's half a dozen cities of a live human civ near where I settled.
Edit: I checked bug tracker and saw several issues similar to this. I'm not sure which one is "the" one tho hehe
Edit2: Forgot to say, I'm having this problem in 31.06
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I am also having the problem, but haven't characterized it well enough to make a formal bug report. I receive no caravans from any civ, including Dwarves, even after having confirmed them as neighbors in the embark screen.
I find that this problem happens consistently when I start near a location with a greyed-out, invalid embark option near severe terrain such as mountains. I use the lower-case 'uhkm' keys to nudge the start location away, towards embark-okay biomes, just enough for the embark option to activate, but I know that part of my 4x4 square still includes biomes that are invalid for embarkation. I wonder: If any part of your embark 4x4 square is part of a no-embark zone, will you be denied caravans from any civs?
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I am also having the problem, but haven't characterized it well enough to make a formal bug report. I receive no caravans from any civ, including Dwarves, even after having confirmed them as neighbors in the embark screen.
I find that this problem happens consistently when I start near a location with a greyed-out, invalid embark option near severe terrain such as mountains. I use the lower-case 'uhkm' keys to nudge the start location away, towards embark-okay biomes, just enough for the embark option to activate, but I know that part of my 4x4 square still includes biomes that are invalid for embarkation. I wonder: If any part of your embark 4x4 square is part of a no-embark zone, will you be denied caravans from any civs?
I am currently on an embark that is 9x9 with most of it in mountains (greyed out no-embark zone) but some of it is savannah and some of it is badlands. I got the dwarf caravan (dwarves were listed as the only neighbor civ for me when I looked on the world map screen before embarking).
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I still seem to be having this problem in 31.08. If your parent civ is dead, do you just get no caravans at all, even from other civs?
Edit: If I knew which one of the caravan bugs in bug tracker was related to this problem, I'd post there. :D
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Is this bug still active in .12?
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yes, caravans still don't bring any wagons in .12
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I'm also getting no traders at all. Using version 0.31.12. The only mod i've done is to remove aquifers.
My last 4 embarks have all had 2-3 civ's on the embark screen (excluding goblilns). Even after 3 years after embark, there are no traders from any civ. Each time I test the Depot availability ("D") and it says it's accessible. If there are rivers on the map I build a bridge just in case the traders come from the other side.
Very frustrating building up a fort and being stuck with ~20 dwarves, ok for building, but not much military for defence and FUN.
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If the civ is unnamed (aka, usually beastmen in the caves), they won't trade. In the current version the depot accessibility doesn't matter, as no merchants use wagons; wagons need at least a 3-tiles path to the depot, but merchants "on feet" can use any path, even a 1 tile one.
You need dwarves, elves and/or humans with a leader to trade. It's possible to choose an embark without trading civs.