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Author Topic: [176.38a] merchants caught in cage traps  (Read 3425 times)

numerobis

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Re: [176.38a] merchants caught in cage traps
« Reply #15 on: February 16, 2008, 04:15:00 pm »

quote:
Originally posted by Puzzlemaker:
<STRONG>Traps do work against merchants now... a bunch of elves just died.</STRONG>

That much is clear, indeed.  Did you notice them dying on their way in, or only on their way out?

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chewd

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Re: [176.38a] merchants caught in cage traps
« Reply #16 on: February 16, 2008, 04:51:00 pm »

Mine died on the way in.. The rest turned back & left.
I'm gearing up for the inevitable elf siege now.
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Fenrir

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Re: [176.38a] merchants caught in cage traps
« Reply #17 on: February 16, 2008, 05:12:00 pm »

I caught three dwarf merchants in the cages protecting my depot from thieves. I tried to trade them at the depot (there were other merchants), but they were unfortunately released.
Can you tame captured merchants?
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Gaulgath

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Railick Stonemane

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Re: [176.38a] merchants caught in cage traps
« Reply #19 on: February 16, 2008, 05:16:00 pm »

You should be able to mind wash captured merchants and guards into becoming your mindless slaves.
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chewd

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Re: [176.38a] merchants caught in cage traps
« Reply #20 on: February 16, 2008, 05:28:00 pm »

Okay... the human guild rep just walked in through all my traps with no probs... think he'll get caught on the way out?
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penguinofhonor

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Re: [176.38a] merchants caught in cage traps
« Reply #21 on: February 16, 2008, 05:29:00 pm »

quote:
Originally posted by chewd:
<STRONG>Yea... stonefall traps also work on merchants now.

This also works on the elf merchants   :D</STRONG>


Fixed.

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Griz

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Re: [176.38a] merchants caught in cage traps
« Reply #22 on: February 16, 2008, 06:06:00 pm »

this affects all saves, not just old ones - I generated a new world, started a fort, and had the liaison die to a stonefall trap on his way in.
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Baro

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Re: [176.38a] merchants caught in cage traps
« Reply #23 on: February 16, 2008, 07:32:00 pm »

well luckily sieges aren't really working, and traps don't tend to work on thieves and such, so probably to just leave traps out till toady fixes this rather comical oversight.

I'm sticking with drawbridges for security.  I've got a panic button that buttons my fort up nicely.

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Patarak

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Re: [176.38a] merchants caught in cage traps
« Reply #24 on: February 16, 2008, 07:43:00 pm »

How exactly aren't seiges working?
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Fenrir

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Re: [176.38a] merchants caught in cage traps
« Reply #25 on: February 16, 2008, 07:45:00 pm »

Does the [INTELLIGENT] tag prevent the taming of merchants?
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Thallone

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Re: [176.38a] merchants caught in cage traps
« Reply #26 on: February 16, 2008, 08:10:00 pm »

apparently this also affects your own

From the gamelog, spot the line that mightnot belong...

quote:
Mafol Rakustkulin, Peasant cancels Construct Building: Resting injury.
The dwarves suspended the construction of rock Door.
Mafol Rakustkulin, Peasant has been killed by a trap.
Avuz Idgesis, Woodworker cancels Give Water: Need empty bucket.
x2
S†kzul Berƒmid has become a Planter.  

yeah, smashing peasants in stonefall traps seems a bit much, especially when they're your own dwarf peasants.

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Chariot

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Re: [176.38a] merchants caught in cage traps
« Reply #27 on: February 16, 2008, 08:54:00 pm »

quote:
Originally posted by Fenrir:
<STRONG>Does the [INTELLIGENT] tag prevent the taming of merchants?</STRONG>

no, the lack of a [PET] tag does

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Fenrir

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Re: [176.38a] merchants caught in cage traps
« Reply #28 on: February 16, 2008, 09:17:00 pm »

*evil grin*
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Baro

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Re: [176.38a] merchants caught in cage traps
« Reply #29 on: February 16, 2008, 09:54:00 pm »

was your peasant who was killed an arriving immigrant? that might explain it, as they arn't totally flagged as citizens until they reach your meeting point
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