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Difference between revisions of "v0.34 Talk:Wagon"

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== Talk:Wagon ==
 
== Talk:Wagon ==
  
note the bug at the bottom may not be a bug as wagons have been listed as deceased in the units screen and i have a wagon wood bed
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note the bug at the bottom may not be a bug as wagons have been listed as deceased in the units screen and i have a wagon wood bed -- [[User:5asdffdsa5|5asdffdsa5]] 22:04, 27 March 2012 (UTC)
  
 
== Inaccessible site bug? ==
 
== Inaccessible site bug? ==
  
 
I noticed in my current game that the wagon's will bypass the map if the foot traders enter from a spot that they can use, but the wagons can't. In more detail: I had a river bisecting the map with a two square wide bridge across it. The traders entered on the side across from my nice wide wagon entrance but despite there being plenty of room on the entrance side, the wagons seem to want to stick with the foot travellers and just bypassed the map. I save-scummed and widened the bridge, and lo and behold I have glorious wagons for the first time in years. [[User:Steams|Steams]] 06:14, 29 March 2012 (UTC)
 
I noticed in my current game that the wagon's will bypass the map if the foot traders enter from a spot that they can use, but the wagons can't. In more detail: I had a river bisecting the map with a two square wide bridge across it. The traders entered on the side across from my nice wide wagon entrance but despite there being plenty of room on the entrance side, the wagons seem to want to stick with the foot travellers and just bypassed the map. I save-scummed and widened the bridge, and lo and behold I have glorious wagons for the first time in years. [[User:Steams|Steams]] 06:14, 29 March 2012 (UTC)
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== Traps now make inaccessible? ==
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Since 34.08, it seems that the cage traps across my main entrance have suddenly made that route inaccessible, where 34.07 and earlier they had no effect. Anyone else with this problem? -- [[Special:Contributions/121.44.105.161|121.44.105.161]] 22:29, 16 May 2012 (UTC)
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:Yes, I noticed the same effect.  I'm guessing it was an intentional nerfing of traps. -- [[Special:Contributions/98.110.59.248|98.110.59.248]] 02:06, 21 May 2012 (UTC)
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::There's currently a bug report in for that: {{Bug|5927}} - Traps block wagon access.  -- [[User:HiEv|<span style="color:#E05858;font-weight:bold;">Hi</span>]][[User talk:HiEv|<span style="color:#C06060;font-weight:bold;">Ev</span>]] 05:15, 21 May 2012 (UTC)
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:::I've noticed the same thing, 0.34.10 here. Removing the traps caused the depot to become accessible; my best guess is that it is a nerf. I responded to this problem by putting my depot on the far side of a drawbridge over a canyon and trapping the near side. One possible way to cope with the nerf would be to exploit the difference between easiest foot path and easiest wagon path. Enemies on foot will take the easiest foot path, and it's old military common knowledge that the enemy will trap the easy road. As long as ANY road remains open to carts the depot will still be accessible, even though you're still hitting goblins along the way. [[User:Ninjinto|Ninjinto]] 01:30, 8 July 2012 (UTC)
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== Wagon filtering hallway. ==
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Some guy in the forums figured out how to make a hallway that wagons can go though but walking units can't.  It seems cool enough to go on the wiki.
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http://www.bay12forums.com/smf/index.php?topic=125977.0
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What you think?  can we add this to the page? -- [[User:Zazq|Zazq]] ([[User talk:Zazq|talk]]) 20:24, 27 May 2013 (UTC)
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:Wow. I'd never even considered that, but it looks really useful. I added it, but feel free to mess around with the formatting. --[[User:Lethosor|<span style="color:#074">Lethosor</span>]] ([[User talk:Lethosor|<span style="color:#092">talk</span>]]) 21:32, 27 May 2013 (UTC)
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== Wagon death, list in deceased list and memorialization bug reproduction ==
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I have been able to consistently reproduce the noted wagon bugs by raising a bridge while a merchant wagon was traversing it. The wagon had its own section in the combat report (the wagon is fighting) as slamming into the merchant pulling it. Usually raising the bridge will be enough damage to destroy it and it will appear as an option for memorialization.
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== Lengthy Wagon Discussion on Forums ==
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On the forums, there's a lengthy discussion after a fellow's wagon was given a memorialization option.
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That spawned a lengthy series of jokes and modding, all wagon related.
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http://www.bay12forums.com/smf/index.php?topic=128593.0
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Should we add some of this stuff into a "D for Dwarf" section?

Latest revision as of 01:53, 13 February 2014

Talk:Wagon[edit]

note the bug at the bottom may not be a bug as wagons have been listed as deceased in the units screen and i have a wagon wood bed -- 5asdffdsa5 22:04, 27 March 2012 (UTC)

Inaccessible site bug?[edit]

I noticed in my current game that the wagon's will bypass the map if the foot traders enter from a spot that they can use, but the wagons can't. In more detail: I had a river bisecting the map with a two square wide bridge across it. The traders entered on the side across from my nice wide wagon entrance but despite there being plenty of room on the entrance side, the wagons seem to want to stick with the foot travellers and just bypassed the map. I save-scummed and widened the bridge, and lo and behold I have glorious wagons for the first time in years. Steams 06:14, 29 March 2012 (UTC)

Traps now make inaccessible?[edit]

Since 34.08, it seems that the cage traps across my main entrance have suddenly made that route inaccessible, where 34.07 and earlier they had no effect. Anyone else with this problem? -- 121.44.105.161 22:29, 16 May 2012 (UTC)

Yes, I noticed the same effect. I'm guessing it was an intentional nerfing of traps. -- 98.110.59.248 02:06, 21 May 2012 (UTC)
There's currently a bug report in for that: Bug:5927 - Traps block wagon access. -- HiEv 05:15, 21 May 2012 (UTC)
I've noticed the same thing, 0.34.10 here. Removing the traps caused the depot to become accessible; my best guess is that it is a nerf. I responded to this problem by putting my depot on the far side of a drawbridge over a canyon and trapping the near side. One possible way to cope with the nerf would be to exploit the difference between easiest foot path and easiest wagon path. Enemies on foot will take the easiest foot path, and it's old military common knowledge that the enemy will trap the easy road. As long as ANY road remains open to carts the depot will still be accessible, even though you're still hitting goblins along the way. Ninjinto 01:30, 8 July 2012 (UTC)

Wagon filtering hallway.[edit]

Some guy in the forums figured out how to make a hallway that wagons can go though but walking units can't. It seems cool enough to go on the wiki.

http://www.bay12forums.com/smf/index.php?topic=125977.0

What you think? can we add this to the page? -- Zazq (talk) 20:24, 27 May 2013 (UTC)

Wow. I'd never even considered that, but it looks really useful. I added it, but feel free to mess around with the formatting. --Lethosor (talk) 21:32, 27 May 2013 (UTC)

Wagon death, list in deceased list and memorialization bug reproduction[edit]

I have been able to consistently reproduce the noted wagon bugs by raising a bridge while a merchant wagon was traversing it. The wagon had its own section in the combat report (the wagon is fighting) as slamming into the merchant pulling it. Usually raising the bridge will be enough damage to destroy it and it will appear as an option for memorialization.

Lengthy Wagon Discussion on Forums[edit]

On the forums, there's a lengthy discussion after a fellow's wagon was given a memorialization option.

That spawned a lengthy series of jokes and modding, all wagon related.

http://www.bay12forums.com/smf/index.php?topic=128593.0

Should we add some of this stuff into a "D for Dwarf" section?