DF Adventure Mode Discussion / Re: Most awesome thing you've thrown
« on: April 14, 2008, 01:47:00 pm »
I also used to love to steal a weapon from my opponent's hands, and umm, give it back to him
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I also used to love to steal a weapon from my opponent's hands, and umm, give it back to him
Even dwarf children have it...
quote:
Originally posted by stirpot:
<STRONG>Why do you even need the wall in the middle if the bottom door is for dwarves only?</STRONG>
So when a dwarf comes in and the door is open, animals wont exit it and end up running around.
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I thought there was a bug with chains and animal reproduction...
code:
************
* *
* *
* *
* *
*****X******
* BBB*
* BBB*
* BBB*
*****X******* = Wall
X = Door
B = Butcher's shop
What this idea basically is, is an animal's pen, to stop having tons of animals running around the fortress. (Except pets, but you get the idea).
The main room (the one without the butcher's shop), gets the animals transported there using cages and levers to let them out. The animals spend all of their lives in that pen.
If i decide I want to butcher an animal, I strategicaly open the door (unlock), wait until the one I want gets in to the second room, then lock it again. The other door (leading to the fortress) is for dwarves only. The dwarf moves into the room, picks up the animal from in there, and butchers him/her it.
Did anyone ever try something like this? Would it work?
Look if you want to cheat so badly... just change variables...
quote:
Originally posted by Misterstone:
<STRONG>From the building menu you could just have someone unassign the prisoner or animal in the cage, but if it is a hostile creature it could very easily attack whoever does that.</STRONG>
If i remember correctly, dwarves will NEVER free a hostile creature without using a lever.
They're not THAT stupid
What about 'bear' baiting with wardogs?
quote:
Originally posted by KrunkSplein:
<STRONG>Of course, that means I have several Cages of Holding with a half dozen cows, bulls, mules, horses, and anything else that isn't a cat or a war dog</STRONG>
Battery Farming...
The baby stayed running around and falling unconcious, while the other dwarves of the fortress IGNORED him completely.
He survived long enough to become a child, after which he went crazy.
I've seen a kobold theif enter the fortress and every single dwarf avoiding him, until he was kicked down by a horse (yeah..)
Everyone has also seen hunters go and attack a squadron of elephants...
I suggest there is an option in military control (Non Combatants) which will define whether
1) Attack 'harmless' wildlife (rhesus maque ect...)
(Attack/Ignore/Avoid)
2) Attack Dangerious wildlife (wolves ect...)
(Attack/Ignore/Avoid/Hunters Attack)
3) Attack Very Dangerious Wildlife (Undead, Elephants ect..)
(Attack/Ingore/Avoid/Hunters Attack)
4) Attack lone enemies (ie Kobold Theives)
(Attack/Ignore/Avoid/Armed units (fighters, woodcutters, carpenters, hunters) attack)
5) Run to Designated Point
(Makes all non combatants run to a certain area [for example if you're being sieged you wouldn't want people hanging around near the entrance or your brand spanking new flooding system)
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"Dwarves carry stone
Dwarves carry wood
Dwarves..."
if you turn them all off in case of emergancy, it might help 
No way to interrupt vermin eating as far as I know.. its labelled as a bug.
If you don't have enough drink, they slow down the work, until you get barely anything done.
And hunting vermin DOESN'T always work. I've had nobles and spearmasters dying of hunger...
However drink can be cooked at the kitchen to make meals (= food), however it will NOT reduce their craving for drink. Its a good way to expand the amount of food you get.
They then proceed to claim a workshop (depends on their highest trade skill) and try to collect the items they need.
if they succeed, they produce an artifact (Press L), and if not 'possessed', they gain enough skill points to shoot that skill up till legendary.
if they run out of time (no items found) they go mad, and end up killing themselves.
See "Strange Moods" in the wiki.
Added: http://www.dwarffortresswiki.net/index.php/Strange_Mood
There you go.
[ July 21, 2007: Message edited by: Haedrian ]
quote:
Originally posted by ColonelTEE3:
<STRONG>Maybe im not looking at your picture correctly, but are you aware that those channels leading to those rooms -wont- flood those rooms? Sorry if i misread or misunderstood something.</STRONG>
As far as I can see, the room in the top left wouldn't get flooded (wall in the way) but the other rooms would flood correctly if ALL the floodgates were opened.
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@ Mephisto : Multiple Triggers can be assigned to the same floodgate, put another lever outside and connect it to that floodgate, then when he's done drowinging himself, you can turn it off from the outside.
No fuss, no muss, no cleaning
[ July 22, 2007: Message edited by: Haedrian ]