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Author Topic: How to kill migrants?  (Read 6440 times)

Flare

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Re: How to kill migrants?
« Reply #15 on: July 17, 2012, 07:06:02 am »

Have them build a giant altar of amrok, and then sacrifice all the ones that you don't need.
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NRDL

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Re: How to kill migrants?
« Reply #16 on: July 17, 2012, 07:29:39 am »

Starvation chambers.  Small room ( not 1x1 ) with bed in it, assign bed to kid.  Kid will EVENTUALLY go inside, then lock him in.  Will require micromanagement, and some patience, but at least you don't have to build anything fancy.

Just make sure you have slabs prepared.  Even kid ghosts can be dangerous. 
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Loud Whispers

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Re: How to kill migrants?
« Reply #17 on: July 17, 2012, 11:17:39 am »

Have them build a giant altar of amrok, and then sacrifice all the ones that you don't need.
But Amrok is the Anti-Armok. Surely an altar to Amrok would be a Dwarven childcare center?

Tirion

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Re: How to kill migrants?
« Reply #18 on: July 18, 2012, 08:28:32 am »

Make the burrow a danger room instead of a bridge. Some of them might end up becoming strong enough and legendary dodgers to be let live  ;)
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Azure

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Re: How to kill migrants?
« Reply #19 on: July 19, 2012, 04:47:46 am »

WASTE NOT THE GIFTS FROM ARMOK! CLAD THESE OFFERINGS IN YOUR SHODDIEST COPPER ARMOR AND HURL THE UNDESIRABLES DOWN A TWO Z-LEVEL DROP SHAFT! MAY YOUR POOREST BUTCHERS[DOCTORS] HURRY THEM ON THEIR WAY TO ARMOK'S BOSOM!!!

In all seriousness, tag your migrants by their attributes.
Physical Attributes: All "--" should be carefully considered before placement in ANY squad and should be barred from jobs that suffer from their inferiority.
 Strength: Keep in
  --S [Very weak and worse]- These poor bastards are fit only for the most pitiful of jobs and being used as medical test subjects.
  -S [Weak] - Send into non-strength related fields: Processing, Butcher/tanner, Carver, Marksdwarf and/or reserve squads
  S,VS [Strong,Very Strong]- Send into Wrestler/Misc obj. (shield bashing) training squads. These will become slightly buffed recruits for specialist needs. Make better Stone haulers. Especially when paired with +A
  M [Mighty] - These are your golden boys. IIRC Strength is somewhat tied to creature size and therefore the ability to wield larger weapons such as mauls, pikes, great axes, etc. Train these dwarves in hammerdwarf if you do not want them using or they are not large enough to use exotic weapons. The hammerdwarves can be later crosstrained into fully realized marksdwarf commandos.

 Agility: - Try to pair base agility's together as the base speed caps their upper limit. You want the squad to move as a unit instead of UristMcExtremelyAgile rushing into a 40 gobbo+40Cave croc siege by himself while 9 other UristMcQuiteClumsies are far behind.{Even after being trained  to legendary and getting a massive agi boost the quite clumsies will still be slower than +A's}
  --A [Quite clumsy and worse] - Put into a slow as fuck marksdwarf reserve unit with other --A and -A And/or use as medical test subjects.
  -A [Clumsy]  - Still Marksdwarf or medical bait.
  A,VA [Agile,Very Agile] - Great dedicated railmen for guided minecart routes. Ideal for patrol routes. Consider training as marksdwarves and shifted into a melee skill after legendary. Those with increased healing and disease resistance should be moved into fast response reserves and Spec. Ops. Squads.

 Toughness: - Reduces Damage Taken - i.e. Great for wrestlers, Shock Troops, Hospital guards {With +Dis}
  --T,-T [All grades of flimsy] - Should not be used in heavy infantry or Medical testing that you want to survive for more than a few years/
  T,QD,IT [Tough,Quite Durable, Incredibly Tough] - Can be used in wrestler/misc obj squads as shock troops. When combined with increased healing and disease resistance these are your ideal drop shaft subjects. !!Important!! If you disable refuse hauling for all but the Armored recovery squads you'll have a minimum of deaths to sock grabbing. [Recovery Squad: 10 dwarf marksdwarves in full surplus armor. Refuse hauling during sieges. enable item to stay busy during peacetime. mass dump designate the killing field and watch your 40 or 50 recovery dwarves rake in the gear, seal the wall then lug meltables to the forges & then burnables to the incinerator. No useless crap killing your fps.]

 Endurance: Completely irrelevant. Trained by enough that it isn't a concern unless you're minmaxing to a ridiculous degree.

Recuperation: Important for heavy Infantry, Shock Troops, and Drop shaft test subjects,
  --H [Very slow to heal and worse] - Marksdwarf/haulering/civvy job candidate. Too much of a liability in a endurance slugfest against a steel or stronger FB.
  -H [Slow to Heal] - See Above. Can be used in infantry but caution is advised.
  QH,QQH [Quick to heal, Quite Quick to Heal] - Priority for Wrestler/Infantry/Test subjects. Giving them a civilian job is a waste of potential imo. With a highly skilled medical squad they'll be rushing back to combat at a blazing pace.
  IQH [Incredibly Quick to Heal and stronger] - These are a special concern. These dwarves should be cycled into Training squads until teacher hits legendary. Employ as teachers and keep them out of all but the most dire combat. Dwarves with IQH,VRS or ANS and acceptable remaining attributes are to be employed as royal guard and your final line of defense to buy time for a falling fortress. They should be cross trained in all ranged skills, wrestling striking kicking misc. obj, their primary melee and the defensive skills.

 Disease Resistance:
  --Dis [Quite susceptable to disease and worse] - Keep out of shock troops you want alive, core infantry, and marksdwarves with FB duty. These fools are a liability in the case of spreadable diseases. Remember comrades! Loose Immune Systems Sink Fortresses! Do Your Part and Keep Your FB AIDS To Yourself!
  -Dis [Susceptible to disease] - Of Marginal Concern. Just keep away from syndrome using FB's
  RS [Rarely Sick] - Filler for Marksdwarf Squads with FB duty and Test subject squads
  VRS & ANS [Very Rarely Sick and Almost Never Sick] - These dwarves should be placed according to their remaining stats. With QH,QQH,IQH They should be employed as royal guards, Spec. Ops., FB Duty Captain, Hospital Guards, with being assigned as a doctor as the highest priority in case of sympathetic doctor stats.

Soul Attributes
 Willpower - Resistance to passing out. Of minor concern due to a wide amount of skill training it but +W can be beneficial with the raised willpower cap.
  IW [I just use Iron Will but W/e works] - Iron will is an ideal trait for captains, teachers, and wrestling/misc obj. squads and shock troops. An near 5000 point unbreakable will will fight through a siege with shattered legs and passing out only AFTER the enemy is exterminated or disabled.
 Analytical, Memory, and intuition:
  Boosts to these attributes help the diagnosing skill. A Minor concern in the grand scheme of things but it doesn't hurt to have a better doctor
 Focus:
  Boosts help Surgery, Bone Setting & Suturing. A useful byproduct of giving doctors & nurses marksdwarf training.
 Spatial:
  Boosts help the four non-diagnosing skills. Doesn't hurt to have it boosted by self defense training.
 
Personality
 Finds Helping others Rewarding:
  This gives the dwarf a happy thought when rescuing a wounded dwarf. This is essential for your medical staff. Nurses in particular. Their lack of medical training and probably lack of resistance to the horrors of war will likely devastate their happiness if your forces are routed. Every scrap of happiness that helps them keep it together for another day is desirable.
  I believe that Altruism [Finds helping others rewarding/does not like helping others] is also the kindness stat which gives a happy thought when feeding/watering a patient. Once again, Without creating "Does not care about anything anymore" doctors is desirable in disastrous times.
  Self-Discipline: Less breaks is an amazing thing. Especially in a crunch vs a adamantium FB! D:
  Friendliness: Or more particularly, A lack of... You don't want Mr. Lotsoffreetime making lots of friends with off-duty soldiers that'll likely die


 Other minor Concerns are: {Not a big deal now but after the personality rewrite...}
  Sense of Duty
  Organization
  Sympathy
  Activity Level
  Vulnerability: A high resistance to stress is very desirable.
  Depression: A High Resistance is Preferable
  Anger: A high resistance to berserking and enraging.
  Anxiety: A High resistance to melancholy.
 
From the Embark on TL;DR:
  • Disable Push/Haul Vehicle. You want dedicated railmen[A,VA's] for your routes with many stops. High Agi dwarves and burrows should be assigned to take advantage of the minecarts innate cancellation on content weight.
  • "Finds helping others rewarding" Should be examined for a series of stats.[DCand]
    • Analytical, Memory, Intuition Boosts. These in addition to boosted Misc. Doctor traits and a Solid personality. will make a Doctor Chief Candidate.[DCCand]
    • Boosts to disease resistance. They'll be surrounded by infectious blood and body parts in the case of a flubbed FB Assassination attempt. Best to have them sturdy.
    • Various Misc. Physical, Soul, and personality traits which make them effective doctors. Cross-train the more serious flaws out where applicable.
    • Washouts or overflow should be employed as nurses or enforcers. Basic nurses purely feed/water. Up & coming nurses gain dress wounds and suture to keep infection rates lower. Enforcers get military training until the core medical staff are trains and they are cycled in for doctor training.(keep 3 training yr round to keep rust off and kill berserking patients)
  • S,VS,M Are queued up for Wrestler/Misc obj, Hammerdwarf, Stone Hauling, Exotic weapons, masons and particularly Adamantium great axe wielders in case of FB's made of a highly resistant material.{You ARE Modding the dwarves Entity_Default.txt to allow crafting of all weapons aren't you?} 
  • --A,-A are either tossed in Marksdwarf squads or are written off and used as unskilled labor
  • Boosted A's are marksdwarves, railmen, and patrolmen
  • Boosted toughness's are trained to be skilled recruits and shock troops.
  • Excess migrants Should be dealt with as follows.
    • Tag for stats and employ accordingly
    • Once you deem your military satisfactory, employ as specialized haulers.[Haul jobs are queued up to ALL with the labor enabled.]
    • Once you feel your haulers are maxed out you have two places to send undesirables.
    • Put them into recovery squads. If they are idle too much. Temporarily enable furnace op, item hauling, and other time intensive tasks to keep them busy. Create a custom Prof in The Rapist to quickly reset them back to pure refuse during a siege.
    • Put them into medical test subject squads. With pure overflow dwarves survival is no longer a concern. Station (# of doctors - 2or3) on a 2 z-level drop dropshaft's retracting bridge and set lever to repeat. They get broken limbs, get treated, return, and repeat until infection kills them ~2 years later.[*Refer to further down for drop shaft specifics.]
[/list]

* Medical Drop Shaft:

Z-2  Retracting Bridge. Preferably 3x5 to have consistent station success.
Z-1 Open Air D:
Z-0 Sweet delicious stone to splatter on.

Common injuries ~90%: Broken arms, legs.
Uncommon injuries ~10%: Compound arm,shoulder,leg fracture/shatters.
Rare Injuries <~1-5%: Fatal head or spinal nerve wounds.

Somewhat related; Maintain at a minimum a core squad of ~6 legendary teachers. These dwarves should in time have legendary in :
 Teacher
 Fighting
 Biting, Striking, Kicking, Wrestling, Misc Obj. User
 Dodger, Shield user, Armor User
 Desired Melee skills.
 Ranged weapons are optional and more of a maxing Agi/Focus.
Do not let these dwarves engage ANY enemy. They are the Facilitators that not only bring up future soldiers but they will be balanced soldiers that will hopefully survive even the worst siege.

As a misc. Note. Create a swimming pool for your 'boos to skill up in. Artificial waterfalls and be put to use to isolate and slow down threats so it doesn't hurt to have amphibian dwarves. =D

As time goes on. Add more teacher squads. Generally snag the dwarves with the best attributes to be your teachers. Recruits should get to moderate ranks within a year or two and can be rushed via a gladiator arena. Then return to the trainers to max out defensive and Aux. attack skills.

If you are a sadistic fuck, lock the teachers in a system of auxiliary access tunnels linked to multiple levels of the fort and the arena after your military is fully trained and you no longer need trainers.(Keep 3-6 as royal guards just cause) Lock the door to the booze so that they are forced to drink from a well a vampire "Whoopsied" in earlier.[Werebeast is fine too I suppose?] Clad in your finest Masterwork Adamantium armor and Artifact weapons. In the end of times signal a fighting retreat into saferooms deep in the bowels of the fort. Then unleash the Monsters!. The Stat boost from vampire conversion on top of the already monstrous stats should end any threat. Even if it's an adamantium FB.
« Last Edit: July 19, 2012, 05:08:04 am by Azure »
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Loud Whispers

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Re: How to kill migrants?
« Reply #20 on: July 19, 2012, 05:58:35 am »

I would disagree with the attributes thing, namely as with an exception to healing, attributes are bloody easy to train by cross training/conscripting your peasants into the military. A fitness program if you will.
That arms you.
And sends you in the direction of the fire.

(Also focus, kinesthetic sense, spatial sense and focus are vital parts of combat - ANYTHING that requires a Dwarf to move really.)

Azure

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Re: How to kill migrants?
« Reply #21 on: July 19, 2012, 06:53:09 am »

Spoiler (click to show/hide)
Okay here's the rationale behind attribute autism.

 Base attribute affects the dwarves personal attribute cap. A Quite clumsy will cap out lower than extremely or very agile. In that specific case that's important for maintaining a tighter ball of soldiers.
 For strength the higher base will give a higher chance of hammerstrikes and axes propelling and severing respectively. and while strength isn't related to creature size it does sometimes have a correlation to larger dwarves which is a higher chance of wielding exotic weapons.

Size - Min size to use. Restricted to 2H use unless the 2h size window is hit.(not posted)
 62500 - Pike,Halbred, 2h sword, Maul, Great Axe,
 [TWO_HANDED:77500] - This is the cutoff for being able to one-hand them. A dwarf that snags a +125% body modifier only hits 75000 so he ALSO needs a +105% or ANOTHER +125% modifier. In short, if you get a big beautiful bastard that can pull that off you better treasure something so rare with a full kit of masterwork adamantium and rooms so fine the king commits suicide.

I can't find my source where someone scienced the average deviation from the dwarves size of 60 kg. I'm unfamiliar with which body size tags will imply a certain degree of increased size.(Gigantic? Untold amount of fat over his/her frame?, Incredibly huge muscles?) And how much those are influenced by the dwarves attributes. Fat is influenced by toughtness/genetics and muscles is str/genetics iirc.
 
I'll give ya the toughness one. Outside of not bothering to train a drop shaft test subject there isn't a need to care.

Disease resistance is nitpicking but if you don't use dfhack and your fort isn't properly developed yet, one nasty syndrome is all that's needed to cripple if not outright kill a fort.

Healing is great both for getting soldiers back into combat asap.(Hilariously fast with a legendary medical team) Great for a faster recovery time on test subjects as well.

Do you have any data on focus and kinesthetic/spatial sense and the effect of a dramically increased/decreased value? I've mostly ignored them as by the time the dwarf was trained it felt like a diminishing return to worry about it.

If you know where someone did find the average rate of larger dwarves i'd be grateful. It was something like <5% were able to wield large weapons.

So yeah, it's pretty nitpicky as you can get by without paying attention to attributes at all but it can be pretty useful as well.
« Last Edit: July 19, 2012, 07:20:24 am by Azure »
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Azure

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Re: How to kill migrants?
« Reply #22 on: July 19, 2012, 07:15:17 am »

(Sorry for double post. Needed the post options.)

Code: [Select]
[BODY_APPEARANCE_MODIFIER:HEIGHT:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]
[BODY_APPEARANCE_MODIFIER:BROADNESS:75:95:98:100:102:105:125]
[APP_MOD_IMPORTANCE:500]

The math that determines the percentage of how much deviation occurs is beyond me but the token page links to
http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793

So essentially We're banking on the 105% and 125% increased height and broadness modifiers. Due to being a presumably low enough chance, we can throw the 125% out the window as unlikely as seeing a migrant with possessed of amazing recuperative powers(Only seen two in over a year of playing). As if getting that 105% wasn't hard enough, We ALSO Need to hit 100%+ on the OTHER modifier. Even two 102%'s isn't enough.

The gist is, tagging migrants, and throwing them in a no-uniform squad with exotic weapons and waiting a month for them to get around to either proving they can lift one or not is just going to slap a bunch of unhappy thoughts into their unstable migrant minds.
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Loud Whispers

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Re: How to kill migrants?
« Reply #23 on: July 19, 2012, 07:27:09 am »

Gigantic?
...
 Fat is influenced by toughtness/genetics and muscles is str/genetics iirc.
Yep. Gigantic is the body size one. Remember from a thread where someone had a mooded candy Great Axe... But no one to wield it.
As for genetics, physical attributes and traits are inherited. But where fat and muscles are concerned... It seems different with Dwarves as to dogs.


Do you have any data on focus and kinesthetic/spatial sense and the effect of a dramically increased/decreased value? I've mostly ignored them as by the time the dwarf was trained it felt like a diminishing return to worry about it.
The easiest way to demonstrate is by looking at adventure mode. Spatial sense + Kinesthetic sense greatly increase your movement speed and your rolls in everything you do. Or in Dwarves that do nothing but fight all year ending up with mental traits like this:
Spoiler (click to show/hide)
Also wiki on it.

On the rare day you do find a gigantic Dwarf, by all means that is a brilliantly awesome discovery and you should be crying tears of 7

Azure

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Re: How to kill migrants?
« Reply #24 on: July 19, 2012, 07:54:34 am »

Hmm so kinesthetic/spatial are kind of like fighting in that it's a generic but useful boost. Probably wont bother sorting on it since it's too of a generic boost that'll get trained up in boot camp.

In other news,
Found it! It was hiding at the bottom of the weapon page all along! Clever girl...
http://dwarffortresswiki.org/index.php/Weapons#Size
http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579

The thread and wiki have things flopped and a bit wierd and I don't know the math well enough to say it's solid but his results say 17/49(Not a large enough sample size anyway ;_;) will be able to wield the exotics. 14 two handed and 3 one handed.  34.7% seems pretty high compared to what I've experienced but I haven't done extensive tests.

Also, Do you know where it lists the descrips for the body size like it does with the attributes? While gigantic is pretty self explanatory That's the only one I recognize that wouldn't be tainted by the training process.

;_; Over one million sad pandas! ;_;

Sutremaine and by extension the wiki's notes on the possibility of a dwarf wielding large weapons doesn't account for probability distribution which Sizik points out http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793

The wiki is wrong!!! ;_;

On an unrelated note, have you heard of multigrasp weapons being used with two hands by a creature large enough to 1-H causing more damage than a 1-H hit ala dungeon crawl stone soup and 1-H,2-H wielding of spears & tridents?
« Last Edit: July 19, 2012, 08:17:03 am by Azure »
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Inarius

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Re: How to kill migrants?
« Reply #25 on: July 19, 2012, 08:22:47 am »

1- Give a nickname on all your useful dwarves
2- Burrow all non-nicknamed dwarves on a 4x4 retractable bridges, with a 6z (if you like make them suffer) - 10 z (if you don't). Build this bridge on the level 0. You can then send directly your new comers to the bridge-burrow without allowing them to meet somebody.
3- In the bottom of the pit, build 2 separated rooms with bridges.
4- Build a pitting room above the second room.
5- Burrow everyone who is non nicknamed. They will come one after one. Children can come some months after. But everyone who is burrowed will be freezed and will slowly suffer of thirst and hunger. When they are REALLY thirsty, they will suddenly move to drink, and after that they will come to your bridge. Children will come, too.
6- On the second room, throw semi megabeasts, or goblins (with their weapons). Or anything else.
7- Push the level which separates the first and second room.


The 6z pit is necessary, because with legs broken your dwarves won't run and with their arms broken, they won't hurt (or kill) the goblins. 10z pit will kill half of your dwarves, which is less fun.
With only 2 goblins you can easily kill 20 or 30 dwarves like this in only a few days.
« Last Edit: July 19, 2012, 09:40:34 am by Inarius »
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Azure

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Re: How to kill migrants?
« Reply #26 on: July 19, 2012, 08:42:54 am »

Inarius indirectly brought up a very important point.

Build a screening gatehouse for all incoming migrants. Build it adjacent to the airlock open to outside trade depot to allow for traders to arrive and migrants to reach the gatehouse. temporarily designate a meetinghall after sealing the fortress off and wait for all migrants to get inside. Designate a burrow, add all migrants to it, only let them leave once they get thirsty. This will let you screen your dwarves for vampires that don't have a hojillion crafts, former residences, strange skills. Until toady includes other mechanics for vampires to get the thirst icon it's the only way to be sure that it's one of them.
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Saim

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Re: How to kill migrants?
« Reply #27 on: July 20, 2012, 04:01:51 pm »

How I get rid of children, like its been mentioned earlier with burrows etc...just wanted to share....It works for adult dwarfs too of course. This is just how I did it in one fort.


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jez9999

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Re: How to kill migrants?
« Reply #28 on: May 02, 2013, 01:49:39 pm »

In all seriousness, tag your migrants by their attributes.
When you say "tag" them, do you mean that you hijack the dwarf's nickname to use as your tag info?
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Mura

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Re: How to kill migrants?
« Reply #29 on: May 02, 2013, 05:50:57 pm »

Children pull levers, last I checked.

This can be exploited. Build an automated deathtrap operated by a lever, set the lever to "pull- repeat", and don't discontinue the job until your population is down to acceptable levels. The only ones who will die are the idlers.

If you want to catch the dwarves who are on break and partying, too, set the deathtrap as a meeting zone.
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