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Author Topic: Zone for migrant waiting area  (Read 1402 times)

Areyar

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Re: Zone for migrant waiting area
« Reply #15 on: January 12, 2009, 08:23:57 pm »

One sceme I can think of:

1 -lock off your fort.
2- create small cells with a meeting area inside, leading to these cells from outside, is a narrow passage with a pressureplate, link this plate to a door/flodgate/grate etc , closing off the cell and trapping the new arrival.
3- build many more of these, so that immigrant can be isolated.
4- have cells normally inaccessable but opened by the same lever that closes yor fort.
5- optionally have locked doors on inner side of cells.
6- have mechanisms in place to drown/maim/kill immigrants at leasure.

;)
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Flaede

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Re: Zone for migrant waiting area
« Reply #16 on: January 12, 2009, 09:55:38 pm »

I think the separate zone is required. Only until a wider solution requiring more work/changes  can be added in. But for now, having your meeting hall be the ONLY place you can have newly arrived immigrants want to head to is annoying and troublesome.

Having a different area they will head to (likely somewhere near the official entrance, as opposed to the secret entrances or trap halls or whathaveyou) is a nice separation, and makes logical sense, really.

I know a few of you have posted "workarounds" (like locking everyone inside), but that's what they are, workarounds. They are a way to make the game do something, and the variety of them shows a lot of people want to make the game do this.

Even if they just headed for the TRADE DEPOT instead, I'd be happy.
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Fossaman

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Re: Zone for migrant waiting area
« Reply #17 on: January 12, 2009, 11:35:07 pm »

Eventually diseases and such will be implemented, right? Well, why not have a 'quarantine zone'? Maybe migrant status should last as long as a season. Not the "doesn't work" part of it, just a separate tag that puts them in 'migrant areas' and 'migrant quarters' and such.

I like the idea of a migrant meeting area. But I would take it further than that.
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