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Author Topic: [40d11] apparently random deaths [nevermind, solved]  (Read 1204 times)

assimilateur

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[40d11] apparently random deaths [nevermind, solved]
« on: May 26, 2009, 05:02:13 pm »

Posted about this in gameplay discussion but got largely ignored so far. Regardless of anyone actually posting in my thread over there, "bug reports" seems like a better place for this issue in the first place.


The issue at hand is that I've been experiencing a handful of deaths I couldn't explain, e.g.:

1. One dwarf became enraged at the gym. Nobody was throwing a tantrum (I'm assuming there's a report for that and that it is different from becoming enraged), nor was the hammerer anywhere in the vicinity, nor were we being overrun by invaders, so there was no combat going on whatsoever. And it is my understanding that rage only triggers during combat. Said enraged dwarf apparently bled all over the place, as there was blood on the floor and walls. I didn't check for wounds, but she must have fucked up her lungs or neck, since shortly thereafter I was informed of her having suffocated.

2. Another dwarf canceled drink a job because of falling unconscious. Almost instantly the dwarf was "struck down", and when I found the body it lay on some stairs and there was blood everywhere. This too couldn't have been caused by my hammerer since he had been locked in his room for some time now, and I don't see invaders being able to sneak so deep into my fort without accosting or otherwise alerting anyone else, seeing how that area had quite heavy traffic. Does this suggest that dwarfs are able to trip on stairs?
« Last Edit: May 26, 2009, 06:15:22 pm by assimilateur »
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Footkerchief

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Re: [40d11] apparently random deaths
« Reply #1 on: May 26, 2009, 05:57:50 pm »

Both of those sound like punishment.  The hammerer isn't the only dwarf that metes out punishment -- the fortress guard can do it too.  Have any guards, captains of the guard, sheriffs, etc. running around?  Been failing mandates?

Also, you posted the Gameplay Questions thread like 5 hours ago.  Give people a little time to respond!
« Last Edit: May 26, 2009, 05:59:30 pm by Footkerchief »
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Dwaref

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Re: [40d11] apparently random deaths [nevermind, solved]
« Reply #2 on: May 26, 2009, 06:55:44 pm »

Recruit cripples(dwarves with spinal injuries, lost eyes etc) into your fortress guard so they can't train, and dont give them weapons. Armor is handy though.
That way beatings will be disciplinary and not fatal.
Keep the ordinary military around to defend your guard if a punished dwarf flips out.
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He is somewhat reserved. He prefers to be alone. He doesn't need thrills or risks in life. He is never optimistic or enthusiastic about anything. He has a fertile imagination. He is open-minded to new ideas. He is put off by authority and tradition. He is very straightforward with others. He is very disorganized. He thinks it is incredibly important to strive for excellence. He has very little self-discipline. He takes time when making decisions. He doesn't really care about anything anymore.

assimilateur

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Re: [40d11] apparently random deaths [nevermind, solved]
« Reply #3 on: May 27, 2009, 05:17:55 am »

Recruit cripples(dwarves with spinal injuries, lost eyes etc) into your fortress guard so they can't train, and dont give them weapons. Armor is handy though.
That way beatings will be disciplinary and not fatal.
Keep the ordinary military around to defend your guard if a punished dwarf flips out.


That's not bad advice, but I'm not gonna have a guard (or a captain) at all, for ideological reasons, seeing how their main task is handing out corporal punishment. I'm also keeping the hammerer imprisoned. I haven't decided yet whether I'm gonna let him live or not.
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Dwaref

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Re: [40d11] apparently random deaths [nevermind, solved]
« Reply #4 on: May 27, 2009, 06:12:07 pm »

Coming to think of it.. The reason i have my guard is that i want to play the game as it was intended.
And putting cripples into work on Guard duty sure seems like it's going aginst the spirit of the game!

Thanks for making me realize that, now they're going to become miners instead. The old miners will have to become guards.
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He is somewhat reserved. He prefers to be alone. He doesn't need thrills or risks in life. He is never optimistic or enthusiastic about anything. He has a fertile imagination. He is open-minded to new ideas. He is put off by authority and tradition. He is very straightforward with others. He is very disorganized. He thinks it is incredibly important to strive for excellence. He has very little self-discipline. He takes time when making decisions. He doesn't really care about anything anymore.

Byakugan01

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Re: [40d11] apparently random deaths [nevermind, solved]
« Reply #5 on: May 28, 2009, 10:29:37 pm »

Uh...we call it the "Dwarven Department of Veteran's affairs" for a REASON. It's the *hammerer's* role to met out capital punishment, NOT the guard's. So, using cripples to simulate nonlethal punishment is, IMO, true to the spirit of the game. Kind of like having cops vs. having martial law. Also, if you set up some chains and designate them for law enforcement, they won't beat the dwarf-they'll just tie them to the chain.
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171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Rockphed

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Re: [40d11] apparently random deaths [nevermind, solved]
« Reply #6 on: May 29, 2009, 02:36:43 pm »

Coming to think of it.. The reason i have my guard is that i want to play the game as it was intended.
And putting cripples into work on Guard duty sure seems like it's going aginst the spirit of the game!

Thanks for making me realize that, now they're going to become miners instead. The old miners will have to become guards.

So you will end up with guards swinging picks at criminals?  That sounds slightly more deadly than a hammer.
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Only vaguely. Made of the same substance and put to the same use, but a bit like comparing a castle and a doublewide trailer.