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Author Topic: Theives.  (Read 1365 times)

Mulch Diggums

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Theives.
« on: November 25, 2007, 11:40:00 pm »

I got the message "A theif has stolen an *Acadia Shield*" and I checked the units list and didnt find any kobolds or any thing so I sent my two military dwarves to where I was keeping the shields. I was watching the area when I got the message again. I didnt see any thing and aperently neather did my dwarves. What happend? If I keep my dwarves their will they eventuly spot it if it comes back? First time Ive got a theif.
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Karlito

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Re: Theives.
« Reply #1 on: November 26, 2007, 12:27:00 am »

The thieves in question are kobolds.  You don't get the message until the thief has made it off of the map.  Also they are sneaking and thus invisible unless one of your dwarves runs into them.
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xzzy

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Re: Theives.
« Reply #2 on: November 26, 2007, 12:30:00 am »

Chain a couple dogs to cover the entrances of your fortress. They'll catch the kobold almost every time (usually as he's trying to escape your fortress).
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mineditall

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Re: Theives.
« Reply #3 on: November 26, 2007, 03:46:00 am »

dogs or actually wardogs guard all of my entrances

i have about 18 wardogs and only need to tie up 7 of them


3 at front gate
2 at rear gate
2 at lower rear gate

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mineditall

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Re: Theives.
« Reply #4 on: November 26, 2007, 03:46:00 am »

and yes... when they steal it they have left the map already

any dog will work for sniffing out thieves

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sphr

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Re: Theives.
« Reply #5 on: November 26, 2007, 05:09:00 am »

if you don;t have dogs or chains, thieves usually comes when a caravan arrives, so when it does, put your military on standby to guard the entrances.  try to ensure that whichever way a thief could come in, it will become adjacent to one of your guys and be discovered.

DrMorbly

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Re: Theives.
« Reply #6 on: November 26, 2007, 09:55:00 am »

Putting a cat or kitten in a cage near your entrances works for unveiling the thief as well.  It just won't attack it.  They tend to run away when you spot them anyway.
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inthane

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Re: Theives.
« Reply #7 on: November 26, 2007, 06:36:00 pm »

Since you can't buy a chain initially, I tried using a rope.  I 'b-v'ed with the rope, then 'q'ed the rope into a restraint, then associated one of my two war dogs with the rope.  He got attached to the rope, then within about thirty seconds he was running free again.  Does this happen with chains as well, or is this just a rope thing?

I'm basically trying to keep the thieves under control until I can get a caravan to bring me a couple of anvils...

This is version 0.27.169.33c I'm playing with.

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Slappy Moose

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Re: Theives.
« Reply #8 on: November 26, 2007, 06:52:00 pm »

I think just ropes. I have been hearing they are useless as constraints.

I have only 1 entrance in my fort walls, and only 2 staircases into my actual base. Whenever I get a "skulking thief" message, I send all my unarmed sodiers (all amazing wrestlers to the one entrance and lock the door. Usually while he tries desperately to pickpocket his way out. my guys are breaking his limbs and spine. Bastard thief.

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inthane

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Re: Theives.
« Reply #9 on: November 26, 2007, 07:18:00 pm »

Nope, it looks like a bug.
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=11&t=001195

It apparently has something to do with the dog spotting its trainer.

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