Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: what if  (Read 2271 times)

Micro102

  • Bay Watcher
    • View Profile
what if
« on: August 13, 2008, 02:33:55 am »

what if my dwarf with the best armor and weapon was just taken out of the army, gets in a fey mood, and goes insane and starts killing people? could something like that happen?

just something im wondering about
Logged

HungryHobo

  • Bay Watcher
    • View Profile
Re: what if
« Reply #1 on: August 13, 2008, 02:49:15 am »

this is why all my workshops are in rooms which can be sealed.
failing that putting a pack of wardogs on escort will deal with most problems.
Logged

Deathworks

  • Bay Watcher
  • There be no fortress without its feline rulers!
    • View Profile
Re: what if
« Reply #2 on: August 13, 2008, 03:13:24 am »

Hi!

My personal advice are traps, they are far more reliable.

The fey mood will give you an announcement. Keep track of that dwarf and once he stops leaving the workshop but is not working on something, q the workshop to find out what the dwarf needs. By then you should be able to tell whether the mood will fail or not.

If you know it is going to fail, make sure there is just one exit to the workshop.

Place a weapon trap with ten menacing spikes or battle axes or other proper weapons you may have lying around into the tile the dwarf has to cross.

Prepare his tomb.

Deathworks
Logged

Mohreb el Yasim

  • Bay Watcher
  • ♫♪♫♫♪♫♪♪♫♪
    • View Profile
Re: what if
« Reply #3 on: August 13, 2008, 03:17:56 am »

trap will attack your dwarf if he failed the mod?
in this case you could just cage him no?
Logged
Mohreb el Yasim


GENERATION 24:The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experime

DwarfMan69

  • Bay Watcher
  • Hatred, darkness, and Despair
    • View Profile
Re: what if
« Reply #4 on: August 13, 2008, 11:46:11 am »

Yeah, you could cage him.
Logged

ductape

  • Bay Watcher
  • MAD BOMBER
    • View Profile
    • Alchemy WebDev
Re: what if
« Reply #5 on: August 13, 2008, 12:49:32 pm »

yes! then put him on display in the dining hall so dorfs can throw their food scraps at him!
Logged
I got nothing

Boatmurderer

  • Bay Watcher
    • View Profile
Re: what if
« Reply #6 on: August 13, 2008, 01:19:42 pm »

That would make it tough to eat your elk and minced unicorn roast having a Dwarf in a cage screaming violently and thrashing around with no pants on.
Logged

FellMoodFox

  • Bay Watcher
    • View Profile
Re: what if
« Reply #7 on: September 12, 2008, 07:33:53 pm »

Heck, that sounds like a typical dwarf dining room, sans the cage  ;D
--[edit] whoop, sorry for the post necromancy
Logged
The denser the dwarf, the more likely he'll survive his stupidity.

SeanTucker

  • Bay Watcher
    • View Profile
Re: what if
« Reply #8 on: September 12, 2008, 09:58:02 pm »

That would make it tough to eat your elk and minced unicorn roast having a Dwarf in a cage screaming violently and thrashing around with no pants on.

That's actually really Orky.
Logged

jellyman

  • Bay Watcher
    • View Profile
Re: what if
« Reply #9 on: September 12, 2008, 10:04:57 pm »

And if the cage has been encrusted with 38 different types of gems first.  Thats you legendary dining room...
Logged

FellMoodFox

  • Bay Watcher
    • View Profile
Re: what if
« Reply #10 on: September 13, 2008, 01:38:18 am »

Well, I mostly meant the "Dwarf screaming violently and thrashing around with no pants on. "... >.> then again, I can make a dozen pants and maybe one pair gets picked up despite half the fort having had all theirs rot off....
Logged
The denser the dwarf, the more likely he'll survive his stupidity.

Neoskel

  • Bay Watcher
  • Read or the owl will eat you.
    • View Profile
Re: what if
« Reply #11 on: September 13, 2008, 01:46:54 am »

Well, if your best military dwarf is a champion he won't do any civvy work.
Logged
Urist Mcsurvivalist has been accosted by edible vermin lately.

Goblins: The fourth iron ore.

Alabaster

  • Bay Watcher
  • "ezum Boltlove, Hale Disemboweler of Direction"
    • View Profile
Re: what if
« Reply #12 on: September 13, 2008, 02:08:33 am »

Place a weapon trap with ten menacing spikes or battle axes or other proper weapons you may have lying around into the tile the dwarf has to cross.

Prepare his tomb.

Same here, as soon as I see him muttering "skin... jellybeans.." or whatever I'm lacking  I post a squad outside the room and assign a coffin in the catacombs.
Logged

Boatmurderer

  • Bay Watcher
    • View Profile
Re: what if
« Reply #13 on: September 18, 2008, 02:54:10 pm »

I can't remember ever hearing about a fortress where one ultra-legendary dwarf goes on a rampage and starts murdering the hell out of everybody in the fortress while on fire.
Oh yeah...

Psst... SPOILER if you had not read Boatmurdered yet. That link goes directly to
Spoiler (click to show/hide)
Logged

snelg

  • Bay Watcher
  • Hoary Marmot Extraordinaire
    • View Profile
Re: what if
« Reply #14 on: September 18, 2008, 03:28:02 pm »

I like using doors to keep any unexpected accidental flooding of the fortress in check.
The more doors the less area go underwater which generally means more survivors.  ;D

Though I'm kinda getting away from the habit of flooding my fortress several times a fort so I might change at least some key ones to cage traps (if just to catch those fey mooders demanding whatever I don't have).
Logged
When there's no more room in the fortress, the cats will walk the earth.
Cancels writing: Interrupted by Hoary Marmot.