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Author Topic: Kill the children?  (Read 2491 times)

ProtoZoa

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Kill the children?
« on: August 23, 2016, 11:19:14 am »

I have been playing this new fort I made.  Im well into my second year and About 25 percent of my fort is just children. All these useless mouths are becoming a problem .  Should I kill them with an atom smasher?
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Arthropleura

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Re: Kill the children?
« Reply #1 on: August 23, 2016, 11:32:27 am »

Send them off to live with the goblins? Seriously, you dwarfs are crazy. >.>
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We are currently three turns in, and the main hall is coated in blood, intestines and random corpses. There's a huge pile of 3000 items made of human body parts in a corner and remaining members of the staff of the museum are, as I type this, being slowly choked to death by one of our adventurers.

Fleeting Frames

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Re: Kill the children?
« Reply #2 on: August 23, 2016, 02:40:04 pm »

You could use them to explore the caverns or magma sea.

Long term, burrow+seal them in a room with well, food stockpile with 10 food per child per year or/and farm plot, seed pile with "all dwarves harvest" & craftsdwarf workshop for strange moods, then forget about them. Bit more effort required would be managing some sort of childcare training, even just swimming - I recall Staalo's results suggesting that the first few years are of utmost importance in dwarf's life in how big they eventually get.

Robsoie

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Re: Kill the children?
« Reply #3 on: August 23, 2016, 04:39:58 pm »

Instead of killing your fortress citizens, maybe modifying in the RAWS of the save the file creature_standard.txt, at the Dwarf related category
   [CHILD:12]
into
   [CHILD:2]
could be helpfull, so child after 2 years become full fledged adults
Not sure if    
   [CHILD:1]
can work, as there's also a [BABY:1] that define a baby stop being a baby at 1 year and grow as a child, maybe changing
[BABY:1]
into
[BABY:0]
can allow baby to immediately spawn as child, so you can change to [CHILD:1]
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jecowa

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Re: Kill the children?
« Reply #4 on: August 23, 2016, 08:39:54 pm »

Instead of killing your fortress citizens, maybe modifying in the RAWS of the save the file creature_standard.txt, at the Dwarf related category
   [CHILD:12]
into
   [CHILD:2]
could be helpfull, so child after 2 years become full fledged adults
Not sure if    
   [CHILD:1]
can work, as there's also a [BABY:1] that define a baby stop being a baby at 1 year and grow as a child, maybe changing
[BABY:1]
into
[BABY:0]
can allow baby to immediately spawn as child, so you can change to [CHILD:1]

I had been wondering what those tags controlled.
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Urist McVoyager

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Re: Kill the children?
« Reply #5 on: August 24, 2016, 09:54:18 am »

If you're going to roll with modding, this one's good.

[NATURAL_SKILL:GROWING:5]

It'll give all dwarves an innate level 5 growing skill. Just turn off the farming(fields) labor on the adults, and any new kids should take over the farm work. Can't help with the kids already present, but there's no guarantee an age trick will work on a game that's in-progress already anyway.
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pikachu17

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Re: Kill the children?
« Reply #6 on: August 24, 2016, 10:04:20 am »

If you're going to roll with modding, this one's good.

[NATURAL_SKILL:GROWING:5]

It'll give all dwarves an innate level 5 growing skill. Just turn off the farming(fields) labor on the adults, and any new kids should take over the farm work. Can't help with the kids already present, but there's no guarantee an age trick will work on a game that's in-progress already anyway.
I haven't tested it with children, but with intelligent pets, any natural skill in most toggle-able labors will start it with the labor on, meaning that giving trolls(when goblins) [NATURAL_SKILL:SMELT:5] will make them use smelters. if this works with children, you could give them NATURAL_SKILLs in whatever you want them to do(except hunting,woodcutting and mining, and probably soldiering), but keep in mind that adult dwarves will also do that. I read a post somewhere that if a creature had a NATURAL_SKILL it tended to have immigrants who have that profession and that they don't have a higher skill.
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Urist McVoyager

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Re: Kill the children?
« Reply #7 on: August 24, 2016, 03:18:53 pm »

Natural skill doesn't set a roof on skill levels, just a floor. I have tested it on children, so I know it works with new ones. I never mod a game-in-progress, so I have no idea if it will interact with dwarves you already have on the map.

And the adult dwarves who also farm is why I said to turn off the labor in any adult migrants you get. I said to do it with farming specifically so they children would be producing their own food. If you wanted to make them totally self sufficient, you could just set multiple Natural Skill tags that set you up for farming, brewing, and clothesmaking.

ETA: The fun thing with that tag is that it stacks with embark points, so if you wanted a seriously skilled dwarf off the bat, just use an NS tag for the skill in question to boost it where you want it to be.
« Last Edit: August 24, 2016, 03:22:49 pm by Urist McVoyager »
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Bloax

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Re: Kill the children?
« Reply #8 on: August 25, 2016, 06:04:54 am »

Kill the children? My, that's silly.

Just make them a daycare!
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oh_no

ProtoZoa

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Re: Kill the children?
« Reply #9 on: August 25, 2016, 06:55:02 am »

sounds good.
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Egan_BW

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Re: Kill the children?
« Reply #10 on: August 28, 2016, 09:27:27 pm »

or you could
you know
just grow enough food for them?

From what I hear, it's not hard to have way more food than you need anyway.
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I would starve tomorrow if I could eat the world today.

ProtoZoa

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Re: Kill the children?
« Reply #11 on: August 29, 2016, 01:50:13 pm »

they are crowding the rooms and causing framerate drops/
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Meurlorg

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Re: Kill the children?
« Reply #12 on: August 29, 2016, 08:10:43 pm »

The day frame-rate dip initiates any genocide for that matter as some sort of commonplace remedy, shared... I say morality can go to hell, just do it!
« Last Edit: August 29, 2016, 08:13:22 pm by Meurlorg »
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