Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Question about retiring.  (Read 674 times)

Weizen1988

  • Bay Watcher
    • View Profile
Question about retiring.
« on: December 17, 2016, 12:21:21 pm »

Im not sure if this is an adventure mode or dwarf mode question, If I retire a fortress, make an adventurer, go take out a necro tower, or at least steal the slab, or really just screw around in adventure mode if i decide thats too hard, firstly, if i succeed at taking slab, can I take it back, drop it off at fortress, then retire the dwarf adventurer? How badly does the game manage the fort while im away? I assume it doesnt just go into stasis. Is what Im asking even possible?
Logged

☼Another☼

  • Bay Watcher
  • I am inevitable.
    • View Profile
Re: Question about retiring.
« Reply #1 on: December 17, 2016, 12:26:16 pm »

Retiring fortresses will change some things, such as nobles, (if you don't have a justice system), but yes, you can give your fortress a slab. If you appoint a captain of the guard before you leave, and start (or become) a fortress guard, when you unretire, you will be a member of your fortress.
Logged

SebasMarolo

  • Bay Watcher
    • View Profile
Re: Question about retiring.
« Reply #2 on: December 17, 2016, 12:50:09 pm »

Have a bunch of wells ready because when I retired and later unretired forts, all the booze was gone.
Logged
So uh, yeah you just murdered a until proven otherwise pretty neutral innocent being for no reason.

Weizen1988

  • Bay Watcher
    • View Profile
Re: Question about retiring.
« Reply #3 on: December 17, 2016, 01:19:40 pm »

Thanks, just in case, Ill probably make a backup of the save though, fortress is still pretty small, do have captain of the guard though, working on his office as i type this actually. So If I build a jail and hammerer and all that nobles wont change? Ive got a captive necromancer, but he does scare my civilian dwarves, so im hoping to get a slab, make my own necromancer, design my fortress/the necromancers quarters so they wont run into any corpses and raise them bad places, possibly make two necromancers to keep each other company, have zombie meat and live training room that I control more easily than having to capture necromancers and use them until they break.
Logged

☼Another☼

  • Bay Watcher
  • I am inevitable.
    • View Profile
Re: Question about retiring.
« Reply #4 on: December 17, 2016, 01:20:36 pm »

My experience is that it just appoints nobles in the justice side that you don't have. Everything should be fine if that is set up.
Logged

Weizen1988

  • Bay Watcher
    • View Profile
Re: Question about retiring.
« Reply #5 on: December 17, 2016, 01:43:05 pm »

My experience is that it just appoints nobles in the justice side that you don't have. Everything should be fine if that is set up.
Oh ok, I understand now. How long/hard is it to get into a tower and steal the slab? this would be my first attempt at adventure mode. It -looks- like the old adventure games I used to play, just more complicated.
Logged

steel jackal

  • Bay Watcher
  • [UNIQUE_DEMON]
    • View Profile
Re: Question about retiring.
« Reply #6 on: December 17, 2016, 01:45:54 pm »

My experience is that it just appoints nobles in the justice side that you don't have. Everything should be fine if that is set up.
Oh ok, I understand now. How long/hard is it to get into a tower and steal the slab? this would be my first attempt at adventure mode. It -looks- like the old adventure games I used to play, just more complicated.

you might want to check out the adventure mode section of the fourms, not many people here actually play adventure mode, and vice versa
Logged
i am a dwarf and im digging a hole, diggy diggy hole

my art: http://www.furaffinity.net/gallery/tylerrobotnik/

mikekchar

  • Bay Watcher
    • View Profile
Re: Question about retiring.
« Reply #7 on: December 18, 2016, 03:45:56 am »

Be careful because everybody in the fortress will be redistributed around the map randomly -- including prisoners and visitors.  Usually prisoners will be released from cages.  Also, often things will be dumped from containers.  As suggested, make sure to leave  a few plants behind to start up booze production right away.  I'm too lazy to look it up, but there is a wiki page that tells you most of the consequences of retiring a fortress and unretiring it again.  The main thing is misses is that often you end up will new residents in your fortress.  Often these will be merchants, who just sit in your tavern getting drunk/pissed off.  Also, previous visitors often get bugged out so that they are marked 'hostile', but aren't actually hostile.  The main problem is that the *never* leave.  You seem to be able to kill them with impunity, though.  Amusingly you can catch them in cage traps and then pasture them.  I'm building a big pasture of former visitors as we speak.

Normally it takes me 3 months of game time to get back up to speed after retiring a fortress.  There also seem to be a couple of bugs with stockpiles, but these are apparently solved by moving everything to the trade depot when the caravan comes and then moving it back to the stockpiles.  But basically no super problems that I've seen.  I've got one fortress that has retired every year for 5 or 6 years running and it's still chugging along OK.
Logged

SebasMarolo

  • Bay Watcher
    • View Profile
Re: Question about retiring.
« Reply #8 on: December 18, 2016, 05:59:21 am »

Artifacts will disapear from the artifact screen, so there's that.
Oh, and yes, stuff gets out of cages. So either slaughter your POWs, or dispose of them in some other way.
I suggest you carefully plan and build your necro-containing room now. Add an entrance with a rising bridge which can be operated from the inside. Add statues for a statue garden, a barracks, workshops, everything that a dwarf could need. Try to make the barracks overlook the raising chamber.

Now, when you create your adventurer, try to see if you can make him/her be from your fortress (remember your civ's name). While you're making your adventurer, give him/her very low empathy (seeing zombies or your own dwarves dying can be hard on their stress). Make him/her invulnerable to stress, a total loner, make him/her hate family and friends. That way he/she won't need contact with those. If you can, make him/her dream to master a skill or become a legendary warrior

The best way to get a slab/book is to become a vampire. Just topple a statue at a temple. Make back up temples for many different gods, just in case they don't feel like cursing you on a general temple. Undead won't attack you then. Just walk in and grab every book.

Now, if you haven't figgured it out already, you will be using your adventurer as the necro. Once you come back from the tower, leave the books at the library, grab a pick in case you need to do some remodeling from the inside, walk into the necro-palace, and close the bridge.

If you never manage to get your dwarfs to become necros, oh well, you'll already have one. Make sure to order your adventurer to destroy the lever once you unretire. You may have problems with his/her thirst. He/She won't die because of it, but with no bozee he/she'll become slow. Even of he/she wasn't a vampire, a necro doesn't feel thirst either, but still need alcohol. Maybe use a non-dwarf species. Goblin, maybe? To justify being trapped all eternity?

Meh, just have fun with it.
« Last Edit: December 18, 2016, 06:02:17 am by SebasMarolo »
Logged
So uh, yeah you just murdered a until proven otherwise pretty neutral innocent being for no reason.