Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Detecting Dwarves  (Read 6513 times)

Fnear

  • Bay Watcher
    • View Profile
Detecting Dwarves
« on: March 02, 2012, 08:02:42 pm »

Instead of detecting vampires among immigrants, why not detect dwarves?

Put each immigrant in a nice, engraved room filled with masterwork magma-safe furniture, a personal food stockpile, and a barrel of fine booze, and a magma-safe grate in the back corner.  Then lock them in their rooms.

Anyone that drinks their booze gets to join the fortress.  Anyone left gets to experience a magma-flush.  Just make sure the barrels are not empty when you put the migrants in the rooms.
Logged

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: Detecting Dwarves
« Reply #1 on: March 02, 2012, 08:10:42 pm »

Better yet.

A state toggler!  Basically, a "free" bed, in a tube room, sealed by floodgates on either end.

It has pressure plates on either side of the bed in the tube room, one is on the other side of the outbound floodgate.

A sleepy migrant seeks the bed to sleep. When he goes to the bed, he passes through the [open] floodgate, and steps on the plate. This closes the floodgate behind him, and opens the one on the other side of the bed. He sleeps off his fermented mushrooms, gets up, and seeks the nearest pathable job he has labors for, and or a tasty snack. He leaves through the now open floodgate that leads into the proper fortress. On his way, he hits the "reset room" plate, which toggles the floodgates again.

Vampires never sleep. They won't path to the bed as the destination, so they won't go through the processing cycle.
Logged

Koremu

  • Bay Watcher
    • View Profile
Re: Detecting Dwarves
« Reply #2 on: March 02, 2012, 08:13:51 pm »

Vampires never sleep. They won't path to the bed as the destination, so they won't go through the processing cycle.
They do randomly wander when trapped and could trigger the pressure plate by accident though.
Logged
It's a dwarf.  Their natural habitat is "trapped on the wrong side of a wall".

Flinging children halfway across the map to land in magma is good, wholesome fun, but extramarital reproduction?  Why, that's just unseemly!

Xotano

  • Bay Watcher
  • Elite Head Collector
    • View Profile
Re: Detecting Dwarves
« Reply #3 on: March 02, 2012, 08:15:03 pm »

both of these ideas sound great :O

about how long do dwarfs usually live btw? i got a 126 year old dwarf and it says he is one of the first of his kind, my world being 125 years makes that story plausible.
Logged
"Engraved on the wall is a masterful depiction of a human by Logrin.  The artwork relates to Xotano Beastblood The Everseeing Dwelling of Clouds the human vampire recruiting some new human shields companions after his encounter with Ral Firewealthy the Warm Flicker the dragon, during which his face was melted off."

300 human/elf/dwarf/goblin/kobold bodies 20 random animal/fish/bird bodies and 3 dragon bodies all in one backpack. fun stuff.

wierd

  • Bay Watcher
  • I like to eat small children.
    • View Profile
Re: Detecting Dwarves
« Reply #4 on: March 02, 2012, 08:23:26 pm »

Vampires never sleep. They won't path to the bed as the destination, so they won't go through the processing cycle.
They do randomly wander when trapped and could trigger the pressure plate by accident though.

Just make the path to the bed sufficiently long that random wandering away from the convenient "migrants only" meeting hall and into the roomchute will be very statistically unlikely.
Logged

Koremu

  • Bay Watcher
    • View Profile
Re: Detecting Dwarves
« Reply #5 on: March 02, 2012, 08:26:00 pm »

both of these ideas sound great :O

about how long do dwarfs usually live btw? i got a 126 year old dwarf and it says he is one of the first of his kind, my world being 125 years makes that story plausible.

150-170 years
Logged
It's a dwarf.  Their natural habitat is "trapped on the wrong side of a wall".

Flinging children halfway across the map to land in magma is good, wholesome fun, but extramarital reproduction?  Why, that's just unseemly!

rtg593

  • Bay Watcher
    • View Profile
Re: Detecting Dwarves
« Reply #6 on: March 02, 2012, 08:49:34 pm »

I have a 2x4 room just off my trade depot. As immigrants stream in, I assign them to the room's burrow. As they get thirsty, I release them. Any still thirsty when the next wave comes, I move to the lever room, which has locked doors leading to manager and bookkeeper's offices. First vamp is lever puller, second is manager, third bookkeeper. Any more become additional lever pullers. So far it's worked just fine for me:p
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Fnear

  • Bay Watcher
    • View Profile
Re: Detecting Dwarves
« Reply #7 on: March 02, 2012, 10:27:18 pm »

I have a 2x4 room just off my trade depot. As immigrants stream in, I assign them to the room's burrow. As they get thirsty, I release them. Any still thirsty when the next wave comes, I move to the lever room, which has locked doors leading to manager and bookkeeper's offices. First vamp is lever puller, second is manager, third bookkeeper. Any more become additional lever pullers. So far it's worked just fine for me:p

I must be missing something... I don't see... let me re-read.  Nope, I don't see any magma, and while there's booze, it is only hinted at.  This simple-but-effective stuff sounds a bit elfy - but there is vampire abuse!  I can support vampire abuse.
Logged

rtg593

  • Bay Watcher
    • View Profile
Re: Detecting Dwarves
« Reply #8 on: March 02, 2012, 10:41:34 pm »

I have a 2x4 room just off my trade depot. As immigrants stream in, I assign them to the room's burrow. As they get thirsty, I release them. Any still thirsty when the next wave comes, I move to the lever room, which has locked doors leading to manager and bookkeeper's offices. First vamp is lever puller, second is manager, third bookkeeper. Any more get dumped into the MAGMA SEA. So far it's worked just fine for me:p

I must be missing something... I don't see... let me re-read.  Nope, I don't see any magma, and while there's booze, it is only hinted at.  This simple-but-effective stuff sounds a bit elfy - but there is vampire abuse!  I can support vampire abuse.

ftfyme.

Better? :p
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

IT 000

  • Bay Watcher
  • Strange Mood
    • View Profile
Re: Detecting Dwarves
« Reply #9 on: March 03, 2012, 01:52:41 am »

Couldn't you make your entrance like this?

Code: [Select]
#####
..~.. -> enter
#.#.#
#.#.#
#.#.#
#.#.#
#...#
#####

For the ~ channel out a level, put 7/7 water in there. Any dwarf that goes through it instead of going around is a vampire.
Logged

***CORROSION v2.14***
<<<More Than Just Zombies>>>
Back from the Dead!

rtg593

  • Bay Watcher
    • View Profile
Re: Detecting Dwarves
« Reply #10 on: March 03, 2012, 02:03:40 am »

Couldn't you make your entrance like this?

Code: [Select]
#####
..~.. -> enter
#.#.#
#.#.#
#.#.#
#.#.#
#...#
#####

For the ~ channel out a level, put 7/7 water in there. Any dwarf that goes through it instead of going around is a vampire.

Could work, I suppose...

Have fun if you get one of those 70+ immigrant waves;-)

60 is my record, so far...
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Di

  • Bay Watcher
    • View Profile
Re: Detecting Dwarves
« Reply #11 on: March 03, 2012, 03:09:19 am »

The fact that they don't drown doesn't mean they will path through water.
Logged
Quote from: Creamcorn
Dwarf Fortress: Where you meet the limit of your imagination, moral compass, sanity and CPU processor.
http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
http://www.bay12forums.com/smf/index.php?topic=91442.0 Dwarven Cognitive Science

plynxis

  • Bay Watcher
  • Oh god I'm so tired, leave me alone...
    • View Profile
Re: Detecting Dwarves
« Reply #12 on: March 03, 2012, 03:13:11 am »

I have a 2x4 room just off my trade depot. As immigrants stream in, I assign them to the room's burrow. As they get thirsty, I release them. Any still thirsty when the next wave comes, I move to the lever room, which has locked doors leading to manager and bookkeeper's offices. First vamp is lever puller, second is manager, third bookkeeper. Any more become additional lever pullers. So far it's worked just fine for me:p

genius - almost makes vampires obsolete :P
Logged
What? Go away, I'm sleep deprived...

miauw62

  • Bay Watcher
  • Every time you get ahead / it's just another hit
    • View Profile
Re: Detecting Dwarves
« Reply #13 on: March 03, 2012, 03:19:20 am »

both of these ideas sound great :O

about how long do dwarfs usually live btw? i got a 126 year old dwarf and it says he is one of the first of his kind, my world being 125 years makes that story plausible.

150 to 160 years, i think.
Logged

Quote from: NW_Kohaku
they wouldn't be able to tell the difference between the raving confessions of a mass murdering cannibal from a recipe to bake a pie.
Knowing Belgium, everyone will vote for themselves out of mistrust for anyone else, and some kind of weird direct democracy coalition will need to be formed from 11 million or so individuals.

Kogut

  • Bay Watcher
  • Next account: Bulwersator
    • View Profile
Re: Detecting Dwarves
« Reply #14 on: March 03, 2012, 07:21:02 am »

Better yet.

A state toggler!  Basically, a "free" bed, in a tube room, sealed by floodgates on either end.

It has pressure plates on either side of the bed in the tube room, one is on the other side of the outbound floodgate.

A sleepy migrant seeks the bed to sleep. When he goes to the bed, he passes through the [open] floodgate, and steps on the plate. This closes the floodgate behind him, and opens the one on the other side of the bed. He sleeps off his fermented mushrooms, gets up, and seeks the nearest pathable job he has labors for, and or a tasty snack. He leaves through the now open floodgate that leads into the proper fortress. On his way, he hits the "reset room" plate, which toggles the floodgates again.

Vampires never sleep. They won't path to the bed as the destination, so they won't go through the processing cycle.
Or even better - install this in all rooms, so you may keep vampires and dwarves.
Logged
The worst bug - 34.11 poll
Tired of going decades without goblin sieges? Try The Fortress Defense Mod
Kogut, the Bugfixes apostle of Bay12forum. Every posts he makes he preaches about the evil of Bugs.
Pages: [1] 2