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Author Topic: Detecting Dwarves  (Read 6514 times)

Fnear

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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.
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wierd

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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.
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Koremu

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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.
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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

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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.
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"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

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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.
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Koremu

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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
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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

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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
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Fnear

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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.
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rtg593

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

IT 000

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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.
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rtg593

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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...
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Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Di

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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.
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http://www.bay12forums.com/smf/index.php?topic=103080.0 Fix sober vampires!
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plynxis

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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
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miauw62

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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.
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Kogut

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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.
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