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Author Topic: Disable babies/children?  (Read 3517 times)

miauw62

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Re: Disable babies/children?
« Reply #15 on: March 07, 2012, 12:17:48 pm »

You could mod the raws so that kids don't grow legs and a spine till adulthood.
No you can't.

On-topic, check your d_init.  It's um... yeah, it's very easy.

Hmm, I thought that you would be able to do it with castes, but it seems you're right. TBH I didn't really intend it to be a serious answer, just a bad joke about disabling children. When I saw the name of this thread I fully expected it to be along the lines of "Help! Can't get my custom child nervous system destroying syndrome to wear off on adulthood!" or similar.

Alternatively  I suggest, as an alternative or in addition to changing the child cap in d_init, changing [CHILD:12] to [CHILD:1], which should make any kids that do turn up at your fort turn into real useful dwarfs in less than a year as opposed to twelve

Actually, I just realized that we can abuse syndromes and interactions to create epidemic-level viruses. Ebola would be quite a ride, albiet a short one.

I see. I tought about making a disease mod, but since there isnt anything like antidote or such, it doesnt have alot of use.
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Girlinhat

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Re: Disable babies/children?
« Reply #16 on: March 07, 2012, 12:23:04 pm »

...to be honest, I've found more widespread uses for children.  By setting up 1x1 bedrooms as an airlock between two doors, I assign the bedrooms to children and lock them in, unlocking the other door at the same time, effectively "cycling the airlock".  The child is then trapped in a small enclosure with a meeting zone - a bridge.  This bridge is a retracting bridge (or four drawbridges if I'm getting fancy) with a civilian-enabled pressureplate located somewhere in the fort.  When triggered, the bridge removes, and any children plumet several levels, landing in a small enclosure of windows in the dining hall.

The windows are there so that the children don't fall onto a dwarf who is currently dining - not for the dwarf's safety.  If a creature falls onto another creature, then neither are injured.  I window-off the crash pad so that the children are assured to die.  The window lets the dining dwarves witness the event and become hardened to tragedy, and a hatch within lets the corpses be hauled out.  This is often applied to worthless migrants, though it's much easier to just burrow them.

Generally by the 3rd migrant wave and 20-some-odd children, the window area is painted in 20 different shades of bloodstain, and if I'm running short on coffins looks rather like a blender.

Couchmonster

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Re: Disable babies/children?
« Reply #17 on: March 07, 2012, 12:43:07 pm »

AWESOME!

Koremu

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Re: Disable babies/children?
« Reply #18 on: March 07, 2012, 01:14:44 pm »

Wouldn't you be better off setting the glass room as a floor-spike danger room and herding naked children inside? Most will die and harden the rest of your dorfs up, but the few that make it out alive will be better military for the experience.

Also, the serious injuries will keep your medical teams skills up, which the instant death drop method doesn't do.
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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!

Girlinhat

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Re: Disable babies/children?
« Reply #19 on: March 07, 2012, 02:17:23 pm »

My common goal with children is just "get rid of them".  I vary the drop height at times, a shorter fall can cripple but not kill, and doctors get something to do.  Plus with a fall, there's less chance of a burial turning into a double-burial, then a quad-burial, and, well yeah, burial spiral.

martinuzz

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Re: Disable babies/children?
« Reply #20 on: March 07, 2012, 02:37:53 pm »

Generally by the 3rd migrant wave and 20-some-odd children, the window area is painted in 20 different shades of bloodstain, and if I'm running short on coffins looks rather like a blender.

Add a necromancer to that mix, and it will look like an active blender
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http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

kaenneth

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Re: Disable babies/children?
« Reply #21 on: March 07, 2012, 02:59:59 pm »

[...]the children are assured to die.  The window lets the dining dwarves witness the event and become hardened to tragedy, and a hatch within lets the corpses be hauled out.[...]

I am now convinced that Girlinhat is Kyubey's evil twin.  http://wiki.puella-magi.net/Kyubey
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Girlinhat

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Re: Disable babies/children?
« Reply #22 on: March 07, 2012, 03:12:57 pm »

Popular theory holds me as Cave Johnson.

olopi

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Re: Disable babies/children?
« Reply #23 on: March 07, 2012, 03:49:08 pm »

Use the raws to make the women(or wodorfs?) have GCS' instead of Babies
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This also explains why dwarves can have a city on just a soap pillar, the beard of the soapmaking dwarf causes the soap to become rigid.

khearn

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Re: Disable babies/children?
« Reply #24 on: March 07, 2012, 04:31:18 pm »


The windows are there so that the children don't fall onto a dwarf who is currently dining - not for the dwarf's safety.  If a creature falls onto another creature, then neither are injured.  I window-off the crash pad so that the children are assured to die.  The window lets the dining dwarves witness the event and become hardened to tragedy, and a hatch within lets the corpses be hauled out.  This is often applied to worthless migrants, though it's much easier to just burrow them.

Couldn't you also drop them onto a statue for the same effect?
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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

Girlinhat

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Re: Disable babies/children?
« Reply #25 on: March 07, 2012, 05:00:42 pm »

That makes corpse recovery a little harder, and I don't enjoy dealing with ghosts very much.

khearn

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Re: Disable babies/children?
« Reply #26 on: March 07, 2012, 05:09:27 pm »

Good point.
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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.
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