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Author Topic: Five convicted murders and its not enough for an execution  (Read 4031 times)

NTJedi

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Re: Five convicted murders and its not enough for an execution
« Reply #15 on: March 22, 2012, 08:27:04 pm »

I have two vampires in my fortress that are running around ... ...
Station them as military in a second level square outside, then build glass walls around them and a roof.  You have a permanent sentry to warn you of ambushes.
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Kaos

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Re: Five convicted murders and its not enough for an execution
« Reply #16 on: March 22, 2012, 08:47:59 pm »

one crime gives prison.
more than one death gives death.
so instead of immediately imprisoning them wait for more murders to stack, accuse always the same dorf and it should result into a beating/death (or you can remove prisons resulting in beating time from the captain guard, which, if armed, will use the weapon, or it's prison time)
And how do you exactly do this? If you wait for the crime (you don't have a jail) they get a beating... how do you get the crimes to stack? by not having a sheriff/captain of the guard perhaps? do Justice even works when you don't have one?
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shadenight123

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Re: Five convicted murders and its not enough for an execution
« Reply #17 on: March 23, 2012, 05:22:04 am »

speaking of vampires, you have eventually someone going to the sheriff saying "i found out the dead body of urist!"
in the justice screen you may then choose who to convict.
if you know of a vampire, just wait for the murders to *pile up*
then give them all to the single vampire.
it should increase the prison sentence until it swaps to beating/execution.
OR simply remove jails and chains, and it becomes a beating with the sheriff's equipped weapon by default (because he can't imprison them).
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“Well,” he said. “We’re in the Forgotten hunting grounds I take it. Your screams just woke them up early. Congratulations, Lyara.”
“Do something!” she whispered, trying to keep her sight on all of them at once.
Basileus clapped his hands once. The Forgotten took a step forward, attracted by the sound.
“There, I did something. I clapped. I like clapping,” he said. -The Investigator And The Case Of The Missing Brain.

nightwhips

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Re: Five convicted murders and its not enough for an execution
« Reply #18 on: March 23, 2012, 12:22:13 pm »

Regarding how consistently dwarves obey burrows, if you set the CIV to an indoor burrow, yet have dwarves set to do jobs such as beekeeping or hauling trash (and set it so dwarves will gather refuse from outside), the second you open your drawbridge they'll rush outside of the burrow.

I've never had this problem. Seriously, when the gobbos show up, I slap the burrow on the dorfs and everyone freaks out canceling jobs they had outside the burrow, and that's it. I do this before the drawnbridge goes up, so that the beekeepers have time to get inside.
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BigD145

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Re: Five convicted murders and its not enough for an execution
« Reply #19 on: March 23, 2012, 12:31:31 pm »

Regarding how consistently dwarves obey burrows, if you set the CIV to an indoor burrow, yet have dwarves set to do jobs such as beekeeping or hauling trash (and set it so dwarves will gather refuse from outside), the second you open your drawbridge they'll rush outside of the burrow.

I've never had this problem. Seriously, when the gobbos show up, I slap the burrow on the dorfs and everyone freaks out canceling jobs they had outside the burrow, and that's it. I do this before the drawnbridge goes up, so that the beekeepers have time to get inside.

Yup. This is how burrows work. Dwarves stay within the designation. If your dwarves are streaming outside, you didn't set things up correctly.
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TheBerg15

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Re: Five convicted murders and its not enough for an execution
« Reply #20 on: March 23, 2012, 01:01:32 pm »

I built a bridge where one was chined up and atom smashed him and then I locked the other down in the cavern where I had him exploring.  He went down 150 z levels and killed eight troglodytes at once bare knuckle brawling.  Now he's missing and presumed dead and hope he was killed by something awful.  Once my vampire mayor gets out of jail he's meeting the same fate.
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Kaos

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Re: Five convicted murders and its not enough for an execution
« Reply #21 on: March 23, 2012, 02:42:23 pm »

speaking of vampires, you have eventually someone going to the sheriff saying "i found out the dead body of urist!"
in the justice screen you may then choose who to convict.
if you know of a vampire, just wait for the murders to *pile up*
then give them all to the single vampire.
it should increase the prison sentence until it swaps to beating/execution.
OR simply remove jails and chains, and it becomes a beating with the sheriff's equipped weapon by default (because he can't imprison them).
yes, of course!! my bad, I was thinking of the old system where the conviction came immediately, now you have to convict someone yourself otherwise they won't do a thing...
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Garath

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Re: Five convicted murders and its not enough for an execution
« Reply #22 on: March 23, 2012, 04:22:51 pm »

Regarding how consistently dwarves obey burrows, if you set the CIV to an indoor burrow, yet have dwarves set to do jobs such as beekeeping or hauling trash (and set it so dwarves will gather refuse from outside), the second you open your drawbridge they'll rush outside of the burrow.

I've never had this problem. Seriously, when the gobbos show up, I slap the burrow on the dorfs and everyone freaks out canceling jobs they had outside the burrow, and that's it. I do this before the drawnbridge goes up, so that the beekeepers have time to get inside.

Yup. This is how burrows work. Dwarves stay within the designation. If your dwarves are streaming outside, you didn't set things up correctly.

children, cats and bored people occasionally walk outside, but that makes it coincidence and accident rather than wholesale slaughter.
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GhostDwemer

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Re: Five convicted murders and its not enough for an execution
« Reply #23 on: March 23, 2012, 05:00:24 pm »

Regarding how consistently dwarves obey burrows, if you set the CIV to an indoor burrow, yet have dwarves set to do jobs such as beekeeping or hauling trash (and set it so dwarves will gather refuse from outside), the second you open your drawbridge they'll rush outside of the burrow.

You misunderstand how to use alerts. You assign a burrow to an alert level, either one of the predefined ones (Inactive and Active/Training), or one you create. Then you activate that alert. The CIV tag shows which civilian alert level is active at the time. Until you activate the alert that contains it, the burrow will not be in effect. I strongly suspect you are creating a burrow, assigning it to an alert, failing to activate that alert, and then wondering why your dwarves won't respect the burrow. Trust me, if you do it right, it works.
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GreatWyrmGold

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Re: Five convicted murders and its not enough for an execution
« Reply #24 on: March 23, 2012, 05:04:02 pm »

FurryZergling recently explained to me that burrows don't keep your dwarves in a certain area, instead they only accept jobs from inside that zone.

No, actually dwarves will mill in burrows and will usually only leave if their pathing gets interrupted by say 7/7 water. Hungry or thirsty does not make them leave. It does take time for them to get into the burrow. Make a burrow and assign 10 dwarves to it manually through the burrow menu. You'll see for yourself. If you make a burrow somewhere that's inaccessible, the dwarf assigned to that burrow will stand right where they are and not move or do anything until access is made.

They'll stand there because there are no jobs to do within the burrow.
*facepalm*

And you should try (b) (c) (w) or (b) (T)

They'll stand there if the burrow is inaccessible. Read my words again.
1) Dwarves will respect burrow assignment when there is nothing to do but be in that burrow. You don't need jobs.
2) Dwarves will stand in one spot, outside the burrow, IF the burrow is inaccessible. They'll even become hungry or thirsty and not move.
I have witnessed these things in the game.

Conversely, I have observed dwarves getting hungry and/or thirsty and then, eventually, leaving the burrow (makes killing them a lot harder, neh?), and seen burrow-assigned migrants refuse to move at all. Until I draft them, at least. It seems a wee bit wonky.
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