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Author Topic: Child Fortress 34.x  (Read 3418 times)

omniclasm

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Child Fortress 34.x
« on: April 01, 2012, 09:10:46 am »

Is it just me, or are the amount of children in 34 ridiculous? I'm having to set the cap to 10% of the population, otherwise I end up with 70 adults and 130 children.

Maybe if it didn't take TWELVE years for them to become something more than a food drain. I'm considering just atom smashing them all. My current fort, it's first immigrant wave was ONE footless farmer (lol), and 7 children. Now I'm sitting at 120 population, and 70 of those are children. It's bananas.
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geail

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Re: Child Fortress 34.x
« Reply #1 on: April 01, 2012, 09:13:29 am »

don't atom smash them.  put them on bridges and drop them down pits.  Either they die or they get used as medical experience.  It is a win-win
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Xnidus

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Re: Child Fortress 34.x
« Reply #2 on: April 01, 2012, 09:25:09 am »

I think that kill indiscriminately is very dangerous in .34... Is very easy that many of the dorfs have familiar relations, and past the time, new friends and new familiars. And if a dwarf will lose a brother, two sisters, a cousin and a friend, for example (all childs)... Well, you can imagine the consecuences. In the new version, the dorfs's interrelationships are huge.
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Broseph Stalin

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Re: Child Fortress 34.x
« Reply #3 on: April 01, 2012, 09:28:22 am »

You can move children to specific areas by restricting adults to burrows and ordering a chunk of floor tiles deconstructed. Once they're there murder them with no witnesses. Alternately lower the [CHILD:12] to something less miserable, but mostly do the murder thing that someone suggested that was a good idea.

Flying Dice

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Re: Child Fortress 34.x
« Reply #4 on: April 01, 2012, 09:28:50 am »

Yep. With all the family ties, you'll piss off pretty much your entire fortress if you do that. Incidentally, change the max child age to 8 or so, to help cut down on the number of 'children'.
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omniclasm

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Re: Child Fortress 34.x
« Reply #5 on: April 01, 2012, 09:34:51 am »

I'm going with high quality bedrooms, high quality dining room, and ritualistic impalement of children burrowed beside the meeting hall.
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Linenoise02

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Re: Child Fortress 34.x
« Reply #6 on: April 01, 2012, 05:26:12 pm »

Yep. With all the family ties, you'll piss off pretty much your entire fortress if you do that. Incidentally, change the max child age to 8 or so, to help cut down on the number of 'children'.

That's why you don't kill them, you just wound them.  Your medical staff gets lots of training, your children will be ecstatic at having been rescued lately, and your FPS should increase as bed-ridden cripples don't need to path.
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Mr Frog

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Re: Child Fortress 34.x
« Reply #7 on: April 01, 2012, 07:34:19 pm »

Then !!FUN!! happens and leaves you with a fortress of 70 Littlest Cripples.

What we need is a controlled culling method. Steadily weaning dwarven parents off of their little bundles of joy should cause fewer withdrawal symptoms than making them quit the kids cold-turkey.
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Black_Legion

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Re: Child Fortress 34.x
« Reply #8 on: April 01, 2012, 07:54:26 pm »

Then !!FUN!! happens and leaves you with a fortress of 70 Littlest Cripples.

What we need is a controlled culling method. Steadily weaning dwarven parents off of their little bundles of joy should cause fewer withdrawal symptoms than making them quit the kids cold-turkey.

There are ways to make Civ members, in this case children, butcherable. The easiest way is an interaction that adds the [PET] tag temporarily and removing the [INTELLIGENT] tag as well would allow the little... angles... to provide a valuable role in the fortress. They once complained of pants. Now there are some coats and leggings for a few more children. The mother can always have a little image to remember the little runt by. This should prove adequate enough but will require a regen and some knowledge of the interaction framework. Enjoy.
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enizer

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Re: Child Fortress 34.x
« Reply #9 on: April 01, 2012, 08:34:50 pm »

easyest way is to go into the save file, and change the child age, so they become adults quicker(yay child labor)
creature_standard.txt has a [child:12] close to the top of the file, it's easy to spot

personally i practically disabled births because i was tired of baby's everywhere on every female dwarf's shoulder, any risky job had a high chance of resulting in a dead baby, which started tantrum spirals..
i prefer other types of "fun" then tantrum spirals
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Nogan

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Re: Child Fortress 34.x
« Reply #10 on: April 01, 2012, 09:20:04 pm »

The best is when babies grow into children and begin breaking things because they don't have any clothes to wear.
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SharkForce

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Re: Child Fortress 34.x
« Reply #11 on: April 01, 2012, 09:26:05 pm »

seems like a perfect time to begin dwarven day care experimentation. see if you can improve on the design :)
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Urist Da Vinci

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Re: Child Fortress 34.x
« Reply #12 on: April 01, 2012, 11:46:05 pm »

With the recent fixes to slabs, can we murder them secretly so the family doesn't get a bad thought, and then create a slab once they've been missing for a while?

Blizzlord

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Re: Child Fortress 34.x
« Reply #13 on: April 01, 2012, 11:52:55 pm »

Toady should make them able to work at the age of 6. In the ages which DF represent child labour was almost mandatory outside of the nobility.
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Vanaheimer

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Re: Child Fortress 34.x
« Reply #14 on: April 01, 2012, 11:55:24 pm »

Toady should make them able to work at the age of 6. In the ages which DF represent child labour was almost mandatory outside of the nobility.

You can do that yourself. My kids grow up at 4.

Who needs child labour when you have infant labour?
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