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Author Topic: Vampire hunting  (Read 12337 times)

weenog

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Re: Vampire hunting
« Reply #15 on: June 26, 2012, 11:42:13 pm »

My guess is vampires hit valuable dwarves more frequently, because they prefer to hit where they won't be noticed/disturbed if possible.  Valuable dwarves are more likely to have their own bedrooms (and nicely furnished bedrooms at that) because players would prefer they not die of melancholy or the like.  Of course, it could just be imaginative BS and vampires don't care at all about whether they're noticed.  I don't know.
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mordrax

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Re: Vampire hunting
« Reply #16 on: June 27, 2012, 01:34:23 am »

I've refined my lazy vampire detection methods to use DT now. Instead of looking through each migrant as they come for thoughts or history, in DT i assign all migrants to a special profession (MIGRANT) and give them hauling jobs just like my haulers. (Since all my dwarves get custom professions, all i have to do is SHIFT select all the normal profession ones in one go and assign as migrants.

After a little while of hauling, everyone goes for a drink or sleep, so i do a couple of reads to see what my dwarves are up to. The ones that are drinking, eating or sleeping i put into my hauler profession. If there is one or two left, i leave them for a bit longer and then manually check on them.

The advantage of this is i don't have to look down a list of 140 dwarves for vampires. This is so tedious and boring even though i guess i could do this on every wave... for 10 mins. I don't pause the game on every migrant wave, they get assigned MIGRANT status and as they come of it, get professions or drafted.

This way, i actually found my first vampire (in this fort) in the latest migrant wave, 140 dwarves. 20 migrants, 19 of them eventually drank and slept. one of them didn't, i thought she was just lazing about so didn't need sustenance, but to my surprise, she had 10 lines long history! locked her up and she's my new manager/bookkeeper! :)
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Flying Fortress

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Re: Vampire hunting
« Reply #17 on: June 27, 2012, 07:57:24 am »

I use a method that has never failed me to detect those dirty blood suckers.  As soon as migrants come recruit them and send them to station somewhere, come back in a little bit and see who is thirsty.  Thirsty ones aren't vamps so kick them out of the squad, keep kicking them out until you have none left in the squad or some dwarves who never get thirsty.  Keep these ones on watch a little while longer in case they just really don't like drinking often, after awhile though if they still aren't thirsty you can guarantee they're vamps.  Then do with them as you please.  ;D
I usually rename everyone who passed my test with their original name, so now that they have quotation marks around their name it makes it easier to identify dwarves that haven't gone through my testing.  (Go from Urist to "Urist", makes it easier to keep track imo.)

You can use this same test on any suspects you have to verify it, it doesn't take too long to get thirsty so they won't be wasting much of their time standing around.
« Last Edit: June 27, 2012, 07:58:57 am by Flying Fortress »
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Thudde

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Re: Vampire hunting
« Reply #18 on: June 27, 2012, 07:00:28 pm »

I used to build a stairway up 20 or so levels, and a drawbridge at the top.  Make it a burrow and assign the Vampire.  Pull the level and he drops.  This is a bit of a pain, though, since Vampires mostly ignore burrows.  They seem to only go at the start of a season.  Walling them in is easier, and you can catch the non-Vampires that just didn't eat or sleep in a while. 
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wuphonsreach

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Re: Vampire hunting
« Reply #19 on: July 06, 2012, 02:39:54 pm »

I'm hunting a vampire in my fort now as well, since a child was just found drained of all blood.

My method:

- Immediately pause all action.
- Using the "v" key, starting at the top level of the fort and working downward, examine each dwarf's thoughts and preferences.
- Anyone who has eaten a fine meal or complains about the lack of a bedroom goes off the list.

I could have gone through the unit list and searched name by name, matching it up with the recent migrants, but it was actually easier (fewer keystrokes) to just comb the fortress top to bottom and look at every dwarf.

My suspect list is then a single dwarf (in this case):

- No thoughts about sleep, food or drink.
- Claims marriage to a dwarf not in my fort.
- (Dwarf Therapist) Arrived in the last migration wave.
- (Dwarf Therapist) Total skill levels is 100, my 2nd best dwarf only has 31 skill levels.

Now to figure out what to do with him.
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Ivir_Baggins

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Re: Vampire hunting
« Reply #20 on: July 06, 2012, 04:07:09 pm »

Keep him and put him in charge of the fortress army.
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wuphonsreach

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Re: Vampire hunting
« Reply #21 on: July 18, 2012, 07:42:14 pm »

New fort in 34.11, new vampire (possibly plural).  This one was trickier to find, but it stand out when you find it (a 1050-year world).

In-game, the dwarf is known as "Bomrek Sashasgeshud", but in Dwarf Therapist, the name is "Deler Lecadreg".  If you change the nickname on the dwarf, it changes the first name both in-game and in DT, but the last name remains different.

Once gain, compared to the other migrants that arrived in the last few waves, the vampire Deler Lecadreg has 78 points of total skills and a long list of previous memberships (the dark blue section of thoughts).  The other dwarves who arrived with her only have 30-45 total skill points.  Digging through the diety history that Deler worships, I can see a curse in the spring of 874 against a "Deler Cleanglove", so I assume that "Lecadreg" = "Cleanglove".

However, I think I have a second one (and maybe a third) - but it may just be a new dwarf who hasn't drunk/slept/ate yet.  That one arrived with her husband, who has ate/slept, so I'm keeping an eye on her.  There's even a second one in the same wave who is also suspicious.  But she also arrived with her husband in the last wave.

Since both of those have the same name in both DT and in-game and don't have outstanding skill levels, I'm fairly sure that they are not vampires.
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wuphonsreach

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Re: Vampire hunting
« Reply #22 on: July 18, 2012, 08:22:42 pm »

(chuckles)

So, while I was having the engraver spruce up my future vampire bookkeeper's office, he engraved the following (I nicknamed the vampire as "Vampire Deler" so I could keep track of her):

Quote
Engraved on the floor is an exceptionally designed image of 'Vampire Deler' Cleanglove the dwarf and dwarves by Bembul Kirarstukos.  'Vampire Deler' Cleanglove is surrounded by the dwarves.  The artwork relates to the appointment of the dwarf vampire 'Vampire Deler' Cleanglove to the position of bookkeeper of The Symmetric Knife in the late winter of 1054.

So my engraver knows the truth, even if nobody else does.
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misko27

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Re: Vampire hunting
« Reply #23 on: July 18, 2012, 08:43:58 pm »

My Vampires are all identifialble by there profession "vampire". I gennerally have people accusing others, so that makes it simpler to find out whos who. Other then that I use Alchemy profession to mark drinkers and eaters.
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Azure

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Re: Vampire hunting
« Reply #24 on: July 19, 2012, 10:08:29 am »

You really should be screening migrants on embark if for no other reason than to properly employ them. Make a holding gatehouse by your trade depot's outward facing airlock. keep the main fort walled up. When migrants arrive activate a meeting hall in the gatehouse, screen migrants for jewelery and lots of past residences, add migrants to burrow once they arrive. lock the door. Unlock and free thirsty dwarves from the burrow. Once a year passes any remaining dwarves are deemed vampires and go upstairs. Lock a hatch, lower a bridge to access a vampire access tunnel to your vampire gladiator lair. Send them in and set them to training, mining, dumping ore/desireable stones down a supply chute to land on a hatch. periodically pop the hatch to drop the goods to a supply post burrow. Have burrowed railmen load a automatic minecart track to take the goods to the main fort. Congratulations Your vampires are miners that never sleep, eat, drink and gladiators that fight for your dwarves amusement. Need to take a risky animal? Let the vampire handle it. Nobody will miss him if things go bad. plus, he's had decades to become a legendary wrestler. Once you do a 2-z level drop into what will later become vampire conversion wells you'll be able to make more whenever you want.

Here's some Excess migrant Copypasta

WASTE NOT THE GIFTS FROM ARMOK! CLAD THESE OFFERINGS IN YOUR SHODDIEST COPPER ARMOR AND HURL THE UNDESIRABLES DOWN A TWO Z-LEVEL DROP SHAFT! MAY YOUR POOREST BUTCHERS[DOCTORS] HURRY THEM ON THEIR WAY TO ARMOK'S BOSOM!!!

In all seriousness, tag your migrants by their attributes.
Physical Attributes: All "--" should be carefully considered before placement in ANY squad and should be barred from jobs that suffer from their inferiority.
 Strength: Keep in
  --S [Very weak and worse]- These poor bastards are fit only for the most pitiful of jobs and being used as medical test subjects.
  -S [Weak] - Send into non-strength related fields: Processing, Butcher/tanner, Carver, Marksdwarf and/or reserve squads
  S,VS [Strong,Very Strong]- Send into Wrestler/Misc obj. (shield bashing) training squads. These will become slightly buffed recruits for specialist needs. Make better Stone haulers. Especially when paired with +A
  M [Mighty] - These are your golden boys. Train these dwarves in hammerdwarf if you do not want them using or they are not large enough to use exotic weapons. The hammerdwarves can be later crosstrained into fully realized marksdwarf commandos. Dwarves with a size of 62500 or larger can wield pikes/mauls/great axes etc. in 2-H. Never hurts to screen migrants with an exotic weapon check once you have 10 of that type.

 Agility: - Try to pair base agility's together as the base speed caps their upper limit. You want the squad to move as a unit instead of UristMcExtremelyAgile rushing into a 40 gobbo+40Cave croc siege by himself while 9 other UristMcQuiteClumsies are far behind.{Even after being trained  to legendary and getting a massive agi boost the quite clumsies will still be slower than +A's}
  --A [Quite clumsy and worse] - Put into a slow as fuck marksdwarf reserve unit with other --A and -A And/or use as medical test subjects.
  -A [Clumsy]  - Still Marksdwarf or medical bait.
  A,VA [Agile,Very Agile] - Great dedicated railmen for guided minecart routes. Ideal for patrol routes. Consider training as marksdwarves and shifted into a melee skill after legendary. Those with increased healing and disease resistance should be moved into fast response reserves and Spec. Ops. Squads.

 Toughness: - Reduces Damage Taken - i.e. Great for wrestlers, Shock Troops, Hospital guards {With +Dis}
  --T,-T [All grades of flimsy] - Should not be used in heavy infantry or Medical testing that you want to survive for more than a few years/
  T,QD,IT [Tough,Quite Durable, Incredibly Tough] - Can be used in wrestler/misc obj squads as shock troops. When combined with increased healing and disease resistance these are your ideal drop shaft subjects. !!Important!! If you disable refuse hauling for all but the Armored recovery squads you'll have a minimum of deaths to sock grabbing. [Recovery Squad: 10 dwarf marksdwarves in full surplus armor. Refuse hauling during sieges. enable item to stay busy during peacetime. mass dump designate the killing field and watch your 40 or 50 recovery dwarves rake in the gear, seal the wall then lug meltables to the forges & then burnables to the incinerator. No useless crap killing your fps.]

 Endurance: Completely irrelevant. Trained by enough that it isn't a concern unless you're minmaxing to a ridiculous degree.

Recuperation: Important for heavy Infantry, Shock Troops, and Drop shaft test subjects,
  --H [Very slow to heal and worse] - Marksdwarf/haulering/civvy job candidate. Too much of a liability in a endurance slugfest against a steel or stronger FB.
  -H [Slow to Heal] - See Above. Can be used in infantry but caution is advised.
  QH,QQH [Quick to heal, Quite Quick to Heal] - Priority for Wrestler/Infantry/Test subjects. Giving them a civilian job is a waste of potential imo. With a highly skilled medical squad they'll be rushing back to combat at a blazing pace.
  IQH [Incredibly Quick to Heal and stronger] - These are a special concern. These dwarves should be cycled into Training squads until teacher hits legendary. Employ as teachers and keep them out of all but the most dire combat. Dwarves with IQH,VRS or ANS and acceptable remaining attributes are to be employed as royal guard and your final line of defense to buy time for a falling fortress. They should be cross trained in all ranged skills, wrestling striking kicking misc. obj, their primary melee and the defensive skills.

 Disease Resistance:
  --Dis [Quite susceptable to disease and worse] - Keep out of shock troops you want alive, core infantry, and marksdwarves with FB duty. These fools are a liability in the case of spreadable diseases. Remember comrades! Loose Immune Systems Sink Fortresses! Do Your Part and Keep Your FB AIDS To Yourself!
  -Dis [Susceptible to disease] - Of Marginal Concern. Just keep away from syndrome using FB's
  RS [Rarely Sick] - Filler for Marksdwarf Squads with FB duty and Test subject squads
  VRS & ANS [Very Rarely Sick and Almost Never Sick] - These dwarves should be placed according to their remaining stats. With QH,QQH,IQH They should be employed as royal guards, Spec. Ops., FB Duty Captain, Hospital Guards, with being assigned as a doctor as the highest priority in case of sympathetic doctor stats.

Soul Attributes
 Willpower - Resistance to passing out. Of minor concern due to a wide amount of skill training it but +W can be beneficial with the raised willpower cap.
  IW [I just use Iron Will but W/e works] - Iron will is an ideal trait for captains, teachers, and wrestling/misc obj. squads and shock troops. An near 5000 point unbreakable will will fight through a siege with shattered legs and passing out only AFTER the enemy is exterminated or disabled.
 Analytical, Memory, and intuition:
  Boosts to these attributes help the diagnosing skill. A Minor concern in the grand scheme of things but it doesn't hurt to have a better doctor
 Focus:
  Boosts help Surgery, Bone Setting & Suturing. A useful byproduct of giving doctors & nurses marksdwarf training.
 Spatial:
  Boosts help the four non-diagnosing skills. Doesn't hurt to have it boosted by self defense training.
 
Personality
 Finds Helping others Rewarding: These are your good nurses and doctors.
  This gives the dwarf a happy thought when rescuing a wounded dwarf. This is essential for your medical staff. Nurses in particular. Their lack of medical training and probably lack of resistance to the horrors of war will likely devastate their happiness if your forces are routed. Every scrap of happiness that helps them keep it together for another day is desirable.
  I believe that Altruism [Finds helping others rewarding/does not like helping others] is also the kindness stat which gives a happy thought when feeding/watering a patient. Once again, Without creating "Does not care about anything anymore" doctors is desirable in disastrous times.
  Self-Discipline: Less breaks is an amazing thing. Especially in a crunch vs a adamantium FB! D:
  Friendliness: Or more particularly, A lack of... You don't want Mr. Lotsoffreetime making lots of friends with off-duty soldiers that'll likely die


 Other minor Concerns are: {Not a big deal now but after the personality rewrite...}
  Sense of Duty
  Organization
  Sympathy
  Activity Level
  Vulnerability: A high resistance to stress is very desirable.
  Depression: A High Resistance is Preferable
  Anger: A high resistance to berserking and enraging.
  Anxiety: A High resistance to melancholy.
 
From the Embark on TL;DR:
  • Disable Push/Haul Vehicle. You want dedicated railmen[A,VA's] for your routes with many stops. High Agi dwarves and burrows should be assigned to take advantage of the minecarts innate cancellation on content weight.
  • "Finds helping others rewarding" Should be examined for a series of stats.[DCand]
    • Analytical, Memory, Intuition Boosts. These in addition to boosted Misc. Doctor traits and a Solid personality. will make a Doctor Chief Candidate.[DCCand]
    • Boosts to disease resistance. They'll be surrounded by infectious blood and body parts in the case of a flubbed FB Assassination attempt. Best to have them sturdy.
    • Various Misc. Physical, Soul, and personality traits which make them effective doctors. Cross-train the more serious flaws out where applicable.
    • Washouts or overflow should be employed as nurses or enforcers. Basic nurses purely feed/water. Up & coming nurses gain dress wounds and suture to keep infection rates lower. Enforcers get military training until the core medical staff are trains and they are cycled in for doctor training.(keep 3 training yr round to keep rust off and kill berserking patients)
  • S,VS,M Are queued up for Wrestler/Misc obj, Hammerdwarf, Stone Hauling, Exotic weapons, masons and particularly Adamantium great axe wielders in case of FB's made of a highly resistant material.{You ARE Modding the dwarves Entity_Default.txt to allow crafting of all weapons aren't you?} 
  • --A,-A are either tossed in Marksdwarf squads or are written off and used as unskilled labor
  • Boosted A's are marksdwarves, railmen, and patrolmen
  • Boosted toughness's are trained to be skilled recruits and shock troops.
  • Excess migrants Should be dealt with as follows.
    • Tag for stats and employ accordingly
    • Once you deem your military satisfactory, employ as specialized haulers.[Haul jobs are queued up to ALL with the labor enabled.]
    • Once you feel your haulers are maxed out you have two places to send undesirables.
    • Put them into recovery squads. If they are idle too much. Temporarily enable furnace op, item hauling, and other time intensive tasks to keep them busy. Create a custom Prof in The Rapist to quickly reset them back to pure refuse during a siege.
    • Put them into medical test subject squads. With pure overflow dwarves survival is no longer a concern. Station (# of doctors - 2or3) on a 2 z-level drop dropshaft's retracting bridge and set lever to repeat. They get broken limbs, get treated, return, and repeat until infection kills them ~2 years later.[*Refer to further down for drop shaft specifics.]
[/list]

* Medical Drop Shaft:

Z-2  Retracting Bridge. Preferably 3x5 to have consistent station success.
Z-1 Open Air D:
Z-0 Sweet delicious stone to splatter on.

Common injuries ~90%: Broken arms, legs.
Uncommon injuries ~10%: Compound arm,shoulder,leg fracture/shatters.
Rare Injuries <~1-5%: Fatal head or spinal nerve wounds.

Somewhat related; Maintain at a minimum a core squad of ~6 legendary teachers. These dwarves should in time have legendary in :
 Teacher
 Fighting
 Biting, Striking, Kicking, Wrestling, Misc Obj. User
 Dodger, Shield user, Armor User
 Desired Melee skills.
 Ranged weapons are optional and more of a maxing Agi/Focus.
Do not let these dwarves engage ANY enemy. They are the Facilitators that not only bring up future soldiers but they will be balanced soldiers that will hopefully survive even the worst siege.

As a misc. Note. Create a swimming pool for your 'boos to skill up in. Artificial waterfalls and be put to use to isolate and slow down threats so it doesn't hurt to have amphibian dwarves. =D

As time goes on. Add more teacher squads. Generally snag the dwarves with the best attributes to be your teachers. Recruits should get to moderate ranks within a year or two and can be rushed via a gladiator arena. Then return to the trainers to max out defensive and Aux. attack skills.

If you are a sadistic fuck, lock the teachers in a system of auxiliary access tunnels linked to multiple levels of the fort and the arena after your military is fully trained and you no longer need trainers.(Keep 3-6 as royal guards just cause) Lock the door to the booze so that they are forced to drink from a well a vampire "Whoopsied" in earlier.[Werebeast is fine too I suppose?] Clad in your finest Masterwork Adamantium armor and Artifact weapons. In the end of times signal a fighting retreat into saferooms deep in the bowels of the fort. Then unleash the Monsters!. The Stat boost from vampire conversion on top of the already monstrous stats should end any threat. Even if it's an adamantium FB.
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Di

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Re: Vampire hunting
« Reply #25 on: July 19, 2012, 11:26:27 am »

I like how your tl;dr is only slightly shorter than other part of post, Azure.

Back on topic, vamps obey burrows, assign them to one which doesn't cover quarters of useful adult dwarves.
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azach

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Re: Vampire hunting
« Reply #26 on: July 20, 2012, 09:01:20 am »

I was just watching my military train in the entrance tunnel to my fortress when I noticed a laborer walking by. That's odd, my civs never go up top. She's carrying a dwarf corpse. WTF? The corpse is one of my off-duty military, and I never got a message about anybody dying. Dwarf is still listed as alive in all lists. There are also empty coffins available. After dumping the body outside in the refuse stockpile she goes back to work. Nobody comes to get the corpse for proper burial. Like a week later I get a missing message immediately followed by a drained corpse message.
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Loud Whispers

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Re: Vampire hunting
« Reply #27 on: July 20, 2012, 09:47:58 am »

Well, it's not the stubborn suspect... She just got thirsty. Still don't know why she didn't want to train though...
Archery training is a notorious aspect of DF that many get wrong. Perhaps your archery target was facing the wrong way when you built it?

I think children can't become vampires in worldgen because they just do nothing until they turn 12.
They can become vampires in world gen. A bit easier to spot when they remain a child forever. Although really, my guess is there'd be more vampire children around if children weren't ALL rounded up and dropped onto really spiky things.

"FEAR ME FOR I AM A CREATURE OF THE NIGH-"
"ARRGH! A CHILD! URIST, PULL THE LEVER."

Back on topic, vamps obey burrows, assign them to one which doesn't cover quarters of useful adult dwarves.
Vampires obey burrows until they need to feed. Then they scamper off to find a meal.

Mimodo

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Re: Vampire hunting
« Reply #28 on: July 20, 2012, 11:20:01 pm »

So, would it be best to create were soldiers, or vampire soldiers?
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Loud Whispers

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Re: Vampire hunting
« Reply #29 on: July 21, 2012, 12:01:02 am »

I'd go with were creatures.

That said, I hate vampires with a vengeance, so you'll probably need someone else's opinion too. Although the whole "needing to live off Dwarf blood" thing is a big dampener on militant vampires. Plus, were creatures gain attributes.
Which carry on through transformations.
One of my Dwarves has become unbelievably great at healing due to injuries sustained in civet form.
The only downside really to military were creatures is the difficulty in making them I guess. With vampires all you need is the ways to make a well of unlife.
Were creatures you have to get them to fight in the goldilocks zone. Not too deadly and not too friendly.

In short
Vampires = Instant militia, good short term (also good long term if you have plenty of kids)
Were creatures = Pre-meditated murder in a box, good long term
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