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Author Topic: Twighlight-zoned migrants?  (Read 3619 times)

Quietust

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Re: Twighlight-zoned migrants?
« Reply #15 on: August 21, 2012, 07:36:41 pm »

If they're Children, then they were probably abducted by Goblins - when they're taken from the map, they're removed from the snatcher's bag and given the final thought "is happy to be free" which instantly makes them ecstatic.

Wait, seriously? That's actually really deep, like we were really the oppressive ones all along...

Ahahah, I'm just joking, we're all just evil madmen here. I don't think that that was ever really in question.

It's like when dwarves are let out of cages
It's literally the same as when dwarves are let out of cages - there's a single "remove unit from item" function in the game's code (which is used when triggering cage traps, performing Release Pet/Slaughter Animal/Recover Wounded/Release Large Creature jobs, and numerous other places), and that function adds the "is happy to be free" thought to the released unit (and if it's not a member of your fortress and of your fort's race, then the thought doesn't get added).
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GreatWyrmGold

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Re: Twighlight-zoned migrants?
« Reply #16 on: August 21, 2012, 07:56:16 pm »

Not all, though. What about the pig tail fiber bags? Obviously, there's something else they're keeping in their bags that is making them stink worse than a dark fortress full of goblins, trolls, demons, etc.

A Dark Fortress is a megaproject made entirely out of Obsidian, one of the dorfiest materials in existence. It's not that hard for dwarves to develop Stockholm Syndrome  ;D

But it's infested with the most vile beings imaginable, and you have your very identity crushed until you are all but a mere goblin within a dwarven husk. Also, it smells.
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ZzarkLinux

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Re: Twighlight-zoned migrants?
« Reply #17 on: August 21, 2012, 07:57:21 pm »

"All right Urist McGrumpypants, into the box-o-joy with you. You'll be a whole new dwarf when you come out."

It's literally the same as when dwarves are let out of cages - there's a single "remove unit from item" function in the game's code (which is used when triggering cage traps, performing Release Pet/Slaughter Animal/Recover Wounded/Release Large Creature jobs, and numerous other places), and that function adds the "is happy to be free" thought to the released unit (and if it's not a member of your fortress and of your fort's race, then the thought doesn't get added).

I didn't see this mentioned on the wiki's Thoughts page.
Sounds like the perfect happy pill for a zombie-fighting militia.
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GreatWyrmGold

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Re: Twighlight-zoned migrants?
« Reply #18 on: August 21, 2012, 07:58:47 pm »

Erm...that's horrible and counter-intuitive, but it would work. Simply make your militia stunned on cage traps somehow (drop one z-level?), and then free them.
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Pyro627

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Re: Twighlight-zoned migrants?
« Reply #19 on: August 21, 2012, 11:14:28 pm »

Erm...that's horrible and counter-intuitive, but it would work. Simply make your militia stunned on cage traps somehow (drop one z-level?), and then free them.

Isn't doing things that are horrible and counter-intuitive but work the entire point of dwarf fortress?
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Loud Whispers

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Re: Twighlight-zoned migrants?
« Reply #20 on: August 21, 2012, 11:15:16 pm »

Erm...that's horrible and counter-intuitive, but it would work. Simply make your militia stunned on cage traps somehow (drop one z-level?), and then free them.

Isn't doing things that are horrible and counter-intuitive but work the entire point of dwarf fortress?

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JackOSpades

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Re: Twighlight-zoned migrants?
« Reply #21 on: August 22, 2012, 02:03:19 am »

NO no you thinking about it all wrong

how many forts devolve into horror filled nightmares of blood and darkness ala Boatmurdered?

take a hard look at the living conditions and mortality rate of the average dwarf fortress and you realize that those dwarves are ecstatic to be free not of a troll-fur bag but free of your fortress itself in spite of the pedo goblins.
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