Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Why, Urist, why?  (Read 1744 times)

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Why, Urist, why?
« on: December 10, 2012, 02:17:19 am »

So, I was playing Dwarf Fortress as usual, just setting up my military and shuffling soldiers around. As soon as I unpause, I get a "Urist McMarksdwarf cancels haul: unconscious." Followed directly after of him being dead. Turns out my Legendary speardwarf punched him dead. And there was no loyalty cascade or insanity, and the speardwarf still wanders the fortress. Wat.

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Why, Urist, why?
« Reply #1 on: December 10, 2012, 02:17:58 am »

Is your speardwarf unhappy? He could have just been throwing a tantrum and lashed out at a nearby dwarf.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: Why, Urist, why?
« Reply #2 on: December 10, 2012, 02:23:30 am »

I've been keeping my dwarves pretty happy; there was no warning of a tantrum. Just him getting punched dead out of the blue. I'd have posted a screenshot but my computer's not connected to the Internet.

But yeah, all dwarves involved were sane and happy. He just took three punches to the head.

EDIT: turns out assigning captain of the guard opened up the justice system. My first time dealing with it, haha. Still. I like to think it was an induction into the military.
« Last Edit: December 10, 2012, 02:25:56 am by Pufferfish »
Logged

i2amroy

  • Bay Watcher
  • Cats, ruling the world one dwarf at a time
    • View Profile
Re: Why, Urist, why?
« Reply #3 on: December 10, 2012, 02:34:23 am »

A verg good idea is to make sure that you have ample chains available for justice before you appoint a captain of the guard. Any current imprisonment punishments will be "downgraded" to beatings if you don't have enough chains (or cages, but a caging is basically equivalent to a death sentence due to the low priority of the "give food/water" tasks) which can easily result in the death of a lot of dwarves if you aren't careful. Some good ways to avoid this are to either make your captain of the guard really weak, give him an adamantine blunt weapon, or (should you still wish him to be useful in combat) give him the lightest crossbow you have. He will beat people with it in melee, not doing much, but will still be willing to shoot enemies if he gets a chance.
Logged
Quote from: PTTG
It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Why, Urist, why?
« Reply #4 on: December 10, 2012, 03:34:20 am »

Or be a dwarf, and give them heavy metal things to admister justice with. I for one am partial to flails. :D

It's also possible it was a training accident if you're using mix-and-match squads. It's extremely rare now but sometimes it does happen with basic punches, kicks, and throws occasionally. But since it was the justice thing my  opinion is probably moot.

Just couldn't resist the chance to say "Give the captain beating sticks of the proper sort."

chevil

  • Bay Watcher
    • View Profile
Re: Why, Urist, why?
« Reply #5 on: December 10, 2012, 06:20:48 am »

Has anyone tried to use a armless Captain of guard or hammerer? I would like to know if the fact that a dwarf cant punch or wield weapons still let him carry out justice.
Logged

Splint

  • Bay Watcher
  • War is a valid form of diplomacy.
    • View Profile
Re: Why, Urist, why?
« Reply #6 on: December 10, 2012, 06:23:51 am »

He'd probably just deliver doom kicks instead. Except the hammerer Hed be kinda vestigial since hammering require you to use a hammer. Which requires hands.

chevil

  • Bay Watcher
    • View Profile
Re: Why, Urist, why?
« Reply #7 on: December 10, 2012, 06:36:15 am »

Would a torsodwarf bite criminals?
...

Can someone sugest a somewhat safe amputation method.
Logged

Facekillz058

  • Bay Watcher
  • Personal Text!
    • View Profile
Re: Why, Urist, why?
« Reply #8 on: December 10, 2012, 06:39:43 am »

Forgotten beasts are one possibility.
Logged
(づ◕◕)づ・。*。✧・゜゜・。✧。*・゜゜・✧。・­¬¬¬¬¬¬¬゜゜・。*。・゜*✧・。*。✧

Gentlefish

  • Bay Watcher
  • [PREFSTRING: balloon-like qualities]
    • View Profile
Re: Why, Urist, why?
« Reply #9 on: December 10, 2012, 06:56:49 am »

I'm very tempted to experiment with a torso dwarf. Maybe they'd just push... Do they need teeth to bite or can they sink their gums into their opponent?

I now can't help the image come to mind of that dwarf getting pimp-slapped so hard his brain started to ooze out of his ears. I've got ravens now too. Maybe I'll give him two and rename him Odin.

Vercingetorix

  • Bay Watcher
    • View Profile
Re: Why, Urist, why?
« Reply #10 on: December 10, 2012, 08:27:03 am »

EDIT: turns out assigning captain of the guard opened up the justice system. My first time dealing with it, haha. Still. I like to think it was an induction into the military.

Just be glad you didn't do that with your 40 year old fort where the same dwarf has been mayor for 20+ years...I had to roll back to a previous save after the fort collapsed as a result of a dwarven version of the Great Purge.
Logged
Do you always look at it in ASCII?

You get used to it, I don't even see the ASCII.  All I see is blacksmith, miner, goblin.

Ralvuimego

  • Escaped Lunatic
    • View Profile
Re: Why, Urist, why?
« Reply #11 on: December 10, 2012, 09:03:22 am »

So, I was playing Dwarf Fortress as usual, just setting up my military and shuffling soldiers around. As soon as I unpause, I get a "Urist McMarksdwarf cancels haul: unconscious." Followed directly after of him being dead. Turns out my Legendary speardwarf punched him dead. And there was no loyalty cascade or insanity, and the speardwarf still wanders the fortress. Wat.

You sure it wasn't a training accident? I've had a high master hammerdwarf launch one of her squadmates (Also her husband) two or three squares and slam him into the wall during training. Broke his arm, IIRC.

This is why i make sure that even my dwarves in the practice hall are armored.
« Last Edit: December 10, 2012, 09:05:14 am by Ralvuimego »
Logged

Person

  • Bay Watcher
    • View Profile
Re: Why, Urist, why?
« Reply #12 on: December 10, 2012, 02:59:56 pm »

Would a torsodwarf bite criminals?
...

Can someone sugest a somewhat safe amputation method.
Yeah, I believe I can recall someone saying their quadripalegic captain's beatings consisted of pushing and biting. Made everything a lot less lethal. As for safe amputation, giving them good body and head armor, and then putting them in an actually dangerous danger room should sever only their limbs, provided the armor can block everything you hit them with. I recommend dropping slashing weapons on them, since copper spears can probably pierce steel or adamantine, and less than copper may only bruise or fracture limbs.. Make sure to give them some time to heal between sessions, because most dwarves probably can't survive losing all their limbs in one go.
Logged
Please don't let textbooks invade Bay12.
The Conquistadors only have the faintest idea of what the modern world is like when they are greeted by two hostile WWI Veterans riding on a giant potato; Welcome to 2016.

Kofthefens

  • Bay Watcher
  • Keep calm and OH GOD CAPYBARAS
    • View Profile
    • Marshland Games
Re: Why, Urist, why?
« Reply #13 on: December 10, 2012, 11:03:35 pm »

Would a torsodwarf bite criminals?
...

Can someone sugest a somewhat safe amputation method.
Yeah, I believe I can recall someone saying their quadripalegic captain's beatings consisted of pushing and biting. Made everything a lot less lethal. As for safe amputation, giving them good body and head armor, and then putting them in an actually dangerous danger room should sever only their limbs, provided the armor can block everything you hit them with. I recommend dropping slashing weapons on them, since copper spears can probably pierce steel or adamantine, and less than copper may only bruise or fracture limbs.. Make sure to give them some time to heal between sessions, because most dwarves probably can't survive losing all their limbs in one go.

To expand on this, I recommend creating some copper serrated disc traps, the dropping your steel-armoured (in areas) dwarf onto them from a few z levels up via a retracting bridge to stun and trigger the trap.
Logged
I don't care about your indigestion-- How are you is a greeting, not a question.

The epic of Îton Sákrith
The Chronicles of HammerBlaze
My website - Free games

Callista

  • Bay Watcher
    • View Profile
Re: Why, Urist, why?
« Reply #14 on: December 10, 2012, 11:52:02 pm »

Would a torsodwarf bite criminals?
...

Can someone sugest a somewhat safe amputation method.
Just make sure he's wearing armor, or he'll go insane because he's naked.
Logged
Pages: [1] 2