I am having an issue with several of my visitors. Various races end up visiting and I am guessing that they have "building destroyer" as they actively travel through my fortress flipping stuff over. One one occasion, one of them walked into my trade room and destroyed the depot, splattering everything it had in it on the floor.
I have to constantly check my notifications for visitors of these races (Jotuness, Great Spider Fiend, and one other I can't remember) and immediately dispatch my military to deal with them.
Is this behavior of rude guests working as intended, or a bug?
I've also had a couple of "necromancer" race visitors who spend a couple minutes at the tavern before necromancing a few corpses to attack my people.
Is there a way to prevent members of certain species from visiting your tavern (or other locations) short of just preventing visitors all together?
yep those guys are working as usual... I think its annoying that "friendly" races still will knock things over, perform necromancy, etc. your options are:
1. don't set them as active civs, this stops them from appearing as far as I can tell.
2. set their alignments to something else. I do this with elfs all the time. I
hate those dirty little tree huggers dislike their political driven agenda to
get pissy over a few fallen trees stop me from strip mining an embark of all its resources.
3. place all visitor buildings outside of your fortress, set internal meeting zones to citizens only, and then use up ramps with a hatch to stop outsiders from entering the base (not sure why that works... but it works).
4. make sure that in one of those outside buildings, you place an artifact structure (door, statue, hatch, !grate!, etc) these guys will stand at the artifact and attempt to knock it down till they die of thirst/hunger.
5. Another thing is to place a single door entry to those buildings. get a unit to walk across the doorway while carrying any object (stone, sand bag, etc doesn't matter). Pause while the unit is in the doorway and forbid the item they are carrying, which will force them to drop it. when they walk away the forbidden item will still be in the doorway, keeping the door wide open, normal units will be allowed to cross the doorway with no problems... world destroyers will sit there staring at the door, waiting for it to close....
4 and 5 works actually against dragons, giants, collossus, titan, megabeast, HFS demons.... personally, I prefer if they go after these buildings. Put archer towers in range that can only be accessed from inside the base and take them down. I've used the artifact construction many times to keep these types just outside of a base and shoot them... exploit, but its not my fault they are so obsessed with destroying what can't be destroyed.
basically if they can knock things over, they will find things to knock over, and destroy them if its possible. I've had them knock over glass windows, slabs, coffins, chairs, tables....
If they can raise the dead.... well they raise the dead when they see dead bodies.
Want to see something interesting, set the vampires and werebeasts to active societies, same alignment as your own, set them showing up as early, cut out most the other civs, so they have the ability to flourish (they usually wont, but cross your fingers).... Yeah! you will get vampire and werebeast caravans, diplomats, and visitors! a werebeast caravan is guaranteed to transform while they are sitting at the trade depot, and attack anyone in the area... visiting vampires will randomly decide to feed.... now you got a fort of vampires!