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Author Topic: Random Beatings?  (Read 974 times)

Witty

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Random Beatings?
« on: June 09, 2013, 12:53:12 pm »

So I just found one of my woodcutters dead in a rock quarry. Three other dwarves are currently in the hospital for minor injuries. I'm not entirely sure what went down, but I noticed in the justice screen that numerous dwarves are being "convicted" of selling rings to the caravan, a mandate by the mayor I accidently broke. However, none of these dwarves seem even remotely related to the crime since the mayor is also our only trader.

I know beatings are bugged to be fatal, but how exactly were these dwarves related to the crime?
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

Larix

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Re: Random Beatings?
« Reply #1 on: June 09, 2013, 01:41:49 pm »

They carried the rings to the depot. Yes, it's insane to punish them for that act when the selling was done by the trader (and they wouldn't have been punished had the rings _not_ been sold), but dwarven ...Justice is not exactly known for its sanity.
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Witty

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Re: Random Beatings?
« Reply #2 on: June 09, 2013, 01:50:25 pm »

That's ... pretty annoying if nothing else. Dwarven tongue-in-cheek jokes aside. 

UrsitMcMayor is just going to have to deal with these anarchists running around unharmed then. Hopefully the next update will fix the whole tissue paper skull issue.
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

ORCACommander

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Re: Random Beatings?
« Reply #3 on: June 09, 2013, 04:52:25 pm »

The Beatings Will Continue Until Moral Improves.
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Witty

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Re: Random Beatings?
« Reply #4 on: June 09, 2013, 07:04:05 pm »

Alright I seem to have encountered another issue. My mayor is currently chained up in a pretty lavish prison for the murder of our resident woodcutter, and the liaison just came. He has the "conduct meeting" labor, but he isn't engaging the liaison for conversation. Is this supposed to happen? I tried to assign a new mayor, but the liaison had none of that and just left. Another bug or some odd feature?
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Quote from: Toady One
I understand that it is disappointing when a dwarf makes a spiked loincloth instead of an axe.

ORCACommander

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Re: Random Beatings?
« Reply #5 on: June 09, 2013, 10:16:52 pm »

liaison meetings have to take place in the mayor/baron/duke/baron's office
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weenog

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Re: Random Beatings?
« Reply #6 on: June 09, 2013, 10:38:47 pm »

Build a throne in the prison and make a new office for the mayor.
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Listen up: making a thing a ‼thing‼ doesn't make it more awesome or extreme.  It simply indicates the thing is on fire.  Get it right or look like a silly poser.

It's useful to keep a ‼torch‼ handy.

enizer

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Re: Random Beatings?
« Reply #7 on: June 11, 2013, 09:02:29 am »

sounds like pretty much the reason i try to gimp the justice system as much as i can, "violation of production order" and "violation of export ban" has an annoying tendency to result in useful dead dwarves, and a flat 0% chance of being useful to me

crimes that actually matter are so few that it's easier for me to assign accidents manually
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Loctavus

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Re: Random Beatings?
« Reply #8 on: June 12, 2013, 04:12:18 am »

This is why I make mugs for trade rather than trade goods. There is much less chance of someone objecting to the sale of mugs and goblets. However when it does happen it nixes most of my tradegoods so it's swings and roundabouts. I vote either re-assigning the mayor role to someone better. Or reassigning the mayor to a brief and exciting career in lever pulling.
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Tea and -Elf Tallow Biscuits- anyone?

Larix

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Re: Random Beatings?
« Reply #9 on: June 12, 2013, 05:16:10 am »

You can always separate mandate-endangered goods from tradeables in the stockpile menus (e.g. when blessed with a ring-loving mayor, forbid rings in the main trade pile and set up a separate rings-only pile). That's only practical when dealing with long-sitting mandate-makers, though. When none of the dwarfs have had enough socialising time yet that the mayor will actually _stay_ mayor, fiddling with stockpile setups is a lot of work for little averted trouble.

Isn't killing the mayor just a bloodier method of replacing them? I thought that as long as there are any sane, non-moody adults in a fort, it will never be without expedition leader/mayor - if the current one dies or goes insane, the office will instantly go to the 'next in line' (next most popular dwarf).

Edit: i mean, if you just want another mayor, replacing them via the nobles screen does the same without producing a dead dwarf and lets you give the office to the one _you_ deem worthy instead of leaving the choice of successor to the whims of the dwarven hivemind. And if they haven't done any harm yet, i don't see the point in killing someone just for liking mittens.
« Last Edit: June 12, 2013, 06:36:41 am by Larix »
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enizer

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Re: Random Beatings?
« Reply #10 on: June 12, 2013, 06:23:57 am »

Well, the hope is that the next mayor will not be a git that bans exports of trade goods,
The hope is that the odd dwarf with an unusual love for barrels becomes mayor next.

Then Urist McBarrelLover can demand things i already make anyway and dont want to sell.

edit: Oh, and there is the part where the guy who keeps forbidding the sale of trade goods, has a tendency to return to the mayor position.

After manually replacing the i-hate-trade guy for the 5th time, one starts to consider a more permanent solution to those dwarves.
« Last Edit: June 12, 2013, 06:47:42 am by enizer »
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