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Author Topic: that time a kid shows up with his whole family and i have to arrange a "Acident"  (Read 2319 times)

ranger22550

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God i love this game migrant wave shows up kid with his 3 sisters 2 brothers mother father grandmother grandfather from both side and he starts drawing pentagrams in blood..... :'( ideas that don't lead to fun are welcome cause my other recourse is to have him walk in front of a exploding ebony candy tipped balista i believe in over kill is how you know its dead. my legendary crafter is gonna be busy if they all start showing signs not for the ammo but the caskets i put in a curse tomb away from my fort. if you cant tell me and curses don't get along is the fact that as a adventurer of this civ that i killed a deity the reason that im getting a cursed kid every wave?

yep the deity hates me my unmarried priestess just had a kid that starring at the moon so werewolf baby.....

"im sorry mr Three headed ettin gnome deity thing i didnt mean to kill you my arrow missed the vampire and cleaved off one of your heads and the counter-attack on you chopped of the other head. i was sure you could live with two heads missing not my fault you bleed out. now can you stop trying to kill everyone in my civ?"
« Last Edit: September 07, 2013, 12:40:04 pm by ranger22550 »
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firefly68

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lmao. Sounds like your having a lot of fun.

Just kill em all, or at least imprison them. They're only children...it's not like their useful or anything.
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ranger22550

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the kids are half the problem their legendary parents are. cause pissed off legendary axe lord dad in steel armor with candy artifact axe is not pretty and legandary hammerer mom with artifact plat war hammer is even worse so the problem is i need to kill the kids without the parents pimp slapping all my crafters over the cliff edge into the river that i put upright spikes in cause that's a 9z lvl drop in to a 1 z lvl deep spike ridden river bed. since its still mucked with fb blood that causes sever necrosis and paralysis. anything that falls in it dies either from decay or drowning or the fall into the spikes either way i go fun is sure to follow
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ElenaRoan

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Armok's Ward
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Someone, get the bug zapper! What do you mean that won't work on a bug the size of a house which glows? No, I don't want to hear it. Just get the damn zapper.

Nevets_

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Yeah, wards are so cheap I buy one at the embark screen all the time now and just pasture on the main stairwell in the dinning hall.  Catches blood babies, carp lovers, all those traitorous buggers.
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SabbyKat

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Two general tricks.

#1 utilize the religious buildings, the third tier (temple?) has a reaction to cure anyone 'infected' when near it (last I looked, I've heard it may be getting altered/have been altered. havent' tried in 2-3 versions). Armok ward can be made there too, with 1 orichcalum or however the hell you spell it. :P

#2 lure him/them into a 1x1 burrow, and seal the little buggers in with walls. If they parents don't see the corpses/find they are dead, they (from my experience) don't react as badly. Leave their rotting, little child skeletons in there for eternity, forever forgotten and lost - problem solved! :D


#3 (I said two, but I lied ;p) IF it works, the 'prison' building can stall the transformation of you can stick them in there. But i believe you can't make children do reactions - though, I think the prison is 'any profession' which kids tend to do from my experience. So... not sure? Deny access to everyone but the kids, and see if they run the reaction to buy you time!

Finally - garrison them outside. Let some goblins snatcher grab them and sneak off. May bite you in the ass later when their parents have to murder their now deranged, goblinified children... but that's what df is about, FUN! :)

And yes. Wards are super cheap on embark - take one each embark. I always do, as a good 50-60% of embarks, one of my starting seven is evil >.>
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Billy Jack

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Careful with the Armoks Ward.  There is a bug that when you cure them, you don't really cure them.  They will go insane in a year and start attacking anyone near.
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Give a dwarf a fish, you feed him for a season.
Give a dwarf a Fishpond, couple of buckets, build a Fishery, and enable Fishfarming labor; you feed him for a lifetime. (And get someone to clean and prep the fish)

Meph

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BillyJack, that bug is fixed.

Also, Prison. ;)
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::: ☼Meph Tileset☼☼Map Tileset☼- 32x graphic sets with TWBT :::
::: ☼MASTERWORK DF☼ - A comprehensive mod pack now on Patreon - 250.000+ downloads and counting :::
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Findulidas

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They will go insane in a year and start attacking anyone near.

BillyJack, that bug is fixed.

Aw man.
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...wonderful memories of the creeping sense of dread...

ranger22550

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well good news i found a artifact weapon trap at my fort... bad news so did a insane dwarf from a failed mood.... !!Fun!! Was had by all
Spoiler (click to show/hide)
but still a great mod i love it. and yea now i embark with a ward every time i even have a "Cleanser" at the migrant entrance on the odd chance someone goes insane for some reason war black grizzly's are scary when they attack. i saw one scratch off someones head then said head flew into another head cleaving their head off!
so if you got lost in that Lil sentence
bear A scratched dwarf A. severing head A of Dwarf A. that slammed into head B of Dwarf B Severing Head B.
after that fight i named that bear "Mr HuGgLeS"
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Lottanubs

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Oh my god this thread is hilarious.

There should be an update where sacrificing dwarves to Armok gives family and friends a happy thought. It's an honor. Blood for the blood god. Don't like it? You're obviously a Carp Cult scum and should have your shins and elbows removed, caged, and hung from the ceiling in the dining hall to have plump helmet spawns thrown at you for all eternity.
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sir_schwick

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How long will the Axe/Hammer Lords be insane over their children's deaths?  Construct an outside box with external drawbridge control and a couple years of food/drink.  Burrow the future grieving parents in and pull up the gate.  If a siege comes you can let them loose or keep them safe.
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SabbyKat

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How long will the Axe/Hammer Lords be insane over their children's deaths?  Construct an outside box with external drawbridge control and a couple years of food/drink.  Burrow the future grieving parents in and pull up the gate.  If a siege comes you can let them loose or keep them safe.

They don't go 'insane'. People get unhappy thoughts. If they reach a point of being 'miserable' (0 happiness) they can trigger various permanent 'ailments', the most common with them throwing a tantrum. But if they stay miserable, they can have worse events such as going berserk (Hostile and will kill anything and everything until they are killed), Depressed (Tries to find a cliff to jump off to kill themselves, or a lava pool to leap into or similar), or crazy(run arounds messing up levers and being a pain, but harmless) which is irreversible - similar to failing a strange mood.

Their children dying will give sharp unhappiness, but so long as they don't hit 0 (miserable), they'll slowly recover over the next year and eventually forget about it. Having 'good things' that make them happy (a good dinning hall, good bedrooms, statue-gardens, etc etc) will help counter any unhappiness.

Check the parents, and bring up their description, at the top it'll say if they're miserable, unhappy, ecstatic, etc. So long as that says happy or above - they won't hit miserable when their children die, aka, you'll be fine.
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ranger22550

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already lost the fort to clowns released when my weapon smith failed a mood and ran around flipping levers that he shouldn't have and killed someone who who was a good friend of the whole fort and one of my miners threw a fit and broke a masterfully made weapon trap in a lava pool castle. first clown up has necrotic sweat and paralyzing breath with a zombie dragon fb appearing not long after clowns were loose. turns out clown castles make curses and fb more common the fact that when i embarked there were like 300 mega beast and 250 minibeast and a few thousand of every curse. dam gnome deity
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sir_schwick

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They don't go 'insane'. People get unhappy thoughts. If they reach a point of being 'miserable' (0 happiness) they can trigger various permanent 'ailments', the most common with them throwing a tantrum. But if they stay miserable, they can have worse events such as going berserk (Hostile and will kill anything and everything until they are killed), Depressed (Tries to find a cliff to jump off to kill themselves, or a lava pool to leap into or similar), or crazy(run arounds messing up levers and being a pain, but harmless) which is irreversible - similar to failing a strange mood.

Their children dying will give sharp unhappiness, but so long as they don't hit 0 (miserable), they'll slowly recover over the next year and eventually forget about it. Having 'good things' that make them happy (a good dinning hall, good bedrooms, statue-gardens, etc etc) will help counter any unhappiness.

Check the parents, and bring up their description, at the top it'll say if they're miserable, unhappy, ecstatic, etc. So long as that says happy or above - they won't hit miserable when their children die, aka, you'll be fine.

So have a sealed off psych ward that would make the king of a mountainhome jealous.  If they survive an entire year than they get released.  Otherwise unseal some levers attached to lava :)
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