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Author Topic: Now I Know Why I Fear The Night! (spoilers)  (Read 2617 times)

Jigowah

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Now I Know Why I Fear The Night! (spoilers)
« on: September 17, 2014, 10:09:57 pm »

OK so after playing a billion games I've finally got a were-mongoose child problem!  Up until now I had either murdered any were-creature outright, or he did the same to my folk and there was no infection. 

This time, the army fought a were-creature and it bit one of the 10 soldiers I have.  The infected was stripped of duty and weapons, and made to remain next to the 9 soldiers.  He turned the following month and was killed, but not before biting two more soldiers....so.....

Any good removal techniques?  Any good ways to weaponize this?  I'm thinking of just throwing the were-dwarves into a room and locking the door until they starve, or coming up with some other kind of room for them to self-sacrifice inside of for the good of the community.

I was unable to get the infected to stand under my drawbridge using burrows :(  Clearly I don't quite grasp atom-smashing either!

Thanks for reading!    ;D
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Cptn Kaladin Anrizlokum

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #1 on: September 17, 2014, 10:14:57 pm »

I don't think they can starve, so just treat them as a much more dangerous vampire.
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ZzarkLinux

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #2 on: September 17, 2014, 10:31:39 pm »

If you want to smash them, then put them in a separate squad and station them under the bridge, or have them patrol back and forth under it.
But were-dwarves area a limited resource. Wall them in (or bridge) and let them continue training. They could be helpful during your next seige.
Just be careful about them giving birth to infants. You'll need to ask others for advice on dealing with that (I think LW did it, right?)
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Jigowah

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #3 on: September 17, 2014, 10:40:29 pm »

For some reason stationing under the bridge doesn't work for me on my 3x4 bridge.  The soldier refuses to be stationed underneath the bridge, and simply stands a few tiles away instead.  I'll go try that again just to be sure. 

I like the idea of keeping them around for a siege as a kind of secret weapon, but I also seem to have a nasty habit of having anything "clever" like that backfire on my fortress in a spectacular fashion.

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Mimodo

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #4 on: September 17, 2014, 10:43:28 pm »

I've dealt with a couple in my time, but generally they got wiped out pretty quick by my military.

I generally just isolate them, and don't allow them back in the fortress. You can do all sorts of great things with them, since they're virtually indestructible and immortal. Injuries heal each month, and hunger and thirst are reset. They also like to go crazy monthly (hmmm... sounds like my girlfriend :p ). If he has military training too, he'd make a great 1-man squad for sieges
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Quartz_Mace

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #5 on: September 17, 2014, 10:46:29 pm »

Lock it in an engraved room with a statue (garden designated preferably), maybe two. The Werebeast will transform into a creature before it can either starve or dehydrate. Wall it up because it will eventually break the door. Every time it transforms, it may throw off it's clothes. If so, unforbid them so that they cover themselves up and don't go melancholy. If they do go melancholy, leave them because they are still unable to starve or dehydrate anyway. Now, you have a single Dwarf that will always survive, even if the whole fort dies off. If they remain mentally stable, it's possible to transfer the condition to make super soldiers, but don't attempt it unless you are absolutely sure.
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Jigowah

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #6 on: September 17, 2014, 11:11:32 pm »

You folks have convinced me to dig a seperate, LOCKED outdoor accessible training facility that he will emerge from in times of dire need to do battle with the forces of darkness.

What could possibly go wrong?
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Archereon

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #7 on: September 17, 2014, 11:23:50 pm »

I once ended up with a fort that was about 80% werebeasts (that being 80% of the 5% that attacked an early rampage). Productivity went to shit once a month, but sieges became something of a joke, and the vast majority of healthcare problems solved themselves.
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Jigowah

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #8 on: September 17, 2014, 11:54:46 pm »

This is a blast.  Once a month she goes completely nuts nude wereturtlemongoose style, and the rest of the time she's armored up at hammer school.

The odd thing is that now her report shows her as born in the year 34, being 217 years old.  I suppose she has inherited the were-beast's life-stats...
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Repseki

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #9 on: September 18, 2014, 05:29:41 am »

I think transformations can cause some funky age related shenanigans.
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MDFification

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #10 on: September 18, 2014, 06:11:55 am »

I once ended up with a fort that was about 80% werebeasts (that being 80% of the 5% that attacked an early rampage). Productivity went to shit once a month, but sieges became something of a joke, and the vast majority of healthcare problems solved themselves.

My first fort got attacked by Werelephants. I only ended up having 4 legendary named elephants, but that's because I accidentally started a loyalty cascade trying to kill them. I wish now that I hadn't been such a newb - multiple live werelephants are a resource I can't seem to get again. ;-;
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Button

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #11 on: September 18, 2014, 10:40:25 am »

You can also use the fact that werecreatures are trapavoid to create machinery that triggers once a month.
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Slackratchet

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #12 on: September 18, 2014, 01:00:40 pm »

I had some kind of were show up, at least I am assuming it was a werebeast. I got an announcement about a human arriving. It was a nude human wandering around. Being the psychotic fort dwellers we are I sent out my 3 squads of 10 to kill him before he transformed. This is were things got a bit odd. On of my speardwarves apparently forgot his spear so he defaulted to his teeth and begins trying to bite the human to death. The other 29 dwarves stood and watched. I am guessing they were as surprised as I was. As soon as I call his specific squad off the hapless human had three spears through the brain.
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khearn

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #13 on: September 18, 2014, 01:46:45 pm »

It seems to me that weaponizing a were creature would be kind of problematic. When it's not in were-form, it's just an ordinary dwarf (albeit, one that can completely regenerate lost limbs and other damage). It's really only useful if you get attacked during a few days of each month. I guess you could just wall up and wait for your pet were to transform, but that could cost you caravans and migrants during that time.

The best use I can think of for a were is the monthly timer that Button mentioned. It kind of wastes the combat potential though. For those who don't know: Weres are trapavoid when in were form, so if you stick your infected dwarf in a 1x1 room with a pressure plate set to be triggered by citizens, he/she will trigger the plate when he is in dwarf form, but when it transforms, the plate will no longer be triggered. It's a very reliable monthly timer for triggering things you want to happen occasionally. You don't need to provide food or water, although it sounds like keeping it sane might be a problem if it can't get dressed after each transformation. But I'm not sure if having it go melancholy would really be a problem. This isn't a problem with captured weres, though.

   Keith
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Tirion

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Re: Now I Know Why I Fear The Night! (spoilers)
« Reply #14 on: September 18, 2014, 02:44:49 pm »

I thought you had 2 of them. Locked together in a room they might become friends and get some happiness boost. Also you can drop clothes in from above, just like furniture if they destroyed it. Beware of climbing werebeasts though, install a hatch or floor bars.
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