Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2] 3

Author Topic: Operation: Dwarf export.  (Read 3092 times)

Authority2

  • Bay Watcher
  • [ETHIC: INCREASE_FPS: REQUIRED]
    • View Profile
Re: Operation: Dwarf export.
« Reply #15 on: January 06, 2015, 07:09:18 pm »

That definitely sounds right, about goblins. We might just have to wait for Hill settlements to become active parts of your fortress before we can export our people.

"What the...?  ANOTHER fishing specialist?  How does the fort end up with so many fisherdwarves, that they can spare these?"
It's because the mountainhome is also using us as a dump for their useless dwarves. The migrants that the hill settlements get are actually third-hand ones.
Logged
"But I tell you what the Queen wants is impossible. The story of her mandate to create floodgates in our desert fortress cannot be told in less than 314160 stanzas! Art bows not to any dwarf!"

§k

  • Bay Watcher
    • View Profile
Re: Operation: Dwarf export.
« Reply #16 on: January 06, 2015, 09:25:10 pm »

Do you have kobold, kea, coati, or grey langoor on your map? It would be good to know what they would do to an unguarded, gem encrusted, cage (that happens to contain a dwarf).
Logged
All of them are wearing copper and Iron masks saying "in a time before time somebody attacked somebody"

Show undead posts since last visit.

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Operation: Dwarf export.
« Reply #17 on: January 06, 2015, 10:05:29 pm »

Do you have kobold, kea, coati, or grey langoor on your map? It would be good to know what they would do to an unguarded, gem encrusted, cage (that happens to contain a dwarf).

Oooh, that's sneaky. Yeah, I get coati. I'll give it a try. How do coati etc. choose their targets anyway? ... (wiki check) ... (wiki check failed).
Logged
()==[:::::::::::::>

C27

  • Bay Watcher
    • View Profile
Re: Operation: Dwarf export.
« Reply #18 on: January 06, 2015, 10:43:35 pm »

If it's the only item of any value lying outside, chances are good. I've seen keas steal blocks, but not stones or logs.
Logged
Gold is for the mistress– silver for the maid–
Copper for the craftsman, cunning at his trade.
‘Good!’ said the Baron, sitting in his hall,
‘But iron– cold iron– is ruler of them all’.

§k

  • Bay Watcher
    • View Profile
Re: Operation: Dwarf export.
« Reply #19 on: January 06, 2015, 10:46:49 pm »

They steal anything. I saw a giant coati robbed silver bolt[25] from the hunter.
Logged
All of them are wearing copper and Iron masks saying "in a time before time somebody attacked somebody"

Show undead posts since last visit.

Authority2

  • Bay Watcher
  • [ETHIC: INCREASE_FPS: REQUIRED]
    • View Profile
Re: Operation: Dwarf export.
« Reply #20 on: January 07, 2015, 12:06:24 am »

A kea stole my anvil once.
Logged
"But I tell you what the Queen wants is impossible. The story of her mandate to create floodgates in our desert fortress cannot be told in less than 314160 stanzas! Art bows not to any dwarf!"

Thisfox

  • Bay Watcher
  • Vixen.
    • View Profile
Re: Operation: Dwarf export.
« Reply #21 on: January 07, 2015, 01:01:46 am »

I've had monkeys and apes stealing stepladders a few times. They always choose the best made ones, and if there are some with gem encrustations, or precious metal plating, those are also more popular among the thieves. To make it easier for them, drop the cage near the edge of the map, where they can make a clean getaway.
Logged
Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
Oh god... Plump Helmet Man Mimes!

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Operation: Dwarf export.
« Reply #22 on: January 07, 2015, 03:25:24 am »

I've had monkeys and apes stealing stepladders a few times. They always choose the best made ones, and if there are some with gem encrustations, or precious metal plating, those are also more popular among the thieves. To make it easier for them, drop the cage near the edge of the map, where they can make a clean getaway.

Cool. I have a wall all around the edge of the map (except for caravan access) so making it the only cage available should be pretty easy.
Logged
()==[:::::::::::::>

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Operation: Dwarf export.
« Reply #23 on: January 07, 2015, 04:36:13 am »

I wonder if you can have dwarves ride a minecart off the edge of the map or even a caged dwarf.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Operation: Dwarf export.
« Reply #24 on: January 07, 2015, 04:46:43 am »

I wonder if you can have dwarves ride a minecart off the edge of the map or even a caged dwarf.
Probably not. I know you can't catapult things off the edge of the world.
Logged
()==[:::::::::::::>

Thisfox

  • Bay Watcher
  • Vixen.
    • View Profile
Re: Operation: Dwarf export.
« Reply #25 on: January 07, 2015, 04:59:14 am »

I wonder if you can have dwarves ride a minecart off the edge of the map or even a caged dwarf.

Minecart shotgun with dorfy ammunition?
Logged
Mules gotta spleen. Dwarfs gotta eat.
Thisfox likes aquifers, olivine, Forgotten Beasts for their imagination, & dorfs for their stupidity. She prefers to consume gin & tonic. She absolutely detests Facebook.
"Urist McMason died out of pure spite to make you wonder why he was suddenly dead"
Oh god... Plump Helmet Man Mimes!

Vattic

  • Bay Watcher
  • bibo ergo sum
    • View Profile
Re: Operation: Dwarf export.
« Reply #26 on: January 07, 2015, 05:15:29 am »

That was the idea, but it sounds like it won't work.
Logged
6 out of 7 dwarves aren't Happy.
How To Generate Small Islands

ptb_ptb

  • Bay Watcher
    • View Profile
Re: Operation: Dwarf export.
« Reply #27 on: January 07, 2015, 05:32:34 am »

That was the idea, but it sounds like it won't work.
I'll be giving it a try if nothing else works. I think the coati cage theft idea sounds the most promising at the moment, though.
Logged
()==[:::::::::::::>

Max™

  • Bay Watcher
  • [CULL:SQUARE]
    • View Profile
Re: Operation: Dwarf export.
« Reply #28 on: January 07, 2015, 07:11:25 am »

It's weird because there is tag in gm-editor that puts a unit off map, but now that I think about it, that probably means there is no way to do it at all since all dorfs have that same tag set to be somewhere on map.

Must mean the act of kidnapping a kid flips that tag at the map edge.... hmmmm, disguise a dorf as a kid, To Catch a Goblin-Predator, with Urist McHanson.
Logged

Sadrice

  • Bay Watcher
  • Yertle et al
    • View Profile
Re: Operation: Dwarf export.
« Reply #29 on: January 09, 2015, 07:45:07 am »

That was the idea, but it sounds like it won't work.
As of 34.11 it doesn't work.  I tried that while trying to land cart riding dwarves on a platform in the sky (I overshot) in a minecart testbed fortress.  Unfortunately I had the dwarves modded for high speed and teleportation, so when they smashed into the invisible wall at map edge and fell 15 z levels to the ground, they went back and did it again until too injured to continue, and then the next dwarf did the same thing.  Fortress crumbled within about 10 seconds.
Logged
Pages: 1 [2] 3