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Author Topic: Trapping & Eliminating Visitors (without horrible repercussions?)  (Read 2640 times)

Trollhammaren

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After I opened a tavern made of iron with sterling silver goblets and the finest booze in the Realms of Legend, visitors started pouring in non-stop. Not the good kind. Useless loiterers, mooks and all kinds of no-good booze sponges, nobles, philosophers and beach combers came to swarm in my tavern, doing nothing, distracting my dwarves, drinking my finest drinks without even paying. So I did the only thing a reasonable dwarf could do: moved the tavern underground under a huge drawbridge, then brought the bridge down, killing 30-40 or so bards and loafers. Then flooded the surface world with magma.

This has, however, lead to several problems: 1) Nobody reasonable wants to come to the fortress anymore. I haven't had a caravan in years. 2) The dwarves won't visit my tavern anymore. Guess it got a bad reputation. They'd rather hang out near the old meeting area which I undesignated long ago. and 3) Visitors are still coming, but now they're hanging out near the map edge, no longer coming inside.

I would now like to discuss better ways of removing visitors. I'm thinking this could all have been avoided if I had just designed a mechanical death trap with a pressure plate to detect bards. Any tips?

Also, is there anything I can use as bait to bring the rest inside? I don't really want to magma flood the world anymore 'cause I would like to get a caravan someday.
« Last Edit: April 07, 2016, 01:23:48 pm by Trollhammaren »
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mirrizin

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #1 on: April 07, 2016, 01:26:10 pm »

I once killed a human bard who was making trouble in my tavern. It was a while later that I noticed I hadn't seen a human caravan for a while.
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Geltor

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #2 on: April 07, 2016, 02:34:25 pm »

build a yuuge wall
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Bumber

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #3 on: April 07, 2016, 09:54:04 pm »

Is temperature turned off? Your surface is probably stuck too hot to cross.
« Last Edit: April 07, 2016, 09:55:40 pm by Bumber »
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

mirrizin

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #4 on: April 07, 2016, 10:15:22 pm »

Wouldn't other civilizations still be offended if a citizen died "accidentally," since that's how they have reacted to caravan incidents in previous versions?

IIRC, if a caravan were to be wiped out by a goblin ambush, the civ of origin would still blame your fort.
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Bumber

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #5 on: April 07, 2016, 11:28:00 pm »

Wouldn't other civilizations still be offended if a citizen died "accidentally," since that's how they have reacted to caravan incidents in previous versions?

IIRC, if a caravan were to be wiped out by a goblin ambush, the civ of origin would still blame your fort.
That could just be because of the loss of item value, and not the deaths.
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

PatrikLundell

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #6 on: April 08, 2016, 03:15:09 am »

Given the suicidal undead siege visitors, it would be rather unfair to blame you for their deaths. Caravans, at least, have the sense to stay away at those times.
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Trollhammaren

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #7 on: April 08, 2016, 03:45:12 am »

Is temperature turned off? Your surface is probably stuck too hot to cross.

Nope. Was never off. It's a shame. No caravans = no migrants.
I'm starting to think old zones weren't properly deleted despite my deleting them.

Saiko Kila

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #8 on: April 08, 2016, 05:09:38 am »

Also, is there anything I can use as bait to bring the rest inside? I don't really want to magma flood the world anymore 'cause I would like to get a caravan someday.

Check out if your civilisation isn't at war with humans. Do it on civ screen. It is possible they are at war, despite your fortress being in peace with humans.
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PatrikLundell

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #9 on: April 08, 2016, 09:10:13 am »

Is temperature turned off? Your surface is probably stuck too hot to cross.

Nope. Was never off. It's a shame. No caravans = no migrants.
I'm starting to think old zones weren't properly deleted despite my deleting them.
How did you delete the zones? Did you just delete the zones themselves, or did you delete the associated locales (The Breakfast of Lunch, etc) as well?
There was someone who had odd things happening (severe stuttering) when the locales were deleted, as apparently guests were still associating themselves with the old locales. Creating a new zone and associating it with a new locale named exactly the same as the old one resolved it (after the zone had been removed, recreated and reassociated with the locale).
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Trollhammaren

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #10 on: April 08, 2016, 09:14:37 am »

Is temperature turned off? Your surface is probably stuck too hot to cross.

Nope. Was never off. It's a shame. No caravans = no migrants.
I'm starting to think old zones weren't properly deleted despite my deleting them.
How did you delete the zones? Did you just delete the zones themselves, or did you delete the associated locales (The Breakfast of Lunch, etc) as well?
There was someone who had odd things happening (severe stuttering) when the locales were deleted, as apparently guests were still associating themselves with the old locales. Creating a new zone and associating it with a new locale named exactly the same as the old one resolved it (after the zone had been removed, recreated and reassociated with the locale).

Deleted the locales and zones both, trying to fix an issue where my citizens would crowd under the drawbridge despite having deleted the tavern zone there. Then made a new tavern.

Slight issue: I don't remember the name (s).

PatrikLundell

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #11 on: April 08, 2016, 09:37:19 am »

In the problem case, I believe the troublesome visitors displayed the info that they'd come to relax/perform/whatever at The Breakfast of Lunch (wasn't the actual name). You might likewise be able to find any such info on your visitors.
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fearlesslittletoaster

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #12 on: April 08, 2016, 11:03:59 am »

Taverns can satisfy a surprising number of needs at once, for little time investment and micromanagement. Dancing seems particularly effective if it happens. I had a badly distracted dwarf participate in a dance and I'm pretty sure he got the following out of it:

- Did something creative
- Did something exciting
- Was around people
- Practiced a skill
- Stayed occupied
- Learned something
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NW_Kohaku

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #13 on: April 08, 2016, 11:29:28 am »

build a yuuge wall

... And for the first time, I wish this forum had a +1 button...

If the problem you have is wasteful visitors distracting dwarves, I would suggest having two different taverns: One that is open to your fortress dwarves and maybe some cool kids you manually let in (but a fortress-only tavern would be simplest to keep dwarves from being distracted).  The other is on the surface and allows in the riff-raff to have their debauchery fun time on top of wood tables and with sewer brew. Set the surface tavern to be outside the burrow of standard site dwarves.
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Trollhammaren

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Re: Trapping & Eliminating Visitors (without horrible repercussions?)
« Reply #14 on: April 08, 2016, 11:41:57 am »

Dang it. They won't come inside, so I can't learn why they're here. Look at all those loiterers.


However, that's not all. Some did come inside. Apparently they came to visit the "Blue Sea-Temple", which is an old temple I used to have in my basement before I built my tower, deleted the zone and the temple, and made a new better temple above ground.

This is no good, because I can't remember which god that was a temple to. My dwarves worship 20 or so gods, including several horses that died somewhat recently.

EDIT: I'm also not at war with anyone, I think. I have "no agreements" with any civilization.
« Last Edit: April 08, 2016, 11:46:58 am by Trollhammaren »
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