Bay 12 Games Forum

Please login or register.

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

Author Topic: What happened to my visitor cap?  (Read 2839 times)

PatrikLundell

  • Bay Watcher
    • View Profile
Re: What happened to my visitor cap?
« Reply #15 on: December 04, 2017, 12:29:44 am »

What, visitors don't produce ghosts when unslabbed?
They didn't in 0.43.05, and it's a sufficiently large change that it ought to have been reported as a change in the release notes. You only need to bury/slab your own citizens (I'm not sure about permanent residents).
Now, being able to have separate stockpiles for buryable corpses and corpses of "foreign" sapient creatures would make it a lot easier to dispose of the foreign ones without accidentally burn/atom smash citizen ones.
Logged

Fleeting Frames

  • Bay Watcher
  • Spooky cart at distance
    • View Profile
Re: What happened to my visitor cap?
« Reply #16 on: December 04, 2017, 02:04:25 pm »

Maybe the ones from your civ might, I guess, given merchant ghosts, but elf spy ghost would be a surprise indeed.

Shame it isn't just elves, as it's relatively simple to gen worlds without them.

@martinuzz: Did you by any chance generate a large world?

I'm thinking that since you have had the largest known number of them maybe there's something unusual about your world.

martinuzz

  • Bay Watcher
  • High dwarf
    • View Profile
Re: What happened to my visitor cap?
« Reply #17 on: December 04, 2017, 03:01:11 pm »

Nah, medium worlds. My first .44 game however was on a small region, and that did not have the problem. I'm genning a small world again now.
Logged
Friendly and polite reminder for optimists: Hope is a finite resource

We can ­disagree and still love each other, ­unless your disagreement is rooted in my oppression and denial of my humanity and right to exist - James Baldwin

http://www.bay12forums.com/smf/index.php?topic=73719.msg1830479#msg1830479

Shakkara

  • Bay Watcher
    • View Profile
Re: What happened to my visitor cap?
« Reply #18 on: December 05, 2017, 08:08:13 am »

Same issue. I don't have a tavern but they come anyway, looking about artifact info. Humans and Dwarfs.
....Some are carrying books and other artifacts themselves.....
Anyway, they're now strategically situated near the fortress entrance, and goblin besiegers usually kill like 30-40 of them per year, leaving me with lots of iron, steel, books and artifacts.....

Oooh. Good idea! I was annoyed by them endlessly clogging up my meeting area, but if they got killed by the next werebeast or cyclops that came through...
(I have had three cyclops, five werebeasts and an ettin so far, I have no idea why)

I stole a necromancer book from a tower and my fortress is slowly turning to undead (library visits not allowed). Soon corpses will start raising and they'll kill off any living visitors (and produce fresh corpses all the time).
Logged

Xyon

  • Bay Watcher
    • View Profile
Re: What happened to my visitor cap?
« Reply #19 on: December 06, 2017, 08:32:08 am »

I mean, I'd imagine visitors dont become ghosts because of reasons similar to siege forces not becoming ghosts. Why should you slab/bury 20-50-150 invaders who came to your fort causing trouble while alive, and then ghosting up the place after they're dead?
Logged

Saiko Kila

  • Bay Watcher
  • Dwarven alchemist
    • View Profile
Re: What happened to my visitor cap?
« Reply #20 on: December 06, 2017, 12:54:50 pm »

If there were gobbo ghosts, then the green commanders would just order their soldiers (probably the least competent ones) to be killed immediately after arrival, instead of trying to besiege the fortress. They are dead any way, but as ghosts they could actually succeed where the meaty ones could not. So that would be viable tactics.
Logged
Pages: 1 [2]