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Author Topic: Chained guest -> caged guest  (Read 1713 times)

UristMcPea

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Chained guest -> caged guest
« on: February 19, 2020, 10:43:12 am »

Looks like I successfully uncovered a criminal plot to steal an artifact (among other things). The thief was a human bard who confessed and served his sentence (31 days) without issues. Upon unchaining him he was put into a cage. Of course the simple solution would be to let him starve to death, but that doesn't give me the opportunity for further interrogations and creates miasma. ;-)

So what are my options at this point?
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coalboat

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Re: Chained guest -> caged guest
« Reply #1 on: February 19, 2020, 11:06:58 am »

How did you find out the thief? Did you see a "theft" entry on the justice screen?
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Shonai_Dweller

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Re: Chained guest -> caged guest
« Reply #2 on: February 19, 2020, 04:30:53 pm »

How did you find out the thief? Did you see a "theft" entry on the justice screen?
He confessed. Presumably after the op interrogated him.

What happens if you let him out of the cage? Attach a lever and open it (I forget if easier ways have been implemented).
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Nilsolm

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Re: Chained guest -> caged guest
« Reply #3 on: February 19, 2020, 04:56:39 pm »

How did you find out the thief? Did you see a "theft" entry on the justice screen?
He confessed. Presumably after the op interrogated him.

What happens if you let him out of the cage? Attach a lever and open it (I forget if easier ways have been implemented).

If you let them free, they just leave the map and come back later, probably under a different identity, to continue plotting.

It's probably a better idea to just arrange an accident.
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coalboat

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Re: Chained guest -> caged guest
« Reply #4 on: February 19, 2020, 10:23:30 pm »

I can only interrogate via a convicted crime entry on the justice screen. What was the crime? Did you interrogate him without conviction?
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Shonai_Dweller

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Re: Chained guest -> caged guest
« Reply #5 on: February 20, 2020, 12:49:31 am »

I can only interrogate via a convicted crime entry on the justice screen. What was the crime? Did you interrogate him without conviction?
I've only done this once, but someone made a witness report (Dorf seen stealing artifact). I interrogated the dorf, he confessed and said it was all a visiting dark elf's fault and the dark elf refused to break despite being dragged into the Captain of the Guard's quarters and threatened several times.

I convicted the dorf as I only convict someone if my Captain of the Guard carries out a successful interrogation (I mean you can convict anyone you like, but rp is fun). He was chained up for a while. But, yeah, interrogation can happen before conviction. Wouldn't make sense otherwise.
« Last Edit: February 20, 2020, 12:51:14 am by Shonai_Dweller »
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coalboat

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Re: Chained guest -> caged guest
« Reply #6 on: February 20, 2020, 01:18:35 am »

But, yeah, interrogation can happen before conviction. Wouldn't make sense otherwise.

Just move the cursor to a random "Disorderly Conduct" and "i"nterrogate the visiting dark elf?
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UristMcPea

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Re: Chained guest -> caged guest
« Reply #7 on: February 20, 2020, 02:39:33 am »

I can only interrogate via a convicted crime entry on the justice screen. What was the crime? Did you interrogate him without conviction?
The crime was theft of an artifact, no one was convicted at the time of the interrogation. Since there were no witnesses, I started interrogating everyone and uncovered some plot.
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coalboat

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Re: Chained guest -> caged guest
« Reply #8 on: February 20, 2020, 03:01:43 am »

Thanks. It seems that I haven't encountered an artefact thief so far.
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Shonai_Dweller

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Re: Chained guest -> caged guest
« Reply #9 on: February 20, 2020, 03:14:04 am »

Now what's the best course of action if you actually see a damn thief heading out of the fortress? Last one I spotted was during a 3x3 embark (hint, it's the visiting night creature!), so sending out a squad to intercept him took too long, and I guess the Captain of the Guard isn't any faster.

Maybe time to think about building an outer wall with guard patrols around the perimeter of the embark.
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PatrikLundell

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Re: Chained guest -> caged guest
« Reply #10 on: February 20, 2020, 03:33:05 am »

Now what's the best course of action if you actually see a damn thief heading out of the fortress? Last one I spotted was during a 3x3 embark (hint, it's the visiting night creature!), so sending out a squad to intercept him took too long, and I guess the Captain of the Guard isn't any faster.

Maybe time to think about building an outer wall with guard patrols around the perimeter of the embark.
That's the expected outcome with the current functionality when you're forced to play catch up, with guards being useless, at best being able to file a report.
My standard fortress design has long entrance tunnels with a drawbridge at the outer (and inner) end, so assuming you can get someone to pull the lever in time it would be possible to lock the bugger in.

Note that I'd hesitate to use a wall around the embark. The one time I did (0.40.X, probaby 24) it failed miserably because invaders were too stupid to be able to path through the drawbridges that were present on all sides. Invader pathing has been improved a bit since then, though, so it might work.
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coalboat

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Re: Chained guest -> caged guest
« Reply #11 on: February 20, 2020, 04:07:26 am »

Now what's the best course of action if you actually see a damn thief heading out of the fortress? Last one I spotted was during a 3x3 embark (hint, it's the visiting night creature!), so sending out a squad to intercept him took too long, and I guess the Captain of the Guard isn't any faster.

Maybe time to think about building an outer wall with guard patrols around the perimeter of the embark.

Build a maze in front of the entrance but leave a short cut that can be opened when you send the troop.
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brewer bob

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Re: Chained guest -> caged guest
« Reply #12 on: February 20, 2020, 10:27:10 am »

Upon unchaining him he was put into a cage.

I've had a similar thing happen to a couple of guests convicted of theft & espionage. I ended up putting the cages into the attic of my migrant necromancer dwarf's house (who's gone stark raving mad and been running around naked and babbling for around ten years now).

UristMcPea

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Re: Chained guest -> caged guest
« Reply #13 on: February 21, 2020, 04:06:54 am »

Upon unchaining him he was put into a cage.

I've had a similar thing happen to a couple of guests convicted of theft & espionage. I ended up putting the cages into the attic of my migrant necromancer dwarf's house (who's gone stark raving mad and been running around naked and babbling for around ten years now).
They do dehydrate/starve to death eventually, don't they? (The caged guests, that is...)

I put mine behind a wall for the time being.
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coalboat

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Re: Chained guest -> caged guest
« Reply #14 on: February 21, 2020, 04:19:53 am »

I think guests don't need food or water. They drink for recreation only.
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