Bay 12 Games Forum

Please login or register.

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

Author Topic: Artifact theft, Criminal Bosses and Organizations - How to Counter?  (Read 5673 times)

PatrikLundell

  • Bay Watcher
    • View Profile

According to the forum, artifact claims and thefts are only for "wearable" items, which would include armor/clothing, weapons, and trinkets, but I've also had a claimed toy stolen, so the "wearable" category has to go somewhat beyond the obvious candidates, and I also think I've seen claims for instruments (presumably not stationary ones), and "book" claims are legion. Even if they would claim furniture, they probably don't know how to deconstruct built furniture.
Note that all of the items listed above a claimable are things that are "normal" to carry in inventories, but if that was the criterion the category would also include buckets and stepladders, and probably other items as well.
Logged

Urist9876

  • Bay Watcher
    • View Profile

Mooding dwarf creates artifact. Claims it as personal belonging. I make pedestal and put it on display in his room. Pedestal is not linked to anything. It's just part of his room. Artifact gets stolen.

Made quite a few artifacts after. Didn't bother to display. They in workshops, bins and stockpiles. None got stolen.

Putting something on display, even in a private room, is asking for trouble it seems.
Logged

PatrikLundell

  • Bay Watcher
    • View Profile

Mooding dwarf creates artifact. Claims it as personal belonging. I make pedestal and put it on display in his room. Pedestal is not linked to anything. It's just part of his room. Artifact gets stolen.

Made quite a few artifacts after. Didn't bother to display. They in workshops, bins and stockpiles. None got stolen.

Putting something on display, even in a private room, is asking for trouble it seems.
No. They'll target what they want. A display does nothing one way or another as such, but as someone sad somewhere, having the item at a location where lots of dorfs see it frequently should cause the alarm to be sounded faster. Thus, having the item stored in a place few dorfs visit will typically take it longer before the absence of the item is noted, and more or less guarantee there are no eye witnesses.
Logged

knutor

  • Bay Watcher
  • ..to hear the lamentation of the elves!
    • View Profile

More I play 47.04, the more I think display, is used for increasing the value of a meeting place. So I put adamant blocks in them. Ill let ya know my findings. Artifacts in there own SP. With dog and guard on defend burrow near door. Inside door, so can witness last to pickup.
Logged
"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

Thon

  • Bay Watcher
    • View Profile

Easiest answer is just let them have it and be over with it. It makes the maker a bit sad that it's stolen but it's counterable with good food/room/vacation time. Plus it has the added benefit of no more dwarves getting corrupted and becoming an accomplice and dwarves randomly spending time in jail. But that's not the dwarven way.

My solution is a fort that can be put in lockdown as soon as artifact stolen warning pops up. High walls are not solution since if you're not fast enough, villians can and will climb from the inside of the walls to outside and make off with the artifact. Second is room placement, have the inn/taverns actually away from surface. Criminal meetings mainly happen in inns and taverns BUT I have seen an outsider marked "Farmer" dressed as a farmer hanging around in my fields and meeting with the dwarf who stole the item so back to lockdown.

Main formula I saw is criminal visits ( can be marked anything from diplomat to criminal , repeat offenders are common so I watch them closely when their name pops up ( first successful theft taught me a lot and that guy returning to steal something else never saw the light of day ), corrupts a dwarf, dwarf spends a lot of time near artifact while having "No job".  When coast is clear, makes off with the artifact or spends far too much time because others are around and steals it regardless, resulting in very fast arrest.

After dwarf steals it, makes a beeline to the visitor, still marked as "no job" so it's kind of an indicator to narrow down the list. You can actually see them carry the item in their inventory if you check the inventory of every dwarf going away from the artifact's place.

I usually find who took the artifact, send captain of the guard to interrogate, dwarf usually fesses up and gives the name of the accomplice, who also gets interrogated for the conspiracy, regardless they fess up or not, they both end in jail. Lockdown over, artifact is confiscated back OR the criminal still has it. If they don't have the artifact, they are free to leave. If not, once they are moved to a cage, I order usual cage strip, which usually results in artifact and other bits of clothing confiscated, then they are free to leave. Presumably with their hands too busy covering up their privates to do any stealing. Last resort is dwarven firing squad to retrieve the artifact from cold dead hands.

The boss of the organization STILL wants that artifact however, so they will make another attempt.  At which point, if you have put the artifact in a very remote location in your fort, there's plenty of time to respond. Not to mention, the guy who's sent to retrieve it is probably the same guy from previous attempt. You can try to interrogate them for something else and they may end up confessing before the crime has happened but it's likely they have corrupted the dwarf so theft is still going to happen with your dwarf bringing the artifact while he's still in jail or as soon as he's released. It's quite buggy to be honest.

Executed 3 criminals, arrested 4 different criminals ( one of which decided to leave the organization and became a poet it seems, in another fort, I'm keeping close watch on that goblin ). They seem to be hailing from a cave which I can't find on the map by the way. So I can't just send troops to level the place.

Spent about 5 hours playing around the bugs and testing stuff... All for a kangaroo bone bracelet... It's not even that expensive but damnit it belongs to MY FORT.
Logged

knutor

  • Bay Watcher
  • ..to hear the lamentation of the elves!
    • View Profile

You prolly know this. But for those that dont.. a good bedroom decor, is a terrarium, with a dorfs favorite, or most disliked vermin, inside.

Not sure why artifact creation says that, nowadays, about claiming, etc.. unless inaddition to crafter, all his family get sour stress from its theft, unlike just crafter with a mastercraft item destruction or theft.

Mooding dwarf creates artifact. Claims it as personal belonging. I make pedestal and put it on display in his (bed)room.
Logged
"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile

After dwarf steals it, makes a beeline to the visitor, still marked as "no job" so it's kind of an indicator to narrow down the list. You can actually see them carry the item in their inventory if you check the inventory of every dwarf going away from the artifact's place.

You can just locate the stolen artifact in the artifacts list, then set a hotkey to it and zoom directly to the artifact.
Logged
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)?

Thon

  • Bay Watcher
    • View Profile

After dwarf steals it, makes a beeline to the visitor, still marked as "no job" so it's kind of an indicator to narrow down the list. You can actually see them carry the item in their inventory if you check the inventory of every dwarf going away from the artifact's place.

You can just locate the stolen artifact in the artifacts list, then set a hotkey to it and zoom directly to the artifact.

Huh, didn't know that. Usually do the search paused so it's not really a race against time. Does it still work if it is concealed by the dwarf ? Because every time I find it, it's in the inventory but marked as "Hidden".
Logged

KevinM

  • Bay Watcher
    • View Profile

I noticed that some dwarves get a happy thought by putting something on display. (I put in an artifact figurine in a display case).  I haven't seen if they get a thought about what is in the display case after yet.   My other artifacts were put behind a wall, but I think I'm just going to dig a well (with two water layers) and dump the figurine and any new artifacts into it to prevent anything from getting to them.

Except if I have a useless artifact sword. That'll go into the pond.
Logged

Thon

  • Bay Watcher
    • View Profile
Re: Artifact theft, Criminal Bosses and Organizations - How to Counter?
« Reply #24 on: June 01, 2020, 11:33:44 am »

Update from Tulonniles. After about 15 thwarted attempts, they have managed to make off with my kangaroo bone bracelet... Stolen message didn't pop up until it was long gone.

Seeing this as an opportunity to check how the systems work, wore my cheater pants, made a copy, retired the fort, opened up the legends, found who took it, where it's been stashed and after some search via legends viewer program, located the cave.

Immediate embark on top of the cave location ( which are hidden in my worldgen ) with 7 wrestlers, followed by a beeline to the cave leading all the way down to the 2nd cavern layer where the warlord was hanging out. Dwarven justice has been served.

Sadly however, artifact has disappeared. I did confirm the warlord was in fact wearing the damn thing but upon death, it just disappeared. I can see the artifact in the artifact menu. I can claim it but can't haul it, move it or set it for a display. It doesn't show up on stocks either. Savescummed to go with an adventurer as well but... I got lost in caves and got eaten by spiders.

I will probably do it again when I finally decide to retire this fort and start a new one. Hopefully that will be one less criminal organization to deal with but I'm not too optimistic.

In case anyone is wondering, proximity has nothing to do with these plots. My forts are near northernmost part of the map and the cave in question was all the way down south.
Logged

Bumber

  • Bay Watcher
  • REMOVE KOBOLD
    • View Profile
Re: Artifact theft, Criminal Bosses and Organizations - How to Counter?
« Reply #25 on: June 01, 2020, 04:05:02 pm »

Does it still work if it is concealed by the dwarf ? Because every time I find it, it's in the inventory but marked as "Hidden".

Yes.
Logged
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)?

knutor

  • Bay Watcher
  • ..to hear the lamentation of the elves!
    • View Profile
Re: Artifact theft, Criminal Bosses and Organizations - How to Counter?
« Reply #26 on: June 01, 2020, 07:56:58 pm »

In case anyone is wondering, proximity has nothing to do with these plots. My forts are near northernmost part of the map and the cave in question was all the way down south.
Was this a dorf warlord when you peeked in Legends? I am cutting my mtn caves # in half in my worldgens. Dont want an unreachable mtn cave, like that. Thank you for sharing this experience. Wierd it poofed.
Logged
"I don't often drink Mead, but when I do... I prefer Dee Eef's.  -The most interesting Dwarf in the World.  Stay thirsty, my friend.
Shark Dentistry, looking in the Raws.

Thon

  • Bay Watcher
    • View Profile
Re: Artifact theft, Criminal Bosses and Organizations - How to Counter?
« Reply #27 on: June 02, 2020, 05:36:16 am »

Goblin warlord. Married to the goblin who's going fort to fort conspiring to steal shit. Gets beaten up when and caught doesn't get jailed unless I catch him with the artifact in hand. I'm trying to do this "Legitimately" so waiting until the day, when he's interrogated successfully for the second crime that pops up. Another reason I'm letting this play out as long as it is right now is, one of the conspiracies involve carrying out a coup and for some reason a kangaroo bone bracelet and copper amulet is a crucial part of their masterplan....

Conspires with dwarf - > Dwarf steals gets caught red handed -> Confesses in interrogation, gives up the goblin -> New crime ( Conspiracy ) pops up in justice menu, said middlegoblin is implicated, I interrogate , regardless he confesses or not I convict him, but HOPING he would implicate the actual warlord instead of "Accuses somebody" . I'm assuming unless the accomplice is actually in the map, they don't show on interrogation reports. Counterintelligence report shows ALL the attempts he made at the moment ( including in the other fort ) head of organization is still unidentified.

Regarding unreachable map, I believe if you select caves visible on embark, you can actually see them on the map, not sure if you can send squads to explore/raze. This cave's enterance was from the ground but they are not visible because I didn't choose it on world gen.

I used the 3rd party legends browser to basically - search goblin -find leader -find the location (lockmined) and find the location in ACTUAL world. Did triangulating from visible markers, did a 7x7 embark , located it, and then savescummed to have a smaller grid over the cave. It was however linked to cavern layer 1, which WAS linked to cavern layer 2 so it's a royal pain to navigate with fog of war of adventurer mode. It had an equal chance to be genned like the cute minatour labyrinths you know.

I may give up eventually and block exits in the tavern he's chilling when he shows up in my fort again. Send in the militia, ask civilians to leave and then send the corpse haulers and the civilan cleanup crew or if he's actually imprisioned, I'll wait till he's in a cage and forget the cage in my obsidian farm before I pull the lever to cast another batch. Whichever brings his wife to take revenge on my fortress.

Update - Have been playing with the test save. As soon as I embark on the cave, I start off with 2 artifacts on the L menu. I can select artifact - claim/forbid it. So far so good. F1 to zoom does nothing UNTIL I locate the goblin warlord. Then immediately focuses on the goblin. When goblin dies, drops everything in inventory EXCEPT the artifact. Artifacts still visible on menu. Still can claim/forbid it. Can see it on the stocks menu. Does not get hauled to a stockpile. If I produce a pedestal, I can choose the artifact to be put to display, but no hauling. Also the mini map you get while selecting the artifact is completely blank. I did dfhack reveal to see if it was jumping somewhere else in the map. It doesn't seem to be the case.

I will also try reveal the circus or channel the area near the goblin if somehow the artifact is getting stuck in a wall or something but I highly doubt it. Using dfhack reveal upon embark makes artifact zoom direct to warlord. Only place I haven't checked is the circus.

I can also try to retire-reclaim. If they are set to display, they may magically be put on there upon return.


Btw, I did post this on the bug tracker, though I'm starting to get worried that I wasn't supposed to since I'm using the latest starter pack, which comes with dfhack.
« Last Edit: June 02, 2020, 10:49:42 am by Thon »
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Artifact theft, Criminal Bosses and Organizations - How to Counter?
« Reply #28 on: June 02, 2020, 10:51:49 am »

Use DFHack to check if the artifact has the Hidden flag set (I think this flag is accessible from the Stocks menu when set under normal circumstances) and whether it has the Trader flag set. The latter flag is often set on artifacts dropped by visitors slaughtered by invaders, and while it's set it's impossible to move.
Logged

Thon

  • Bay Watcher
    • View Profile
Re: Artifact theft, Criminal Bosses and Organizations - How to Counter?
« Reply #29 on: June 02, 2020, 11:08:11 am »

Use DFHack to check if the artifact has the Hidden flag set (I think this flag is accessible from the Stocks menu when set under normal circumstances) and whether it has the Trader flag set. The latter flag is often set on artifacts dropped by visitors slaughtered by invaders, and while it's set it's impossible to move.

Hmm, now we're getting somewhere. Trying to get the hang of the new toy.
I just found something interesting. Position XYZ of the artifact is nowhere near the Villian's XXTroll fur sockXX.

Update. Kinda what I suspected there. Checked via N menu, X Y values correspond to what gm-editor position shows. Z is wonky, Z value from editor is 22, value from N is -17  .

Artifact's Z value is 65 I think it got placed 20 Z levels below the eerie pits. ( Gauntlet) other one also got scattered somewhere else, random X Y Z value compared to artifact, which is also below Eerie pits.

Still counted as in inventory of something. Hidden tag is false, foreign is false. Messing with XYZ values resulted in artifacts disappearing from stocks menu.

Here I was thinking PLAYING the damn game was hard.

Okay, so far what I have been able to do.

I have managed to move them to the normal terrain. For the first artifact, I went by intuition ( lol ) on the Gm menu. It resulted in a "Ghost artifact", Ie I can see it, I can't select it on map, or check the menus via loo(k).
Dwarves had NO problem whatsoever to haul it and put it on a pedestal. Half success.

Second one, ran my actual fort on parelel. Dropped an artifact on the floor, went piece by piece, set all the values to the artifact I'm trying to move. ( I noticed temperature dependant data was all set automatically to 0 when I checked the bugged artifact with gm-edit, oh well, I'm not messing with temp data, I don't want to mess anything up, you see where I'm going with this ? )

The second I unpaused the game, second artifact transformed in pink smoke lol. I'm assuming, I HAVE managed to make it interactable/selectable/ useable, then temperature interaction hit and since it was set to vaporise at 0 urists well...

I'll update my bug report, change artifact bugged to " Transports to random X Y location several layers below eerie pits with temperature data cleared "
« Last Edit: June 02, 2020, 11:53:12 am by Thon »
Logged
Pages: 1 [2] 3