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Author Topic: Detaining/interrogating visitors  (Read 587 times)

Foxite

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Detaining/interrogating visitors
« on: October 22, 2020, 01:04:44 pm »

There's like 20 adventurers in my tavern, all on the same quest for an artifact made by one of my citizens. I am not going to let go of it, and I want to know who's sending them.

Is there any way to take these guys prisoner and interrogate them?
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The best way to demonstrate it to him is take a save of 40 year old fortress with 150 dwarves in it on a good sized embark with a volcano that just breached the circus and install it on his gaming rig and watch it bring his rig to its knees.

PatrikLundell

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Re: Detaining/interrogating visitors
« Reply #1 on: October 22, 2020, 04:32:52 pm »

If someone has committed a crime you can haul anyone in and interrogate them about it. Assuming they crack they'll spill the beans on any crimes they've been involved in (including irrelevant ones on other places. While sort of interesting, they clutter up the info screen). However, I doubt this artifact quest(s) is considered a criminal act (until the point at which they attack). Remember that questers predate Villains, and they're open with what they seek. I don't know if even their quest turning violent is considered a criminal plot, due to the greater age of that system. It can be noted that when questers petition for the artifact they reveal who they're working for, although that hardly matters in the end, as the fortress made artifacts I examined in Legends Mode were claimed from afar by about two buggers per month, resulting in hundreds of claims for each of them (and for the time being you can't do anything about the villains anyway, short of retiring and sending your adventurer after them).

I use a script to teleport all villain agents directly down into the magma sea, and they started to thin out a little after 50 years or so (at which time almost all the legitimate visitors had dried up due to death to old age, invasions, or lethal evil rain).
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