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Author Topic: Grim Fortress: Cultivating Fell/Macabre Moods  (Read 3181 times)

Warlord255

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #15 on: September 29, 2008, 01:33:30 pm »

The fortress has been started!

Wood cabins next to an open volcano in a thick Terrifying forest.

Brewing only Rat Weed ,the lowest-quality booze, for productivity; bonus unhappiness from drinking it ad infinitum should piss my dwarves off nicely.
You could preserve your supplies and lock it up, only opening the door when dwarves get too slow, then lock it up again once they've been boozed up once. This would also hit them with the booze deprivation thought.

Again, I'd rather have my engine of self-destruction chugging along at full speed. :P

OH! And an important question; chaining a dwarf to their workshop. Possible?
« Last Edit: September 29, 2008, 01:35:18 pm by Warlord255 »
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Duke 2.0

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #16 on: September 29, 2008, 02:44:18 pm »

The fortress has been started!

Wood cabins next to an open volcano in a thick Terrifying forest.

Brewing only Rat Weed ,the lowest-quality booze, for productivity; bonus unhappiness from drinking it ad infinitum should piss my dwarves off nicely.
You could preserve your supplies and lock it up, only opening the door when dwarves get too slow, then lock it up again once they've been boozed up once. This would also hit them with the booze deprivation thought.

Again, I'd rather have my engine of self-destruction chugging along at full speed. :P

OH! And an important question; chaining a dwarf to their workshop. Possible?

 I know it IS possible to have dwarves trapped in cages. Set up a system where you have a room filled with cage traps, no larger than how far cave-in smoke can go. Lock your now to be trapped dwarves into the room, and set up a second room next to it with a wall of fortifications separating them. In the second room, rig a cave-in. Preferably by a support with a floor tile built on it. The cave-in smoke will knock out the dwarves in the adjacent room through the fortifications, causing the traps to trap the dwarves.

 Through I believe dwarves will escape if you try to have them hauled outside of the cage. Mayhaps have the cage next to the rope you want the dwarf tied to?
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Warlord255

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #17 on: September 29, 2008, 02:53:40 pm »

The fortress has been started!

Wood cabins next to an open volcano in a thick Terrifying forest.

Brewing only Rat Weed ,the lowest-quality booze, for productivity; bonus unhappiness from drinking it ad infinitum should piss my dwarves off nicely.
You could preserve your supplies and lock it up, only opening the door when dwarves get too slow, then lock it up again once they've been boozed up once. This would also hit them with the booze deprivation thought.

Again, I'd rather have my engine of self-destruction chugging along at full speed. :P

OH! And an important question; chaining a dwarf to their workshop. Possible?

 I know it IS possible to have dwarves trapped in cages. Set up a system where you have a room filled with cage traps, no larger than how far cave-in smoke can go. Lock your now to be trapped dwarves into the room, and set up a second room next to it with a wall of fortifications separating them. In the second room, rig a cave-in. Preferably by a support with a floor tile built on it. The cave-in smoke will knock out the dwarves in the adjacent room through the fortifications, causing the traps to trap the dwarves.

 Through I believe dwarves will escape if you try to have them hauled outside of the cage. Mayhaps have the cage next to the rope you want the dwarf tied to?

All well and good, but if you get them chained, can they work at a workshop if the materials are nearby?
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Derakon

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #18 on: September 29, 2008, 03:52:23 pm »

You can't chain them up and get them into a workshop, because they must be in the center of the workshop to use it, and chains only have a length of 1.

Nice idea, though.
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Warlord255

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #19 on: September 29, 2008, 04:21:23 pm »

You can't chain them up and get them into a workshop, because they must be in the center of the workshop to use it, and chains only have a length of 1.

Nice idea, though.

Perhaps a good excuse to make longer chains.
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Refar

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #20 on: September 29, 2008, 04:35:22 pm »

it might be possible to chain them above the workshop, with the tile above the worksops center channeled out, if the chains allow movement in z-levels.
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Warlord255

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #21 on: September 29, 2008, 06:02:22 pm »

it might be possible to chain them above the workshop, with the tile above the worksops center channeled out, if the chains allow movement in z-levels.

My first idea for using chains on the Z-axis would be GALLOWS.
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Pilsu

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #22 on: September 30, 2008, 03:34:41 am »

Yes, dwarves are planned to start choking when tied to a rope and the floor disappears. I do hope Toady plans to allow us to use the justice system ourselves or it'll be useless


Assigning war dogs to a dwarf tags them as pets. They can still be slaughtered, despite being owned. See for yourself if you don't believe me
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Warlord255

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #23 on: September 30, 2008, 04:33:08 am »

Yes, dwarves are planned to start choking when tied to a rope and the floor disappears. I do hope Toady plans to allow us to use the justice system ourselves or it'll be useless


Assigning war dogs to a dwarf tags them as pets. They can still be slaughtered, despite being owned. See for yourself if you don't believe me

This is a good idea.

Also, my currently Talented bonecrafter just got married.

...

...

...

I don't have to tell you how I'm going to use this.
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Refar

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #24 on: September 30, 2008, 04:42:10 am »

Lock him in the workshop with the wife, till one of them get a makabre mood and murder the other...
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Wolfius

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #25 on: September 30, 2008, 07:39:25 am »

Making a dwarf unhappy should be fairly simple - just conscript/dismiss a peasant with no skills alot.

Lock him in the workshop with the wife, till one of them get a makabre mood and murder the other...


Also, murder their children, tho you might need to wait for the babies to become actual children, so you can lure them between lockable doors.

In fact, you can get them to pull the lever that will kill their children.
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juanoleso

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #26 on: October 02, 2008, 03:13:44 pm »

Did you get this to work?  Any interesting artifacts.  I've never had a fell or macabre mood, but then again I haven't really had my dwarves get too unhappy, yet...
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Warlord255

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #27 on: October 02, 2008, 10:21:19 pm »

Did you get this to work?  Any interesting artifacts.  I've never had a fell or macabre mood, but then again I haven't really had my dwarves get too unhappy, yet...

I would think fell/macabre moods would be easier to obtain if there was a much more visible "happiness meter" so you could juggle luxuries/tragedies to keep them stable.
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Yami

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #28 on: October 03, 2008, 12:58:58 am »

You could try using DF companion to check happiness levels.  I used it a bit back when i was trying to train my dwarves in throwing.  Sadly they gain too little skill and never seem to toss stuff in actual combat.

Also, my tactic for moody dwarfs was pouring magma all over everyone's engravings.  I'm sure you could just mine them out or something easier though and get the same effect.
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Hishan

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Re: Grim Fortress: Cultivating Fell/Macabre Moods
« Reply #29 on: October 03, 2008, 11:08:26 am »

So dwarf happiness influences fell and macarbe moods? Interesting...I never kwew that.

As for getting this affect, regular executions of "friendly" dwarves, no tombs/graveyard, no refuse pile, butcher EVERYTHING, make a pet killing room(theyre pretty easy to make), grow only minimal booze of the same type, only grow plump helmets and lock the food room randomly to encourage hunger.
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