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Author Topic: Invader Justice  (Read 844 times)

Hippoman

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Invader Justice
« on: June 05, 2009, 10:33:39 pm »

Well i always hate having to hook up a goblin to a chain and then the guards standing there beat him to death.

so i was thinking...to add in Invader Justice. So that once captured they can be moved to a jail then executed.
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Sensei

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Re: Invader Justice
« Reply #1 on: June 06, 2009, 01:16:10 am »

Hogwash! You're not very creative. You can...

Place them in a room (by building their cages, forbid all the empty ones so the goblin cages are easier to get at) and flood it, or open up their cages with hostiles.

Throw them into pits via the pit menu (I>(move over pit zone)>P>Select creatures) into lava, an arena with hostiles, or other nastiness. How about a maze with traps? Or just 10 Z levels?

Leave them outside in cages and open them up when the elves siege you.

Leave them inside in cages and open them up with nobles demand adamantium.

Leave them inside in cages and open them up when you're bored.

...to spar with your soldiers.

...to smear their blood over the walls of HFS.

...etc, etc, so on and so forth.

Basically, it's not worth the coding time. Kill them yourself.
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Hippoman

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Re: Invader Justice
« Reply #2 on: June 06, 2009, 11:26:05 am »

lol i see...well i tried flooding them but i have alotta goblins...and no cages. plus this helps train my soldiers...
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Byakugan01

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Re: Invader Justice
« Reply #3 on: June 06, 2009, 11:31:31 am »

Sparring is generally a safer way to train your soldiers, though not as entertaining.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Hippoman

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Re: Invader Justice
« Reply #4 on: June 06, 2009, 11:36:30 am »

Is there a way to unarm the goblins i chain up to be killed?
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Byakugan01

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Re: Invader Justice
« Reply #5 on: June 06, 2009, 11:39:34 am »

Easy. Select their equipment to be dumped-you can do that from the "stocks" screen", they have masks and their armor and clothes should have the "narrow" tag on them. Their weapons not sure about-but they're always iron, and they often have weapons you simply CANNOT make.
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Hippoman

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Re: Invader Justice
« Reply #6 on: June 06, 2009, 11:44:02 am »

so 'z' then enter on stocks then find weapons and such?
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Silverionmox

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Re: Invader Justice
« Reply #7 on: June 06, 2009, 12:13:31 pm »

You can also mass designate their cages for dumping, then undesignate the cages themselves.
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Hippoman

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Re: Invader Justice
« Reply #8 on: June 06, 2009, 12:17:29 pm »

hmm. so i read about the tower dumping thing... about how high does the tower need to be to kill them.
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Byakugan01

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Re: Invader Justice
« Reply #9 on: June 06, 2009, 12:20:49 pm »

Try five z-levels. But really, why are you asking yourself how high it can be? You are a dwarf, the servant of armok. A better question is how high CAN it be. I'd personally go with as many as 10 z levels (or two and a hippo pit filled with water), but that's just me. Generally, it's dependent on toughness. A tougher gobbo has a higher chance of surviving the drop, and a fall of two or even 3 z-levels may not injure at all-and a fall of 1 will not. Go for five, and work up-or down-from there. Remember, it can just be a really deep pit, too.

Edit: because it's simpler just to drop them in using the pit designation. Using levers and realeasing them from cages involes more levers than needed.
« Last Edit: June 06, 2009, 12:24:29 pm by Byakugan01 »
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From Mr. Welch's 1350 things he is not allowed to do in a RPG:
148. There is no Gnomish Deathgrip, and even if there was, it wouldn't involve tongs.
171. My character's dying words are not allowed to be "Hastur, Hastur, Hastur"
218. No matter my alignment, organizing halfling pit fights is a violation.
231. I am not allowed to do anything that would make a Sith Lord cry.
240. Any character with more than three skills specializing in chainsaw is vetoed.

Hippoman

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Re: Invader Justice
« Reply #10 on: June 06, 2009, 12:22:20 pm »

Hmmm that hippo pit sounds good...

i just remembered...why not release them from thier cages then pull a lever that'll drop the floor of the tower making them fall to thier inpending doom 10z levels below?
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Enzo

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Re: Invader Justice
« Reply #11 on: June 06, 2009, 02:41:25 pm »

Why not indeed? Once they've been caged and released golbins should lose all will to fight and simply make a break for it if your plan to obliterate them fails completely. So do something fun with them. Personally, I like building a pool that spells ARMOK and creating a small execution platform a few Z-levels above it.

BLOOD FOR THE BLOOD GOD.

Bonus points if the pools contents can be drained upon unsuspecting invaders.
« Last Edit: June 06, 2009, 02:42:59 pm by kinseti »
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Hippoman

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Re: Invader Justice
« Reply #12 on: June 06, 2009, 02:45:57 pm »

if only i could find magma....
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Idiom

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Re: Invader Justice
« Reply #13 on: June 06, 2009, 03:58:04 pm »

I built a large room with flinging bridges on each side. A low wall divides each side. By flipping the levers back and forth I can fling the goblin prisoners from one end of the court to the other. There are no walls, just those 10 foot thick dwarf windows for spectators.

What I want is a hard coded happy thought from watching my contraption.

Other than that, get creative. Though I wouldn't mind being able to designate the prisoners for butchering.
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LegoLord

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Re: Invader Justice
« Reply #14 on: June 06, 2009, 04:04:20 pm »

It'd be nice if we could designate certain pits as exocution pits (and do the same with levers), where we would send captured invaders.

Actually, that sounds mean.  But it would be convenient.
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