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Author Topic: Immigrant RAID Array  (Read 1330 times)

smigenboger

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Immigrant RAID Array
« on: January 24, 2010, 01:09:48 am »

I've been wondering if you can isolate an immigrant wave and put them into a sealed area with a farm plot, still, bed, table, and maybe an elaborate statue of some sort to be used as a back-up for if a tantrum spiral got out of control and would end up killing everyone off. Has this been done before or would it be effective?

(Unfortunately, my computer at home has a dismal frame rate, so I have to wait to have access to 'the good computer' to try any new ideas)
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Grimlocke

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Re: Immigrant RAID Array
« Reply #1 on: January 24, 2010, 01:21:35 am »

All possible, even more so in the next version where you can set seperate burrows. Right now you would have to lock them up. The dwaves should stay fairly happy by themselves as long as they have plenty of food and booze. Just give them a variety of seeds so they dont get tired of just 1 type of food. You could even give them a little livestock.

Upon arrival of your new migrants, lock your old fort, open your new fort and set a meeting area in it. Once all your migrants are inside, lock it up, and have them do their jobs.

You can do this even with single dwarves, I once made a factory line consisting of one or a few dwarves locked in their own self sustained rooms. One with a butchery, one with a tannery, one with a leather workers, etc. Even the annimals automatically dropped in there. The dwarves were all quite pleased with thier fate, suprisingly. Especialy the ones that got to do some socialising with their cell room mate.

It was a but of hassle though, as there I had no way to automatically transfer items between rooms. Had to dump them manualy. Might try this in more detail next version, maybe with some overly elaborate system that periodically washes stockpiled items into other rooms.
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Beanchubbs

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Re: Immigrant RAID Array
« Reply #2 on: January 24, 2010, 01:22:40 am »

It would work, as long is there are no passages to the main fort. It'd basically be like having 2 seperate forts on the same map. Make sure they people you send to the bunker don't have any friends from the main fort, then fun would ensue.

Edit: ninja'd
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Rolan7

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Re: Immigrant RAID Array
« Reply #3 on: January 24, 2010, 01:55:32 am »

An excellent idea, and yes it would work.  If you let them drink water, or use the job manager to place drink orders, you can set it up to run without any interference at all (up to about 150 years when they start dying of old age).

I never thought of it as a backup plan for sieges or tantrum spirals though.  As others have said, if they aren't friends with the other dwarves (and they won't become friends if they're separated) then they don't give a rat weed what happens to them.

Looking forward to burrows as well, oh yes.
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Hyndis

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Re: Immigrant RAID Array
« Reply #4 on: January 24, 2010, 02:26:21 am »

You would probably have to use a different type of crop, but this should be easy enough to do. Just have them grow strawberries or something on the surface. Set up a well for them. Then wall them off.

So long as they have food and water they will be find. Make a tiny, 1x1 meeting zone for them. They will complain about the food and no booze, but they will be too happy chatting with friends to become upset. This will also get you a large number of children.
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monkeyfetus

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Re: Immigrant RAID Array
« Reply #5 on: January 24, 2010, 04:48:22 pm »

You'd have to watch out for moods, unless you disable artifacts or don't dig underground.
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smigenboger

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Re: Immigrant RAID Array
« Reply #6 on: January 24, 2010, 04:50:47 pm »

You could always recruit them and order them to stay put, aside from the moody dwarf. It would be great to have some skilled labor as part of your back-up.
What I was getting at was has anyone successfully had a backup that kept them from having to reclaim?
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GrafZeppelin

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Re: Immigrant RAID Array
« Reply #7 on: January 24, 2010, 04:57:45 pm »

It happened to me once, but it was completely unintentional, and they were scattered across the map in 4 groups. One of the groups was caught by the siegers, the dragon, and the HFS all at once. After the program lagged for five minutes, all I saw were dead dwarves.

I abandoned the fort after the siege ended and the HFS and dragon suffocated from smoke.

smigenboger

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Re: Immigrant RAID Array
« Reply #8 on: January 24, 2010, 05:31:03 pm »

Makes me wonder about using smoke as a weapon, perhaps as a projectile instead of just another way to flood a room
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GrafZeppelin

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Re: Immigrant RAID Array
« Reply #9 on: January 24, 2010, 05:48:51 pm »

I forgot to mention that the smoke was from dwarves.

It's a very, VERY risky venture, and only works if they have a respiratory system, ie no [NOBREATHE] tag. It also can make the problem (if used for a tantrum spiral) worse, because it causes unhappy thoughts and can damage the lungs.

It also takes a lot of smoke to have them SUFFOCATE from it. I suggest lighting your fat reserves on fire, along with some clothes.

Blargityblarg

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Re: Immigrant RAID Array
« Reply #10 on: January 24, 2010, 05:52:48 pm »

AFAIK, smoke doesn't hurt dwarves at all, except indirectly via bad thoughts.
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GrafZeppelin

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Re: Immigrant RAID Array
« Reply #11 on: January 24, 2010, 06:03:17 pm »

I've had dwarves suffocate in smoke, in extreme cases.

Also, I forgot to mention that any sort of project involving fire is very Fun.

Blargityblarg

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Re: Immigrant RAID Array
« Reply #12 on: January 24, 2010, 06:12:06 pm »

Are you sure that they didn't get injured by the fire?

It's just that I recently did a little mod for a thread about making furnaces smoke, and I'm worried that I've killed off someone's fort.
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IronyOwl

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Re: Immigrant RAID Array
« Reply #13 on: January 24, 2010, 06:13:05 pm »

Bear in mind that if all you're concerned about is tantrum spiral insurance, the forts don't need to be completely sealed off, just enough that they have no meaningful social contact or rampage proximity issues. This fact could be especially useful if you want to occasionally open a bridge to deliver food to your metalsmiths, for instance, or ensure each fortlet can move things to and from your lone depot.

The only real issue is that I think dwarves pick random items/rooms, not close ones, for certain tasks, so you might or might not need to lock the doors or flood the rooms to stop them from eating meals wherever they pleased or grabbing stones from the glassworkers' station. Even then, making bedrooms and work areas in one place would deal with a lot of the spiral's power.
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smigenboger

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Re: Immigrant RAID Array
« Reply #14 on: January 24, 2010, 06:34:29 pm »

The update will help sort those problems out, although that is some good problem solving on your part.

Two quick things, how can you start fires, especially without magma? And do you think the update will be data-overload? It looks amazing, but I have the feeling it's going to chug really bad, especially for my main computer that already has trouble with DF.
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