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Author Topic: GIANT ANTS! BURN IN HELL!  (Read 7073 times)

Ubiq

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Re: GIANT ANTS! BURN IN HELL!
« Reply #15 on: February 12, 2010, 03:11:13 am »

What's left to solve the problem?

Cage traps, a Kennel, and [trAINABLE] fixes any animal-related issue. The next time orcs show up, greet them with a wave of War Giant Ants willing to give their life for their Queen. Or, if your civ has a male ruler, their Queen Megatron.
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Forumsdwarf

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Re: GIANT ANTS! BURN IN HELL!
« Reply #16 on: February 12, 2010, 03:12:04 am »

I've never actually encountered a giant ant.  Can they climb walls?  Can they cross water?  Do they have missile weapons?

The classic Marksdwarf turkey shoot from inaccessible terrain would seem to be the way to go, but if these ants can climb walls and swim and fly and stuff you might need to try something more ... inventive.
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personofshadow

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Re: GIANT ANTS! BURN IN HELL!
« Reply #17 on: February 12, 2010, 03:32:30 am »

Now there's a very simple process to determine the most dwarvenly way to fox this problem, just ask yourself the following questions and it'll resolve itself

Do I have unlimited magma?
Unfortunately we do not as you've already mentioned

Is there a needlessly complex way I can solve this problem?
Most likely!

Is water available?
Water availability opens up many options, though I don't know if you have water on your map

Whats this first needlessly complex idea that springs to mind?
Diverting a water source to wash the ants into the chasm

Have we tried it already?
No, we should begin construction immediately
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Imp

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Re: GIANT ANTS! BURN IN HELL!
« Reply #18 on: February 12, 2010, 04:15:07 am »

Forbidding the problem remains is the perfect short term solution.

If you dont have any remains you do want retrieved, change your refuse stockpiles not to accept them.  That way, remains wont ever attract your dwarves since there's no place to put them.

I do wonder though - remains and all other fleshy stuff (You mean chunks, right?  I think I've only seen remains called remains from dead vermin) should rot away, leaving only bones and skull.  It's been years and it hasn't rotted yet?
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Jopax

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Re: GIANT ANTS! BURN IN HELL!
« Reply #19 on: February 12, 2010, 06:12:16 am »

Not only that, bones should have dissappeared aswell if they are outside.Also, the best idea yet is the above one, wash them into the chasm :D
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Deon

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Re: GIANT ANTS! BURN IN HELL!
« Reply #20 on: February 12, 2010, 07:11:07 am »

You can't WASH things. At least in this version ;).
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Aspgren

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Re: GIANT ANTS! BURN IN HELL!
« Reply #21 on: February 12, 2010, 07:32:02 am »

just build a few crossbows
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The Scout

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Re: GIANT ANTS! BURN IN HELL!
« Reply #22 on: February 12, 2010, 08:07:21 am »

First upload the raws and 20 war dogs with a crossbowdwarf would kill them.
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100killer9

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Re: GIANT ANTS! BURN IN HELL!
« Reply #23 on: February 12, 2010, 08:17:27 am »

Forbidding the problem remains is the perfect short term solution.

If you dont have any remains you do want retrieved, change your refuse stockpiles not to accept them.  That way, remains wont ever attract your dwarves since there's no place to put them.

I do wonder though - remains and all other fleshy stuff (You mean chunks, right?  I think I've only seen remains called remains from dead vermin) should rot away, leaving only bones and skull.  It's been years and it hasn't rotted yet?
And that's the strange thing. The remains aren't even rotten. Can cave spiders kill bats? If so, then I'll just have to turn off collecting outside refuse. I have a sewer system, but pumping the water across the map IS needlessly complex. If I were to drop constructed walls on them, would they go kersplat?
I also DO have a champion marksdwarf, and a few recruits could also work. So many options... But marksdwarves result in the most blood/ichor.
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The Architect

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Re: GIANT ANTS! BURN IN HELL!
« Reply #24 on: February 12, 2010, 08:34:38 am »

you don't, you stay there and make a fortress on top of it anyway... its the dwarfly thing to do.

I think he assumed that at some point, you suggested abandoning the site. Which you didn't insinuate at all as far as I can tell.

Solving the problem... If they don't have Trapavoid, I suggest the good ol' puppy cage trap stratagem. In case anyone doesn't know to what I am referring, it works about as follows:

#c#
#p#
#$#
###

c: Cage Trap
p: Puppy
$: "Chain"

I'm using "c" because it looks better than ^ in this format.
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Jacob/Lee

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Re: GIANT ANTS! BURN IN HELL!
« Reply #25 on: February 12, 2010, 08:54:52 am »

Hmm…
I'd rather kill them. They generate lag. What's the best method?
Make some crossbows(or a lot) make lots of bolts. Draft the entire population and give them the crossbows. Send them there, and watch the show.

The Architect

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Re: GIANT ANTS! BURN IN HELL!
« Reply #26 on: February 12, 2010, 09:11:57 am »

That's definitely the most practical solution. I just assumed everyone else would think like I do and want the option to dispose of them at will from cages. They don't generate lag when caged :)
« Last Edit: February 12, 2010, 09:14:12 am by The Architect »
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100killer9

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Re: GIANT ANTS! BURN IN HELL!
« Reply #27 on: February 12, 2010, 09:29:04 am »

Alternatively, they ARE approximately under an undisturbed HFS... If I could wall of a passage, I could probably direct horrors from the deep on them. It would also create more problems than it solves, considering I'll have said horrors from the deep attacking my fortress afterward...
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

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Imp

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Re: GIANT ANTS! BURN IN HELL!
« Reply #28 on: February 12, 2010, 09:40:13 am »

And that's the strange thing. The remains aren't even rotten. Can cave spiders kill bats?


Vermin that touch webs die.  Even if you edit the web makers to not have any poison anymore ;p
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For every trouble under the sun, there is an answer, or there is none.
If there is one, then seek until you find it.
If there is none, then never ever mind it.

100killer9

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Re: GIANT ANTS! BURN IN HELL!
« Reply #29 on: February 12, 2010, 10:51:08 am »

Hmm... It seems that they have the [PET] tag, no [trAPAVOID] and have a modvalue of 6. There's also a second subterranean colony that I could easily capture and train to fight the abovegroubd colony, and then fight orcs.
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Just out of curiosity, what DOES Dwarf Fortress smell like?
Death, Booze, and Insanity.
Ladders are absolutely essential for one reason and one reason only:

Welcome, friends to Slaves to Armok III: Snakes and Ladders.
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