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Author Topic: Killing dwarves  (Read 998 times)

ninjanomnom

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Killing dwarves
« on: October 09, 2010, 04:17:08 am »

I just got in a shipment imigration of about 40 dwarves
how do i set my army to go kill some off?
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Lytha

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Re: Killing dwarves
« Reply #1 on: October 09, 2010, 06:18:07 am »

Don't do it with the army, else you get a loyalty cascade.

Instead, declare a burrow somewhere far off. Assign the little suckers to it. This stops them from making friends with the real inhabitants of your fortress, and you avoid these getting bad thoughts in a short while.

Then build a drawbridge (3x3 tiles is sufficient) next to the burrow and pull it up.

Redraw the burrow and place it below the drawbridge.

Wait that the little suckers moved into their new home burrow.

Pull the lever.

The disadvantage is that you often don't hit the 3 billion pets that they brought with them.


You could also construct a drowning chamber or a magma chamber or simply a room that you can wall off for immigration waves, but I personally find the drawbridge solution the cleanest way of dealing with immigrants.


If you've an open volcano, you could also construct some floor tiles on top of it, place the burrow of the immigrants there, and then deconstruct the floors that connect the burrow with the obsidian shaft of the volcano. This sounds like it's prone to mistakes though; so for instance some of your own dwarves might do the deconstruction and join the immigrant suckers on the way to the bottom. Also, the ground floor of the volcano might get cluttered with lose rocks if you used magma-safe materials. It's probaby very satisfying anyway.


Or make a room full of spike traps for the burrow, and have a native dwarf pull the lever a lot. If an immigrant survives this, you'll have a legendary dodger right there. And the rest of the little suckers will die as they should.


Another interesting way could be to somehow make them fall a couple of hundred z-levels, but then you get all the bones and the clothes cluttering your floor.


There are probably some more satisfying ways, like encasing them in ice or in obsidian, but they will require a lot of work, most likely.
« Last Edit: October 09, 2010, 06:29:30 am by Lytha »
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Lytha likes fire clay, rose gold, green glass, bags, the colour midnight blue, and cats for their aloofness. When possible, she prefers to consume tea and cow cheese.

xellas84

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Re: Killing dwarves
« Reply #2 on: October 09, 2010, 06:20:33 am »

... Why?

I love immigration waves.  Half the time there's at least 2 or 3 of em with a fairly high talent that could be useful, and the rest are good for the 5 million hauling jobs I need done all the time.
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Lytha

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Re: Killing dwarves
« Reply #3 on: October 09, 2010, 06:27:10 am »

... Why?
Why? Believe it or not, some people prefer to have slow starts for their fortress instead of being a barony in the first autumn and having a mass-industry going on by the first summer.
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Lytha likes fire clay, rose gold, green glass, bags, the colour midnight blue, and cats for their aloofness. When possible, she prefers to consume tea and cow cheese.

xellas84

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Re: Killing dwarves
« Reply #4 on: October 09, 2010, 06:30:43 am »

To each their own I guess.

I'm off to catalog my latest migrant wave.  Hopefully I'll get a high level weaponsmith in this one, so I don't have to keep wasting tons of iron training up my current one.
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Urist McSpearfwarf: RARRR... I'm a big bad Falcon Demon named Murray who doesn't know what a Legendary Miner is. I'm a MONSTAAA! RARRRR! Oh, oh, pick in my brain. Down I go.

Auto Slaughter

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Re: Killing dwarves
« Reply #5 on: October 09, 2010, 10:04:57 am »

The reason why people don't like frequent migrant waves is because it's very easy to spend all of your time dealing with them - cataloging them, sorting them into different professions, building bedrooms for them, dealing with food shortages caused by their arrival - rather than building your fortress or industries or exploring.

I don't think it was mentioned above, there's a population cap setting in the d_init file that can be used to limit migration once your fortress reaches a certain size.
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Davichococat

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Re: Killing dwarves
« Reply #6 on: October 09, 2010, 10:37:50 am »

Oh, I love a way to kill miners dwarfs: Channel, creating a pit. Now set the pit to pond. Hehe, the dwarfs slowsly kill it. Mwhaha, I am evil. xD But it only works with equipped miners, so dont is the solution for you. Make a drawbridge, like Lytha said.
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rephikul

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Re: Killing dwarves
« Reply #7 on: October 09, 2010, 10:54:22 am »

Killing off inferior immigrants improve your gene pool. It's also probably nicer having 79 superhuman dwarves instead of 160 "quick to tire" ones. Since i modded the game and mountainhome has like 2000 dwarves to pool from i dont particularly care about 'em newcomers. Unfortunately it also mean embarking on cities makes the game unplayable
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petersohn

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Re: Killing dwarves
« Reply #8 on: October 09, 2010, 11:48:29 am »

The disadvantage is that you often don't hit the 3 billion pets that they brought with them.
Don't atom smash the pets. Your butcher can make very good use of them.
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Psieye

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Re: Killing dwarves
« Reply #9 on: October 09, 2010, 02:45:54 pm »

The disadvantage is that you often don't hit the 3 billion pets that they brought with them.
Don't atom smash the pets. Your butcher can make very good use of them.
This only applies after the pet owners have been killed. Which is the point of this thread, but it's best not to confuse newbies reading this.
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xellas84

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Re: Killing dwarves
« Reply #10 on: October 09, 2010, 03:21:00 pm »

Killing off inferior immigrants improve your gene pool. It's also probably nicer having 79 superhuman dwarves instead of 160 "quick to tire" ones. Since i modded the game and mountainhome has like 2000 dwarves to pool from i dont particularly care about 'em newcomers. Unfortunately it also mean embarking on cities makes the game unplayable

The danger room seems to increase all dwarven stats except for resistance to disease, so you could just give each dorf a year in the danger room and call it good.
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Urist McSpearfwarf: RARRR... I'm a big bad Falcon Demon named Murray who doesn't know what a Legendary Miner is. I'm a MONSTAAA! RARRRR! Oh, oh, pick in my brain. Down I go.

rephikul

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Re: Killing dwarves
« Reply #11 on: October 09, 2010, 03:30:29 pm »

Killing off inferior immigrants improve your gene pool. It's also probably nicer having 79 superhuman dwarves instead of 160 "quick to tire" ones. Since i modded the game and mountainhome has like 2000 dwarves to pool from i dont particularly care about 'em newcomers. Unfortunately it also mean embarking on cities makes the game unplayable

The danger room seems to increase all dwarven stats except for resistance to disease, so you could just give each dorf a year in the danger room and call it good.
It seems their base stat is remembered and used for gening, not their total stat.
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Intensifying Mod v0.23 for 0.31.25. Paper tigers are white.
Prepacked Dwarf Fortress with Intensifying mod v.0.23, Phoebus graphics set, DFhack, Dwarf Therapist, Runesmith and a specialized custom worldgen param.