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Author Topic: Migrant Disposal System  (Read 3373 times)

Jacob/Lee

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Re: Migrant Disposal System
« Reply #30 on: December 21, 2010, 12:12:48 pm »

Most of my useless migrants go to my Stuctural Engineers Guild. It's a 'Profession' that has Masonry/Stone Detailing/Mechanics/Architecture all on.

TolyK

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Re: Migrant Disposal System
« Reply #31 on: December 21, 2010, 12:55:42 pm »

ONE OF MY FORTS:

I put "Screening" on all migrants. I check for pet cats unless very skilled at ANYTHING (yes potash makers go through).

Second phase: give names based on civilian status.

Third phase: all uselesses get conscripted into militia/hauler(/mason for projects) and the better ones get sent to the dungeon room. Which is a danger room with menacing spikes :D. If they survive, they are promoted to the guard. If not... *NEXT!*
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My Mafia Stats
just do whatevery tolyK and blame it as a bastard mod
Shakerag: Who are you personally suspicious of?
At this point?  TolyK.

SurfinShroom

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Re: Migrant Disposal System
« Reply #32 on: December 21, 2010, 12:59:53 pm »

I put unwanted migrants into the military, order them to station under my bridge. Then I atom-smash them :D
In my old fort anyhow :L
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Forgotten Beasts seem to be akin to Toady playing Russian Roulette with your fortress, as they can be anything from harmless giant worms made of mud to necrotic-gas spewing nigh-invunerable iron hydras of doom.

Di

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Re: Migrant Disposal System
« Reply #33 on: December 21, 2010, 01:17:57 pm »

I don't want to be cruel to the unlucky who is unneeded so in my current fort I'll stick with atom smasher: no pain, no fear, no evidence.
I'm still looking forwards the day when Toady will implement green cards though.
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Ze Spy

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Re: Migrant Disposal System
« Reply #34 on: December 21, 2010, 03:51:54 pm »

I don't want to be cruel to the unlucky who is unneeded so in my current fort I'll stick with atom smasher: no pain, no fear, no evidence.
I'm still looking forwards the day when Toady will implement green cards though.

what is this? a Girl playing DF? Man the fuck up and get proper execution chambers , Painless death's no fun to watch and Not even worth causing
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Uristocrat

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Re: Migrant Disposal System
« Reply #35 on: December 21, 2010, 04:04:16 pm »

Yes, I always check the skills of incoming dwarves and double-check that their good ones are enabled (they're often not), at least until I already have a few people good at everything I do. I get a kick out of talented strand extractors. This implies they willingly left a fort with a good adamantine industry going...

Well, to be fair, if they have high skill, they probably have a habit of leaving before someone breaches hell....
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You could have berries on the rocks and the dwarves would say it was "berry gneiss."
You should die horribly for this. And I mean that in the nicest possible way.

Jacob/Lee

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Re: Migrant Disposal System
« Reply #36 on: December 21, 2010, 04:15:52 pm »

I just eliminated a 20 dwarf migrant wave with my new flooding trap, that also doubles to get rid of sieges and triples to get rid of merchants. The best part? It sweeps them into a pit where they explode into gore! (Keepers atleast) and I can collect the garbage they leave behind.

gopa4

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Re: Migrant Disposal System
« Reply #37 on: December 21, 2010, 05:47:38 pm »

Don't know if this has been suggested yet, but after I reach around 100 dwarves any extras get stationed underneath my channeled bridge. There they train to be wrestlers, and when goblins show up I release them buying any dwarves outside time to reach the inner sanctum.
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abadidea

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Re: Migrant Disposal System
« Reply #38 on: December 21, 2010, 09:49:47 pm »

I don't want to be cruel to the unlucky who is unneeded so in my current fort I'll stick with atom smasher: no pain, no fear, no evidence.
I'm still looking forwards the day when Toady will implement green cards though.

what is this? a Girl playing DF? Man the fuck up and get proper execution chambers , Painless death's no fun to watch and Not even worth causing

Yes, there are girls who play DF. Very well I might add. *COUGH*
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glory in the thunder, resplendent in the sky <-- I wrote a whole novel. There will be more.

Sutremaine

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Re: Migrant Disposal System
« Reply #39 on: December 21, 2010, 10:03:16 pm »

What are you favourite ways to dispose of unwanted migrants?
Pre-emptively setting the pop cap to something tolerable. :P

Any dwarf I can't use or who doesn't have a specialised preference (what's that, Urist McSoaper? You like tower-cap wood and ballista parts?) goes in the military or just bums around eating my mountains of food until I have something that needs doing but has no or few dwarves assigned to the task.

With the new military system I can combine both! Setting a squad to train every month of the year with fewer than all of its members results in the dwarves shuffling between 'controllable civilian' and 'uncontrollable soldier'. Unfortunately I haven't figured out how to activate individual dwarves, so implicitly ordering a random hauler to go punch out that camel is still beyond me.
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I am trying to make chickens lay bees as eggs. So far it only produces a single "Tame Small Creature" when a hen lays bees.
Honestly at the time, I didn't see what could go wrong with crowding 80 military Dwarves into a small room with a necromancer for the purpose of making bacon.

vrga

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Re: Migrant Disposal System
« Reply #40 on: December 21, 2010, 11:39:17 pm »

I just eliminated a 20 dwarf migrant wave with my new flooding trap, that also doubles to get rid of sieges and triples to get rid of merchants. The best part? It sweeps them into a pit where they explode into gore! (Keepers atleast) and I can collect the garbage they leave behind.
do describe this particular contraption, will you good mate?
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Zeocin's take on the current situation in Ardentdikes:
Otherwise known as the Release Urist Now Apocalyptic Weapon of Arse Yerking, or the R.U.N.A.W.A.Y. system.

Jacob/Lee

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Re: Migrant Disposal System
« Reply #41 on: December 21, 2010, 11:46:46 pm »

I just eliminated a 20 dwarf migrant wave with my new flooding trap, that also doubles to get rid of sieges and triples to get rid of merchants. The best part? It sweeps them into a pit where they explode into gore! (Keepers atleast) and I can collect the garbage they leave behind.
do describe this particular contraption, will you good mate?
I have a 20 tile long bridge made of walls leading to my fortress, on both ends are drawbridges and on the right is a drawbridge. On the left is a giant block made of chalk 3 z-levels high with 2 giant water storages built on top with floodgates facing the bridge, using a pump stack water gets pumped in through the back and is powered by windmills with gear assemblies below them so I can turn them off. When enemies walk on the bridge, I raise all three drawbridges which combined with the block create a giant rectangular cell with no roof. I pull a lever that opens the floodgates and the water cascades out and fills up the cell. With my current design, an enemy could walk around the north drawbridge while the one on the right is down, but if I lower the northern drawbridge the enemy will probably get atom smashed anyway. If the enemies can swim (see: goblin mounts) they will survive, but then I lower the drawbridge to the right which the water flows out and cascades down a 10 z-level pit where the creatures will probably die if they are heavy enough. After turning on another pump, the pit gets drained and I can loot the stuff. I'll get a Stonesense picture up tomorrow.

JoshBrickstien

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Re: Migrant Disposal System
« Reply #42 on: December 22, 2010, 12:53:05 am »

One method, is to seal your "selected" dwarves underground, with an above ground meeting place for the migrants. Then hook up a water reactor to power a magma mist generator. Make your immigrants walk under it. Very Dwarfy, non?
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Edit: OH GOD, THE LEATHERS ARE MULTIPLYING WHENEVER I SLEEP.

Jacob/Lee

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Re: Migrant Disposal System
« Reply #43 on: December 22, 2010, 12:54:59 am »

Magma mist occurs in very small amounts when a cave-in hits magma, not when it falls.

JoshBrickstien

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Re: Migrant Disposal System
« Reply #44 on: December 22, 2010, 01:14:42 am »

Magma mist occurs in very small amounts when a cave-in hits magma, not when it falls.
Then explain this video of a magma mist generator being used on invaders? Link
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Edit: OH GOD, THE LEATHERS ARE MULTIPLYING WHENEVER I SLEEP.
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