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Author Topic: Hermit Challenge question  (Read 1195 times)

GreatWyrmGold

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Hermit Challenge question
« on: February 03, 2011, 07:08:52 pm »

How do you get rid of immigrants until you get a nice, safe deathtrap like a drowning chamber set up? I tried a cave-in type of thing with constructed floors, but I killed a cat and injured a dog the first time, and the second time I killed the other cat and the hermit.
How do you easily set up a dwarvish deathtrap with only one constructive dwarf?

Hint: If you try to just leave them in a burrow with no food or water or anything, they'll leave it to get food and drink.
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elf-fondling human

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Re: Hermit Challenge question
« Reply #1 on: February 03, 2011, 07:16:54 pm »

Just pit everyone else.
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Minnakht

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Re: Hermit Challenge question
« Reply #2 on: February 03, 2011, 07:20:17 pm »

I'd say dig a moat around them. If there's no ramp, dwarves can't get out.

Say, like this
Code: [Select]
.......
.XXXXX.
.XIIIX.
.PIIIX.
.XIAIX.
.XXXXX.
.......

On the A square, channel out once.

On the X squares, channel out two layers. This should remove ramps. The A square will let your hermit clamber out.

On the I squares, set up a meeting area.

On the P square, mine out the first layer, then channel it. The result should be a floor tile with no soil under it.

When immigrants get into the meeting area, channel out the P square from outside, and the migrants become locked in by the moat.

Expand the plan to fit all migrants. This will require renewing every wave until you manage to obtain a more elegant solution.
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martinuzz

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Re: Hermit Challenge question
« Reply #3 on: February 03, 2011, 07:21:24 pm »

Just have the hermit wall himself in (with all supplies, and some space to construct a death trap at your leisure), and leave the other 6 dwarves outside, to drink water and eat vermin.
They'll starve or snap eventually. To speed things up, put them in a squad and activate them for duty, for extra unhappy thoughts.
Same with immigrants. If there's any survivors left when the first dwarven caravan arrives, order some dwarves to attack it, and trigger a loyalty cascade.

A simple deathtrap design that's pretty quick to construct would need 3 mechanisms, a 1x2 drawbridge and a 1x1 meeting area.
Don't forget to restrict that lever to be pulled only by your hermit, as to make sure he does not end up as a smear of blood.
« Last Edit: February 03, 2011, 07:26:44 pm by martinuzz »
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Girlinhat

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Re: Hermit Challenge question
« Reply #4 on: February 03, 2011, 07:24:04 pm »

Pit them via dropping off a bridge or simply locking a door.  Burrow or not, no escape means no life.

JonMonster

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Re: Hermit Challenge question
« Reply #5 on: February 03, 2011, 09:12:39 pm »

I just started a hermitage last night, and I'm finding that simply atom smashing every Urist-come-lately is leaving me with a lot of ghosts hanging about.  Looks like the road to my fortress is going to be paved with slabs.
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Hivemind

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Re: Hermit Challenge question
« Reply #6 on: February 03, 2011, 09:14:03 pm »

Have them all contribute to making a single bridge. Station them all together under said bridge.
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Girlinhat

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Re: Hermit Challenge question
« Reply #7 on: February 04, 2011, 06:41:32 am »

Put a shop outside, and have every migrant build one coffin.

EDIT: Alternatively, just set your max population to 0, this causes migrants to stop.

JonMonster

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Re: Hermit Challenge question
« Reply #8 on: February 04, 2011, 12:52:38 pm »

Put a shop outside, and have every migrant build one coffin.

EDIT: Alternatively, just set your max population to 0, this causes migrants to stop.

Those would both work from a meta-game perspective.  But I like the idea of hordes of dorfs making the long journey to Lonleyhole, a pilgrimmage to visit the Shangri-La of dorfdom, where they eagerly anticipate supping on the words of the inconic hermit in his mountain home.  Oh, how they dream of the riches and life of ease that awaits all who make the trek - after all, none have ever returned, they must be perfectly content there.  It must be wonderful, right?

And then - WHAMMO!
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warlordzephyr

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Re: Hermit Challenge question
« Reply #9 on: February 04, 2011, 01:53:15 pm »

I used to lure them into a closet then lock the door behind them.
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orbcontrolled

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Re: Hermit Challenge question
« Reply #10 on: February 04, 2011, 06:39:37 pm »

Use Runesmith, mark them as dead.

Armok decrees it, and thus it is so.
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Shootandrun

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Re: Hermit Challenge question
« Reply #11 on: February 04, 2011, 09:34:05 pm »

Draft them in the military. Tell them to go fight some ogre, or elephant, or unicorn.
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