Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Any ideas?  (Read 1469 times)

randyshipp

  • Bay Watcher
    • View Profile
Re: Any ideas?
« Reply #15 on: April 12, 2011, 05:28:21 pm »


...Create a structure coming out of the waterfall where you can throw the unsuspecting kittens into the "pit/pond"

Or goblins. Or elves.

Sorry to inject near pointless newb questions into this fun thread, but I have to:  I have a fort with a less-cool but similar river canyon.  Are you saying there's a way I can designate a square *out in open space* where people can drop unwanted elves items from adjacent squares to feed to the carp way down below?
Logged
Randy...

khearn

  • Bay Watcher
    • View Profile
Re: Any ideas?
« Reply #16 on: April 12, 2011, 05:47:20 pm »


...Create a structure coming out of the waterfall where you can throw the unsuspecting kittens into the "pit/pond"

Or goblins. Or elves.

Sorry to inject near pointless newb questions into this fun thread, but I have to:  I have a fort with a less-cool but similar river canyon.  Are you saying there's a way I can designate a square *out in open space* where people can drop unwanted elves items from adjacent squares to feed to the carp way down below?

Yup. Use the 'i' zone designation command to designate a zone that has at least one space where a dwarf can stand next to an open space. I'm not sure if your zone also has to include the open space, but I alway do so. Once you've designated the zone, hit 'p' to make it a pit. Then any time you want, you can use 'i' again to select your pit zone, then hit 'P' and you'll get a list of animals/caged prisoners. Select the one(s) you want dropped in.

I've had trouble getting animals dropped if they don't start out in a cage. I can't seem to get my dwarves to just go grab a loose animal and pit it. They'll grab a loose animal and take it to the butcher's, though. <shrug>

You can have your dwarves take a goblin from a cage and lead him to the pit and drop him. I've read that thieves will often escape when being led to a pit, so I haven't tried it with them. I've had no problem with goblin soldiers, though. They will docilely follow a dwarf to their doom. I guess the dwarf grabs them by the ear and drags them along.

"Oh! leggo my ear! that hurts! ow! oh! where are you taking me? Ow! Ok, I'm coming! Ow! hey, that's a long way down there ow! hey! wait! i don't! Ahhhhhhhhhhhhhhhhhhhhhhh! <splat>"
Logged
Have them killed. Nothing solves a problem quite as effectively as simply having it killed.

pvtpob

  • Bay Watcher
    • View Profile
Re: Any ideas?
« Reply #17 on: April 12, 2011, 09:46:16 pm »

I'd be happy to give out this save. I would just need a little instruction on how exactly to do that. :P
Logged
The Stray Yak Bull grabs the Stray Horse Foal by the nose with his left rear leg!

wuphonsreach

  • Bay Watcher
    • View Profile
Re: Any ideas?
« Reply #18 on: April 12, 2011, 10:05:07 pm »

Pit zones have to include at least 1 tile of open air, and one of the orthogonal neighboring tiles has to be walkable (but they do not have to be part of the pit zone).

(I've done pitting rooms where I chopped out any part of the zone that was not directly over a floor hatch and it worked fine.  I don't bother any more since it was tedious and unnecessary for proper functioning of the pitting room.  Now I just lay the pit zone across the entire upper area, making sure that a single pit zone covers all of the floor hatches over the 1x1 pit shafts.)
Logged
Pages: 1 [2]