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Author Topic: Immigration Solutions?  (Read 1833 times)

Girlinhat

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Re: Immigration Solutions?
« Reply #15 on: October 15, 2011, 09:10:53 pm »

I embark with a pick, anvil, a dimple cup spawn, and a pig tail seed.  My dwarves get outstanding skills, including one herbalist+farmer.  First act is to scavenge about 50x50 area for plants, channel out a 10x10 underground plot, and make a huge strawberry field.  With good luck, I can have booze brewed before anyone gets thirsty (from the other plants that get foraged) and food soon after.

The rest of my embark points usually go towards metal ores, which field my first batch of militia.  Or random animals that I think will be useful but then I get pissed and slaughter them.  More often than not, it's platinum so that I can make some mugs and buy out every caravan ever.

DS

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Re: Immigration Solutions?
« Reply #16 on: October 15, 2011, 10:39:15 pm »

Or use FD mod (ling in my signature), then you will constantly need more, more and more migrants.
ORRR he could mod a material made via reaction that had excessive negative value  :P

Wait, wait, is this possible? If so, my first modding project just might be Negaterite, ore of Negaterium, a metal so completely useless that goblins and immigrants alike avoid the fort once they hear it's being produced.
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Finished: Weatherwires, the Last Mountainhome. A tragic mix of Children of Men, City of Ember, and, uh, magma.
Stymied: Correspondence from Syrupurns, a prematurely ended narrative, told through annual updates.
In Progress: Roomcarnage, a fortress clinging to life beneath a haunted glacier.

Girlinhat

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Re: Immigration Solutions?
« Reply #17 on: October 15, 2011, 10:43:31 pm »

If you're going that far you might as well give it a humorous name.  Linuxium, a metal so confusing that all known being avoid it.  Multithreadite, something so annoying that all dwarves try to avoid talking about it, and actively avoid any area containing any.

And yes, I've heard of negative value materials used before, usually a glitch but it seems to work as described.

Vehudur

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Re: Immigration Solutions?
« Reply #18 on: October 15, 2011, 10:57:32 pm »

What if your overall fortress value becomes negative?
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Girlinhat

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Re: Immigration Solutions?
« Reply #19 on: October 15, 2011, 11:35:44 pm »

Then your FPS defaults to 9,001 and all cave-ins work in reverse, plummeting into the sky like anti-orbital bombs.

Jacob/Lee

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Re: Immigration Solutions?
« Reply #20 on: October 15, 2011, 11:37:01 pm »

Cats gets mind controlled by dwarves, and they spontaneously vanish from the universe.

tommy521

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Re: Immigration Solutions?
« Reply #21 on: October 15, 2011, 11:55:45 pm »

Then your FPS defaults to 9,001 and all cave-ins work in reverse, plummeting into the sky like anti-orbital bombs.

Can someone do this for me?

person012345

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Re: Immigration Solutions?
« Reply #22 on: October 16, 2011, 07:23:48 am »

I embark with a pick, anvil, a dimple cup spawn, and a pig tail seed.  My dwarves get outstanding skills, including one herbalist+farmer.  First act is to scavenge about 50x50 area for plants, channel out a 10x10 underground plot, and make a huge strawberry field.  With good luck, I can have booze brewed before anyone gets thirsty (from the other plants that get foraged) and food soon after.

The rest of my embark points usually go towards metal ores, which field my first batch of militia.  Or random animals that I think will be useful but then I get pissed and slaughter them.  More often than not, it's platinum so that I can make some mugs and buy out every caravan ever.
I cba with embarking properly and usually just dispatch a bunch of peasants with minimal equipment and plenty of booze and food. It usually works out well enough.
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Crustypeanut

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Re: Immigration Solutions?
« Reply #23 on: October 16, 2011, 07:34:09 am »

I personally enjoy locking all immigrants in a fully self-sufficient, enclosed testing facility near the surface, and use them for various medical-related experiments.  Things like dropping them from 20, 10, or 5 stories.. then using those who survive to train up my doctor's medical's kills.  Those who survive.. well, lets say they get to continue their contributions to science in a number of projects currently being planned.  Spike traps, magma traps, giant pandas, captured goblin bowmen, bridge-a-pults, etc etc.  Cake is being promised for their continued cooperation.  Beer Baked Cake. 

Another good use for immigrants is a constant stream of recruits for the endless hordes of the Fortress Defense mod, with all of its bonus and challenge races.  You can never have too many bodies.
« Last Edit: October 16, 2011, 07:36:41 am by Crustypeanut »
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UristMcHuman

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Re: Immigration Solutions?
« Reply #24 on: October 16, 2011, 11:29:05 am »

Too many migrants? Try the (not-so-) brand-new Dwarven Atom Smasher! Simply just a large enough drawbridge that's been raised so you can burrow your migrants under, and once they're all under, a lever can be pulled to make them vanish. It's that simple! All you need is spare wood/stone/metal, some mechanisms, and said migrants you want to go away.
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Fairin

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Re: Immigration Solutions?
« Reply #25 on: October 16, 2011, 11:34:18 am »

the resulting ghosts would irritate me =(>.-.<)=

had one of my huge forts begin loosing one highly trained 100+ kills milita squad cause a _unnamed_ dwarf ghost couldn't be put to rest and endlessly sorting through literately 1000s of names (with many MANY blank spots) for engraving made me give up on letting the clowns loose and seeing if my army of 50 could stand

that's that made me stop killing immigrants in the first place =(
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Girlinhat

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Re: Immigration Solutions?
« Reply #26 on: October 16, 2011, 02:10:57 pm »

When making engraved slabs, un-memorialized dwarven bodies are listed at the top.

Kogut

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Re: Immigration Solutions?
« Reply #27 on: October 16, 2011, 02:16:24 pm »

When making engraved slabs, un-memorialized dwarven bodies are listed at the top.

bug #3708 - Ghost names that can't be engraved on a slab and nameless slab engravings
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