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Author Topic: Devlog - consequences of the new death announcements  (Read 17046 times)

Clownmite

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Re: Devlog - consequences of the new death announcements
« Reply #30 on: October 31, 2011, 07:05:39 pm »

This would be a good excuse for Toady to integrate a functional fortress guard. One of their main functions can now be protecting "lonesome" dwarves and witnessing any death they fail to prevent.

You'd be able to set areas similar to burrows, where if the pathfinding for a civilian dwarf passes through that area, they're required to have the specified amount of fortress guard dwarves accompany them, kind of like temporary war dogs. The beauty of this is that it would be automated after it's set up.

For example, at the bottom of a stairway into a remote cavern, you an area as "trigger" tiles. Once Urist McWeaver thinks about coming down to collect his millions of Caver Spider Webs, he recruits 2 Fortress Guard dwarves to follow/protect him while he is down there. In technical terms, they get recruited at the point that his pathfinding figures out it needs to go through the trigger tiles, and makes sure they meet up and go down together. He can then collect his Cave Spider Webs and have protection/witnesses against any aggressive wildlife.
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Loud Whispers

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Re: Devlog - consequences of the new death announcements
« Reply #31 on: October 31, 2011, 07:09:21 pm »

Wait till you get trigger tiles wrong, and you end up drafting your entire population to guard one weaver, before tantrum spirals...

Also, I wonder what soapy magma is like.

Clownmite

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Re: Devlog - consequences of the new death announcements
« Reply #32 on: October 31, 2011, 07:12:42 pm »

Wait till you get trigger tiles wrong, and you end up drafting your entire population to guard one weaver, before tantrum spirals...

Haha, well it would be drawing from dwarves that you've designated as the fortress guard unit (i.e. dwarves who are under the command of the Captain of the Guard), so the max guard dwarves would be 10.
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Loud Whispers

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Re: Devlog - consequences of the new death announcements
« Reply #33 on: October 31, 2011, 07:21:02 pm »

My fortress guard are all blind.

Psieye

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Re: Devlog - consequences of the new death announcements
« Reply #34 on: October 31, 2011, 07:26:55 pm »

But the animals will be able to meat shield for dwarves that can sound the alarm - also it can be assumed that one shout announces an ambush, only to be followed by the shouts of every dwarf in the fortress, a sure fire way of announcing pesky goblins.
So they come back alive and sound the alarm, only to begin the tantrum spiral themselves so the ambush was successful anyway in damaging your fort.

My fortress guard are all blind.
Hmm, blind witnesses... Toady would have to come up with an explanation for how blind dwarves continue their work with no problem if he was to make blindness stop witnessing.
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Monk321654

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Re: Devlog - consequences of the new death announcements
« Reply #35 on: October 31, 2011, 07:34:34 pm »

Well, they say hearing makes up for other lost senses.
They could just, you know, hear the teeth penetrating flesh.
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EveryZig

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Re: Devlog - consequences of the new death announcements
« Reply #36 on: October 31, 2011, 07:39:10 pm »

Hmm, blind witnesses... Toady would have to come up with an explanation for how blind dwarves continue their work with no problem if he was to make blindness stop witnessing.
They can feel it in their beards.
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acetech09

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Re: Devlog - consequences of the new death announcements
« Reply #37 on: October 31, 2011, 07:51:47 pm »

A DF where certain things escape your omnipotence would be neat... After reading the first few ideas, I had pretty much these same fortress guard idea. Perhaps for understaffed guard forces you'd just have stations where guards would stay at choke points, and notice bloody/pale dwarves walking furtively through...

Perhaps small animals (like helmet snakes) would also be noticed by civilians/guards, but unnoticed otherwise. Opens a whole new aspect of play, with guards investigating cause of death and searching for attackers. Could probably be simplified a bit, with a bit more player intervention, (sort of like the medical system).

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Eoganachta

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Re: Devlog - consequences of the new death announcements
« Reply #38 on: October 31, 2011, 11:28:57 pm »

Urist McMason has cancelled building Courthouse: Interupted by axe to back of head.
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Malarauko

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Re: Devlog - consequences of the new death announcements
« Reply #39 on: November 01, 2011, 05:21:39 am »

I had a great idea. A new noble position called Investigator or something. He looks at crime scenes and works out who did it. Then he calls in the Fortress Guard.

Urist McHoratio. He's a rogue cop with an attitude and an axe!
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Dsarker

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Re: Devlog - consequences of the new death announcements
« Reply #40 on: November 01, 2011, 05:36:30 am »

I had a great idea. A new noble position called Investigator or something. He looks at crime scenes and works out who did it. Then he calls in the Fortress Guard.

Urist McHoratio. He's a rogue cop with an attitude and an axe!

Urist McHoratio: Looks like this victim 8) was picked at random.
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Wannazzaki

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Re: Devlog - consequences of the new death announcements
« Reply #41 on: November 01, 2011, 06:15:21 am »

A dwarves eyes are really simple organs capable of detecting light and basic shapes/figures. Their ability to see comes from their tremorsense! They know whats happening and who is where within a 300m sphere around them provided that they are touching the ground.
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Malarauko

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Re: Devlog - consequences of the new death announcements
« Reply #42 on: November 01, 2011, 07:03:02 am »

I had a great idea. A new noble position called Investigator or something. He looks at crime scenes and works out who did it. Then he calls in the Fortress Guard.

Urist McHoratio. He's a rogue cop with an attitude and an axe!

Urist McHoratio: Looks like this victim 8) was picked at random.
YYYYYYEEEEEEAAAAAAAAAAAHHHHHHHHHHH!!!!!!!!
DUH DUH-DUH
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Dsarker

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Re: Devlog - consequences of the new death announcements
« Reply #43 on: November 01, 2011, 12:53:14 pm »

I had a great idea. A new noble position called Investigator or something. He looks at crime scenes and works out who did it. Then he calls in the Fortress Guard.

Urist McHoratio. He's a rogue cop with an attitude and an axe!

Urist McHoratio: Looks like this victim 8) was picked at random.
YYYYYYEEEEEEAAAAAAAAAAAHHHHHHHHHHH!!!!!!!!
DUH DUH-DUH

Urist McHoratio: Looks like this man had an argument, and someone decided to 8) sword it out.
Urist McHoratio: Looks like someone 8) axed this man a question.
Urist McHoratio: Just have to find this woman's 8) spear counterpart.
Urist McHoratio: Looks like someone 8) drew the short sword.
Urist McHoratio: Looks like the Hammerer 8) has some competition.
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[Dsarker is] a good for nothing troll.
You do not convince me. You rationalize your actions and because the result is favorable you become right.
"There are times, Sember, when I could believe your mother had a secret lover. Looking at you makes me wonder if it was one of my goats."

Loud Whispers

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Re: Devlog - consequences of the new death announcements
« Reply #44 on: November 01, 2011, 01:40:32 pm »

Looks like someone  8) just lost more than limbs tonight.
Looks like someone  8) just lost the game.

This was no accident, it reeks of  8) something fishy.

YEAAAAAAAAAAAAAAAAAAAAHHHHHHHHH
Urist McHoratio has been struck down by carp
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