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Author Topic: Conditions for diplomats going mad  (Read 1180 times)

Helgoland

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Conditions for diplomats going mad
« on: January 03, 2012, 06:07:34 pm »

When exactly do diplomats go mad? I know they do after a while whenn they con't leave the map; but could I build a repeater with them? They would (almost) continuously be "leaving" the fort...
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IamanElfCollaborator

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Re: Conditions for diplomats going mad
« Reply #1 on: January 03, 2012, 06:09:33 pm »

Diplomats go mad after 6 months.

Girlinhat

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Re: Conditions for diplomats going mad
« Reply #2 on: January 03, 2012, 06:22:17 pm »

Actually, if a diplomat begins talking to your mayor/duke/etc, and then gets interrupted, they'll follow them around for months.  My mayor was a smelter, always busy smelting all the ore, and the dwarven diplomat followed him until mid-autumn.  I only stopped this because I wanted specific items to demand of the mountainhomes.

IamanElfCollaborator

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Re: Conditions for diplomats going mad
« Reply #3 on: January 03, 2012, 06:23:29 pm »

Which is damn well annoying. I prefer to lock them in a room until the business is done. Failing that, horribly murder them by drowning them in magma.

tommy521

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Re: Conditions for diplomats going mad
« Reply #4 on: January 03, 2012, 07:39:32 pm »

For me, if the diplomat is still alive.

Sphalerite

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Re: Conditions for diplomats going mad
« Reply #5 on: January 03, 2012, 07:42:06 pm »

If the diplomat has met with your mayor/duke/whoever, and is attempting to leave the map, they will go insane after a few months if they are still on the map.  I don't think that it matters if they're actively attempting to leave or not.

On the other hand, they'll wait years before the meeting without going insane.

I don't think you can use a diplomat to make a repeater.  Diplomats don't seem to set off pressure plates at all in the current version.
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IamanElfCollaborator

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Re: Conditions for diplomats going mad
« Reply #6 on: January 03, 2012, 07:43:28 pm »

SCREW IT ALL.

Then burn the diplomat. He is of no use to us now.

Girlinhat

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Re: Conditions for diplomats going mad
« Reply #7 on: January 03, 2012, 08:17:04 pm »

SCREW IT ALL.

Then burn the diplomat. He is of no use to us now.
This guy know what's going on.

Mapleguy555

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Re: Conditions for diplomats going mad
« Reply #8 on: January 03, 2012, 11:51:58 pm »

NO. You pit him with the rest of the... 3 headed... bearded... tree loving... diplomats.
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IamanElfCollaborator

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Re: Conditions for diplomats going mad
« Reply #9 on: January 04, 2012, 02:54:56 am »

Pit him? That dignity is not worth tree lovers. They must be burnt in the fires of their own accursed trees. I am...wait.

You want to give him that dignity? DWARF TRAITOR.

Mapleguy555

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Re: Conditions for diplomats going mad
« Reply #10 on: January 04, 2012, 01:01:07 pm »

Ahem. With the others of his kind,
AND 20 armed goblins. And maybe the road to the circus tent.
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bombzero

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Re: Conditions for diplomats going mad
« Reply #11 on: January 04, 2012, 05:35:31 pm »

I did not know diplomats could go mad until now, as they always arrive with goblins at the same location..
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