I never "finished" that one, as soon as I got it working some problems became apparent. She "constantly seethes with inner rage after being caught in a rainstorm.A while back, in the DF Succession fort thread, I mentioned an automated minecart system and promised to post a save when I finished it. As soon as she is 18, we will evict her or execute her. She strangled them to death in the tavern or the hallways. She started killing at about age fourteen and has murdered three dwarves and multiple animals before I figured out how to confine her to a burrow and lock her in. In my current fort, I have a 17-year-old female dwarf teenager, so she is still a child and cannot be evicted or ordered slain. I think it's better to evict them from the fortress than rely on the shaky and erratic Dwarvish justice system which sometimes beats to death someone who violated some idiot Mayor's commands but ignores murderers. They will get into fights and maybe kill someone. But if there's an adult who is constantly unhappy and throws temper tantrums, tney can be dangerous to the fort. * Evicting temper-tantrum dwarves: could be wrong, but don't believe this was possible before. While they are there with their guards, that's the only time we rush out and clear-cut neighboring trees and brng them inside to make charcoal and beds. And hide behind a drawbridge, so nobody can get in or out except once a year we open up for the hometown trading caravan. I have been repeatedly attacked by random human bandits until I built wooden block walls around our foraging area and mined the entrance with war-dogs and cage-traps. What I should do is relocated the animal pens beyond a subterranean drawbridge, but that's a lot of work early days. Some will even exit the fortress and run across a map and a Dwarven child will run across the map to chase down a kitten. Also goes for kittens and puppies and piglets. So like all your haulers have to spend days chasing down poults and putting them in their cages. It is bad, in that whenever you get say 20 new turkey poults, and you want to assign them to a cage, once they get reassigned, they are no longer in their current burrow. * Doors no longer can be set to forbid or allow animals. The only way to deal with it seems to be drawbridges, levers, and locked doors, while micro-managing squad positions. Now even Dwarven children ignore burrows and will venture far afield to retrieve useless stones even during an attack. I used to be able to set an Alert Burrow or Siege Burrow to have everyone except military hide underground in safe areas and continue tasks while military dealt with threat. The new version has major differences from the old one. Having been traumatized by many starvation and thirst-death fortress failures before, I probably over-compensate on food stores, but I am not happy without at least thousands upon thousands of units of prepared food and drink plus a working well and hospital with soap before I even think about caverns. You may have to live like filthly hobbits for twenty years before your food stores are survivalist enough to do some serious mining. Whenever my home city says, "Hey, you should be a barony!" we say, "Nah, we're good, we're a small agrarian commune." And just focus on food and drink production while securing oneself entirely from the infinite dangers of this mad world. It's just not worth the risk to allow a single vampire into your fortress. Any tavern or temple I build is set to Citizens Only. I've been strictly micro-managing population and disallowing visitors (also known as werewolves and vampires). This is true of all versions of the game.Īs a newbie, adjust the population cap in Game Settings down way low, to maybe 7 your first year (your starting crew), 10 or 15 next year, maybe 20 if things are going well after that. They fly right over your walls, horrify your dwarves and infect them with the Undeath rot. Don't embark on evil biomes as a newbie, you will be attacked by undead crows constantly.
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