Dwarf Fortress Bug Tracker - Dwarf Fortress | ||||||||||
View Issue Details | ||||||||||
ID | Project | Category | View Status | Date Submitted | Last Update | |||||
0003493 | Dwarf Fortress | Dwarf Mode -- Military | public | 2010-11-01 01:09 | 2010-11-01 03:41 | |||||
Reporter | drakiskier | |||||||||
Assigned To | Logical2u | |||||||||
Priority | normal | Severity | major | Reproducibility | have not tried | |||||
Status | resolved | Resolution | duplicate | |||||||
Platform | OS | OS Version | ||||||||
Product Version | 0.31.16 | |||||||||
Target Version | Fixed in Version | |||||||||
Summary | 0003493: kill insane donkey = everyone hostile | |||||||||
Description | Due to an accident with replacing a bridge, a caravan got stuck at the depot and went insane. i then replaced the bridge, but the insane merchants didnt leave (their guards did though). i then tried to kill one of the stark raving mad donkeys with a kill order issued to a squad of axelords. That was the beginning of the end of that fort... all of a sudden i was watching the axelords killing everyone in their path, men, women, children, pets... it was great fun to watch. i had a good long laugh at the spam of getting interupted eating because of a baby. | |||||||||
Steps To Reproduce | build depot seal caravan in let them go insane assign kill order to pack animal with squad ... profit? | |||||||||
Additional Information | ||||||||||
Tags | No tags attached. | |||||||||
Relationships |
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Attached Files | ||||||||||
Issue History | ||||||||||
Date Modified | Username | Field | Change | |||||||
2010-11-01 01:09 | drakiskier | New Issue | ||||||||
2010-11-01 03:41 | Logical2u | Relationship added | duplicate of 0003259 | |||||||
2010-11-01 03:41 | Logical2u | Status | new => resolved | |||||||
2010-11-01 03:41 | Logical2u | Resolution | open => duplicate | |||||||
2010-11-01 03:41 | Logical2u | Assigned To | => Logical2u |
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