Anonymous | Login | Signup for a new account | 2024-11-21 14:21 PST |
Main | My View | View Issues | Change Log | Roadmap |
View Issue Details [ Jump to Notes ] | [ Issue History ] [ Print ] | |||||
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? | |||||
Tags | No tags attached. | |||||
Attached Files | ||||||
Relationships | ||||||
|
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 |
Copyright © 2000 - 2010 MantisBT Group |