Mantis Bug Tracker

View Issue Details Jump to Notes ] Issue History ] Print ]
IDProjectCategoryView StatusDate SubmittedLast Update
0003493Dwarf FortressDwarf Mode -- Militarypublic2010-11-01 01:092010-11-01 03:41
Reporterdrakiskier 
Assigned ToLogical2u 
PrioritynormalSeveritymajorReproducibilityhave not tried
StatusresolvedResolutionduplicate 
PlatformOSOS Version
Product Version0.31.16 
Target VersionFixed in Version 
Summary0003493: kill insane donkey = everyone hostile
DescriptionDue 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 Reproducebuild depot
seal caravan in
let them go insane
assign kill order to pack animal with squad
...
profit?
TagsNo tags attached.
Attached Files

- Relationships
duplicate of 0003259new Loyalty cascade after ordering squad to attack were-citizens, merchants/traders, guards, or liaison 

-  Notes
There are no notes attached to this issue.

- 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
Powered by Mantis Bugtracker