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Editing 40d Talk:Captured creatures

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Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)
 
Just to clarify a little here, it doesnt seem that killing tame animals will trigger untamability, but if Tomato's experiences are anything to go by, watch out if other civilized entities have been slain. (I am reasonably sure that tame animals are ok, by an experimental process of de-stealthing a GCS by throwing a dog into its cave, taming it, and letting it wander around in my base for a month or so waiting for the death messages) --[[User:Kaypy|Kaypy]] 10:30, 21 May 2008 (EDT)
 
:I have captured a unicorn that was formerly an elvish mount and it's sitting peacefully in a cage.  I am fairly sure that it did not draw any friendly blood before the cage trap got it, but when I queue up a taming job at the kennels, nothing happens.  Is the unicorn immune to taming because it served under a hostile force? --[[User:Jurph|Jurph]] 13:35, 2 April 2009 (UTC)
 
 
 
== magma ==
 
== magma ==
 
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?
 
Initial questions: will cages melt and its inhabitants be killed if magma is released onto it and the cage is non-magma-resistant?
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:{{k|b}}uild menu -> ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called "Goblin Cage(''materialname'')" and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)
 
:{{k|b}}uild menu -> ca{{k|j}}e [sic], then press e{{k|x}}pand list to see the indivudial cages with quality levels instead of a broader category list. Pick the one that's called "Goblin Cage(''materialname'')" and the dwarves will construct the cage with the gobbo still inside. Then link it up to a lever, station your executioner in a locked room with it, and yank the lever to start your pitfight. --[[User:TangoThree|TangoThree]] 10:23, 26 January 2008 (EST)
 
::No more reusable method? I mean, for next fight the cage has to be dismantled, then new cage built and connected to a lever. I could imagine "dumping" the goblin right onto the cage (set as cage trap?) on the arena (short pit/pond shaft right above) should work?
 
::No more reusable method? I mean, for next fight the cage has to be dismantled, then new cage built and connected to a lever. I could imagine "dumping" the goblin right onto the cage (set as cage trap?) on the arena (short pit/pond shaft right above) should work?
:::One method would be to {{k|b}}uild the cage on some kind of isolated platform that would force the combatant to run back across a grate or other pit trap, then pull a lever or whatever to drop them in. Puts whoever opens the cage at risk, though.
 
::::No "more reusable" method is really possible with a lever-triggered cage in the equation; opening a cage via lever is a one-time exercise, and a mechanic has to reset the lever and cage's mechanisms. If you wanted to avoid this I suppose you could have a dwarf remove the creature from its cage and dump it into the arena as outlined in the "injury tower" section, but it's probably not worth risking the creature escaping, IMO. Re-linking the cage and lever only takes a few seconds and your mechanic will re-use the mechanism anyway. [[User:Kirig Stonebeard|Kirig Stonebeard]] 23:44, 1 March 2009 (EST)
 
  
 
== RE: Arenas section ==
 
== RE: Arenas section ==
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:: The dwarf was automatically released and helped by others...  I guess the only way to keep dwarves locked is to make them go berserk...
 
:: The dwarf was automatically released and helped by others...  I guess the only way to keep dwarves locked is to make them go berserk...
 
:From my own testing, I locked a dungeon master in a 2x1 room with a cage trap and a lever (used as bait) with food and booze available.  If I left her as-is, she would sleep on the lever space, but never on the trap.  I had a dwarf enter (airlock style), remove the lever, and replace it with a wall.  But now she just wouldn't go to sleep at all.  She got drowsy, then very drowsy, then went insane and starved herself to death.
 
 
:I've seen similar behaviour in my other dwarves.  If I use the draft technique to get normal immigrants into the death rooms, they get drowsy but die of dehydration before they sleep.  If I do the same with nobles (who need a lever as a lure), they sleep on the lever before they die, always.  My guess is, Toady solved the "traps kill sleeping dwarves" problem by simply marking traps as a place dwarves cannot sleep on under any circumstances.  And per above, I suspect they would be let out of the cage if they got caught anyway.
 
 
:That being said, if you don't mind a one-in-three chance of capturing a dwarf, you could simply put them in a 1x1 room with food and drink, wait for them to go insane, and hope it's berserk so you can capture them. — [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 06:29, 1 June 2009 (UTC)
 
 
::I believe this is confirmed by a changelog entry; see [[Talk:Suicide_booth#A_new_barrier_for_the_noble_variant]]. — [[User:Wisq|Wisq]] ([[User talk:Wisq|talk]]) 06:55, 1 June 2009 (UTC)
 
  
 
== Slavery? ==
 
== Slavery? ==
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:Toady actually reads the suggestions in the DF forums. If you have an idea and an interest in seeing it happen, here is not the best place to put it. [[User:VengefulDonut|VengefulDonut]] 00:26, 7 February 2009 (EST)
 
:Toady actually reads the suggestions in the DF forums. If you have an idea and an interest in seeing it happen, here is not the best place to put it. [[User:VengefulDonut|VengefulDonut]] 00:26, 7 February 2009 (EST)
 
== Injury Shaft ==
 
 
Is it only me or does the instructions to build sound confusing? I'm having a hard time deciphering it. --[[User:Myroc|Myroc]] 08:05, 14 February 2009 (EST)
 
:Hopefully this will help =) [[User:LegacyCWAL|LegacyCWAL]] 12:17, 14 February 2009 (EST)
 
 
== Goblin-raised dwarfs ==
 
 
So, my fort has a lot of cage traps.  I've been just chucking captured goblin invaders down through the baracks roof to give the rookies some combat experience, but last time the fort got attacked, there were some dwarfs among them.  So, now I have three captured dwarves in cages.  Unfortunately, I cannot 'pit' them into the baracks.  I have tried building cages and 'unassigning' the invader-dwarves from the cages, but nothing happens when I do so.  When I tried to use a lever to free them, someone came and dismantled the cage.  How does one free one's long-lost children so they can get a face-full of crossbow? [[User:Dogun|Dogun]] 20:56, 22 February 2009 (EST)
 
 
== This brooks some discussion. ==
 
 
I channeled out a couple tiles on the side of a brook, assigned as a pit and tossed a goblin in. The poor bugger EXPLODED. As in chunks and limbs everywhere. No carp or anything in the brook, no fighty friendlies anywhere nearby, just one very dead goblin.
 
 
I'm not sure what version I'm using, it's the latest as of maybe the start of the month. I'm not modding at all.
 
Also, goblin ambush, still at seven dwarves. WTF? [[User:Blargityblarg|Blargityblarg]]
 
 
: Just did it again with the second goblin I captured. This one took some time to drown, but also exploded.[[User:Blargityblarg|Blargityblarg]]
 
 
== Adventure mode prisoners ==
 
 
"prisoner" redirects here
 
 
children of non-goblin races can be found in goblin towers, and are labeled "prisoner" when you ask them to join, they'll follow, and refuse most discussions until they're "home" can they be returned to their respective villages?
 
 
Is this possible to breed captured goblins\kobolds?
 

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