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Difference between revisions of "v0.31 Talk:Goblin"

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<s>I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --[[User:Nimblewright|Nimblewright]] 17:13, 10 April 2010 (UTC)
 
<s>I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --[[User:Nimblewright|Nimblewright]] 17:13, 10 April 2010 (UTC)
 
</s>
 
</s>
Sorry, didn't realise injury system had changed. That said, healing of even "inhibited" wounds is very rapid.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 18:58, 11 April 2010 (UTC)
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Sorry, didn't realize injury system had changed. That said, healing of even "inhibited" wounds is very rapid.--[[Special:Contributions/131.111.254.209|131.111.254.209]] 18:58, 11 April 2010 (UTC)
 +
 
 +
 
 +
== Goblin Ambushers fighting amongst themselves ==
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 +
I'm on version 31.0.3, on a reclamation fortress. It's the fortress' first goblin ambush, but for some strange reason the goblins are all fighting amongst themselves.
 +
 
 +
How about something like this as a temporary entry until more can be added?
 +
 
 +
"Goblins are classic Dwarven enemies. They steal Dwarven Children (babysnatchers), and raid fortresses (Siege). Goblin Snatchers and Master Thieves will sometimes appear with a sack and the intention to shove a Dwarven Child into that sack. In previous versions, captured Dwarven Children were raised in goblin societies and could be seen in goblin towers (adventure mode) or leading sieges (fortress mode).
 +
Goblin Sieges are made up of one or more goblin squads. Such squads have goblins wielding various weapons, are sometimes led by a legendary/leader goblin, and are sometimes mounted on various creatures. It is suspected, but not currently known,that the same is true in the current version.
 +
 
 +
Examining the goblin raws shows they can eat bones and enjoy fighting. Their culture springs from mysteriously constructed obsidian towers, which are sometimes connected to far away towers by underground tunnels. Goblin ethics accept even torture, lying, assault, and cannibalism as personal matters. Slavery and theft seem to be encouraged, though treason to the goblin race is a capital offense."
 +
 
 +
--[[User:Truean|Truean]] 13:01, 25 April 2010 (UTC)
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 +
==Silver Weapons==
 +
My outer traps just killed a retreating goblin snatcher who was bearing a silver dagger. I've seen goblins with iron and copper weapons, but never silver. Is this a change in the current version? 'cause if so it should be mentioned.
 +
- [[User:Ancient History|Ancient History]] 23:44, 28 June 2010 (UTC)
 +
:I can confirm that, my first snatchers and ambush had: "large silver dagger" , "silver whip", "silver flail", the remaining items were copper, leather and cloth, though...--[[User:Kaos|Kaos]] 09:20, 16 April 2011 (UTC)
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 +
== Goblins playable without modding in adventure mode ==
 +
 
 +
A few days ago, I played as a gobbo. It may have had something to do with the things left were a goblin civ (populated by humans, no less) and about a dozen factionless hippies.
 +
 
 +
So if everyone but a goblin civ is dead, you can play as a goblin. You get copper stuff, though, and there aren't any shops, so it's not exactly recommended. However, you can steal just about everything in any human town ruins, I got about 20 barrels of meat. [[Special:Contributions/24.136.237.184|24.136.237.184]] 23:56, 18 July 2010 (UTC)
 +
 
 +
== Goblins as a religion ==
 +
Since goblins brainwash stolen children to join their civ, goblinism could be thought of as a religion as well as a culture. --[[User:TomiTapio|TomiTapio]] 20:08, 20 July 2010 (UTC)
 +
:Although in the game religions are specifically designated as such, as are deities and other objects of worship, so it's really more of a case of an individual moving from one civ into another of a different race by force. [[User:Mason11987|Mason]] <sup>([[User talk:Mason11987|T]]-[[Special:Contributions/Mason11987|C]])</sup> 21:23, 20 July 2010 (UTC)
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 +
== Hippie Goblin General ==
 +
So a while back (in the current version), I was invaded by squads of goblins in a siege on my fortress. Leading the assault was the first General I'd ever seen. Curious to see what he looked like, I viewed his page... only to see the Elven line about "driven to the ruthless protection of nature". Being a new player at the time, I assumed that goblins were only mean and nasty ''for the sake of the poor trees''. Only later did I found out that Elves were the only real militant hippies in the game. Has anyone else ever heard of this bug? [[User:Aussiemon|Aussiemon]] 00:08, 7 September 2010 (UTC)
 +
:It's no bug - that elf was captured (or possibly his parents) by goblin babysnatchers and worked his way up through the ranks of Goblin society to become a General. --[[User:Quietust|Quietust]] 01:29, 7 September 2010 (UTC)
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 +
== Peaceful Goblins? ==
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 +
The Trading page mentions getting Goblin traders if your fort is at peace with the goblins, is that true? and if so, should info about that be mentioned on this page? a method to make peace with the goblins would be helpful to the survival of any fortress.--[[User:Twilightdusk|Twilightdusk]] 03:07, 24 November 2010 (UTC)
 +
:Well, my current fort is at peace with the goblins, and I haven't gotten any traders. But I actually came here to ask how to change that <_< The map I'm on lacks iron ore, but abounds in flux stone and bituminous coal, so goblinite is the only source of iron my fort has. [[Special:Contributions/196.210.207.99|196.210.207.99]] 11:19, 10 December 2011 (UTC)
 +
 
 +
== Never Drowning Invaders ==
 +
 
 +
Ha. I got a nice one! I built a mechanism to defent myfortress, which works this way: There is a path with traps. The invaders must walk this path to get into my fortress. They die, or they dodge the traps, which makes them fall them into the open space. Ok, so then I had a "pit" (not a zone, I jsut call it pit) with bundles of golbins and humans. I flooded it with water. The depth was 7 and there past 1 or 2 hours (100 FPS). They vanished. After these 1 or 2 hours I removed the water and suddenly the whole army which was trapped down there climbs up the stairs and attacks me. What the..? They did not drown. Is that bug known to you?
 +
 
 +
The strange thing is: If goblins come on turtles and walk on the brook, they fall one Z level down and get stuck in the river. The goblins, who ride on these turtles drown. Hm, why don´t the drown in my water-death-trap?
 +
 
 +
I think it's possible for some creatures to avoid drowning if there is open space above them(possibly also ramp access.) A sure way to drown anything that doesn't have gills and breathes is to pit them into a pond/river with a floor or a wall above the space where drowning takes place. Alternatively, replace water with magma for guaranteed "drowning." --[[User:Struck Down|Struck Down]] 22:20, 14 August 2012 (UTC)
 +
 
 +
: I remember that this was true in 31:x. In 34.11 I saw a goblin falling into the river, but since river beds have slopes to their sides now, he could easily escape. I think this is not a bug. Goblins are generally swimmers and have no reason to drown if there is open space above them. --[[User:Nagidal|Nagidal]] 09:21, 15 August 2012 (UTC)

Latest revision as of 09:21, 15 August 2012

I've just seen a goblin suffer serious injuries - including several mangled body parts - fall unconscious, and heal almost all of them. It also doesn't appear to be bleeding. Anyone corroborate similar goblin fast healing? --Nimblewright 17:13, 10 April 2010 (UTC) Sorry, didn't realize injury system had changed. That said, healing of even "inhibited" wounds is very rapid.--131.111.254.209 18:58, 11 April 2010 (UTC)


Goblin Ambushers fighting amongst themselves[edit]

I'm on version 31.0.3, on a reclamation fortress. It's the fortress' first goblin ambush, but for some strange reason the goblins are all fighting amongst themselves.

How about something like this as a temporary entry until more can be added?

"Goblins are classic Dwarven enemies. They steal Dwarven Children (babysnatchers), and raid fortresses (Siege). Goblin Snatchers and Master Thieves will sometimes appear with a sack and the intention to shove a Dwarven Child into that sack. In previous versions, captured Dwarven Children were raised in goblin societies and could be seen in goblin towers (adventure mode) or leading sieges (fortress mode). Goblin Sieges are made up of one or more goblin squads. Such squads have goblins wielding various weapons, are sometimes led by a legendary/leader goblin, and are sometimes mounted on various creatures. It is suspected, but not currently known,that the same is true in the current version.

Examining the goblin raws shows they can eat bones and enjoy fighting. Their culture springs from mysteriously constructed obsidian towers, which are sometimes connected to far away towers by underground tunnels. Goblin ethics accept even torture, lying, assault, and cannibalism as personal matters. Slavery and theft seem to be encouraged, though treason to the goblin race is a capital offense."

--Truean 13:01, 25 April 2010 (UTC)

Silver Weapons[edit]

My outer traps just killed a retreating goblin snatcher who was bearing a silver dagger. I've seen goblins with iron and copper weapons, but never silver. Is this a change in the current version? 'cause if so it should be mentioned. - Ancient History 23:44, 28 June 2010 (UTC)

I can confirm that, my first snatchers and ambush had: "large silver dagger" , "silver whip", "silver flail", the remaining items were copper, leather and cloth, though...--Kaos 09:20, 16 April 2011 (UTC)

Goblins playable without modding in adventure mode[edit]

A few days ago, I played as a gobbo. It may have had something to do with the things left were a goblin civ (populated by humans, no less) and about a dozen factionless hippies.

So if everyone but a goblin civ is dead, you can play as a goblin. You get copper stuff, though, and there aren't any shops, so it's not exactly recommended. However, you can steal just about everything in any human town ruins, I got about 20 barrels of meat. 24.136.237.184 23:56, 18 July 2010 (UTC)

Goblins as a religion[edit]

Since goblins brainwash stolen children to join their civ, goblinism could be thought of as a religion as well as a culture. --TomiTapio 20:08, 20 July 2010 (UTC)

Although in the game religions are specifically designated as such, as are deities and other objects of worship, so it's really more of a case of an individual moving from one civ into another of a different race by force. Mason (T-C) 21:23, 20 July 2010 (UTC)

Hippie Goblin General[edit]

So a while back (in the current version), I was invaded by squads of goblins in a siege on my fortress. Leading the assault was the first General I'd ever seen. Curious to see what he looked like, I viewed his page... only to see the Elven line about "driven to the ruthless protection of nature". Being a new player at the time, I assumed that goblins were only mean and nasty for the sake of the poor trees. Only later did I found out that Elves were the only real militant hippies in the game. Has anyone else ever heard of this bug? Aussiemon 00:08, 7 September 2010 (UTC)

It's no bug - that elf was captured (or possibly his parents) by goblin babysnatchers and worked his way up through the ranks of Goblin society to become a General. --Quietust 01:29, 7 September 2010 (UTC)

Peaceful Goblins?[edit]

The Trading page mentions getting Goblin traders if your fort is at peace with the goblins, is that true? and if so, should info about that be mentioned on this page? a method to make peace with the goblins would be helpful to the survival of any fortress.--Twilightdusk 03:07, 24 November 2010 (UTC)

Well, my current fort is at peace with the goblins, and I haven't gotten any traders. But I actually came here to ask how to change that <_< The map I'm on lacks iron ore, but abounds in flux stone and bituminous coal, so goblinite is the only source of iron my fort has. 196.210.207.99 11:19, 10 December 2011 (UTC)

Never Drowning Invaders[edit]

Ha. I got a nice one! I built a mechanism to defent myfortress, which works this way: There is a path with traps. The invaders must walk this path to get into my fortress. They die, or they dodge the traps, which makes them fall them into the open space. Ok, so then I had a "pit" (not a zone, I jsut call it pit) with bundles of golbins and humans. I flooded it with water. The depth was 7 and there past 1 or 2 hours (100 FPS). They vanished. After these 1 or 2 hours I removed the water and suddenly the whole army which was trapped down there climbs up the stairs and attacks me. What the..? They did not drown. Is that bug known to you?

The strange thing is: If goblins come on turtles and walk on the brook, they fall one Z level down and get stuck in the river. The goblins, who ride on these turtles drown. Hm, why don´t the drown in my water-death-trap?

I think it's possible for some creatures to avoid drowning if there is open space above them(possibly also ramp access.) A sure way to drown anything that doesn't have gills and breathes is to pit them into a pond/river with a floor or a wall above the space where drowning takes place. Alternatively, replace water with magma for guaranteed "drowning." --Struck Down 22:20, 14 August 2012 (UTC)

I remember that this was true in 31:x. In 34.11 I saw a goblin falling into the river, but since river beds have slopes to their sides now, he could easily escape. I think this is not a bug. Goblins are generally swimmers and have no reason to drown if there is open space above them. --Nagidal 09:21, 15 August 2012 (UTC)