Bay 12 Games Forum
Dwarf Fortress => DF General Discussion => Topic started by: fishboyliam on May 17, 2018, 11:40:50 am
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So I never use military. I just find it to be tedious. As such, I end up with tons of traps (mostly cage traps). Now I realize the inherent flaw in this strategy (Namely Trap avoid), but that isn't the topic here. The topic is captives; namely troglodytes in this case.
Now with most creatures, I can find a use for them; animal men are nice to collect, trolls can be unleashed to take on invaders, and most animals can be tamed to butcher or further make into war animals (don't need to have a military to get those stat boosts). Trogs, however, always seem to pile up. They're weak, yet also intelligent, yet even further still common as common as hell. I'm a year into this new fort and I already have 9. Y'all have any suggestions? I've considered making a 10x10, walled off pen and just letting them breed into a hoard to release in the event of a massive invasion, but I don't remember any goblins near my embark site, so I shouldn't get any of those for a while.
If nothing else, they at least make good bait. Feels like a waste, but might as well.
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Use them to swamp forgotten beasts to death
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Drop them down a 40-z shaft for visceral satisfaction.
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Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
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Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
Impossible. Blood is not a liquid like water or lava, the only thing it will make are puddles that aren't even 1/7.
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
Impossible. Blood is not a liquid like water or lava, the only thing it will make are puddles that aren't even 1/7.
Alright, channel some water through there too then. Problem solves.
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
Impossible. Blood is not a liquid like water or lava, the only thing it will make are puddles that aren't even 1/7.
Alright, channel some water through there too then. Problem solves.
or mod the game to add blood as a liquid.
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
Impossible. Blood is not a liquid like water or lava, the only thing it will make are puddles that aren't even 1/7.
Alright, channel some water through there too then. Problem solves.
or mod the game to add blood as a liquid.
Liquids are not moddable. They're hardcoded.
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
Impossible. Blood is not a liquid like water or lava, the only thing it will make are puddles that aren't even 1/7.
Alright, channel some water through there too then. Problem solves.
or mod the game to add blood as a liquid.
Liquids are not moddable. They're hardcoded.
that only means it is harder to mod it.
and when you're at it, also add all other kinds of liquids: slime, vomit,... DF will be so dirty :D
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If you release a cavern animal on the surface it will head to the map edge and vanish. You can presumably do that with troglodytes. I did that once when my cage traps caught a troll, but I modded the game in order to make intelligent creatures impossible to cage (and immune to traps in general).
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or you can use them for dwarfputing...
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
Impossible. Blood is not a liquid like water or lava, the only thing it will make are puddles that aren't even 1/7.
Alright, channel some water through there too then. Problem solves.
or mod the game to add blood as a liquid.
Liquids are not moddable. They're hardcoded.
that only means it is harder to mod it.
and when you're at it, also add all other kinds of liquids: slime, vomit,... DF will be so dirty :D
That's literally impossible even with DFhack.
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
Impossible. Blood is not a liquid like water or lava, the only thing it will make are puddles that aren't even 1/7.
Alright, channel some water through there too then. Problem solves.
or mod the game to add blood as a liquid.
Liquids are not moddable. They're hardcoded.
that only means it is harder to mod it.
and when you're at it, also add all other kinds of liquids: slime, vomit,... DF will be so dirty :D
That's literally impossible even with DFhack.
you just need to hack into toady's PC and change his code files, so it gets implemented into the next official release :P
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I suggest making a roofed pen with fortification walls and a roof made of bridge or floodgate. If you are ever attacked by a flying beast you can open the roof remotely to have them serve as cannon fodder while your marksmen take down the flying invader. Also works underground. Alternatively, you could use them as cannon fodder during sieges, or to split-up an invading army by luring a portion away, or as training opponents for dwarf adventurers. Troglodytes are also a rare source of climbing experience, as they often climb walls to get away from pursuers. If your fortress has multiple entrances, you can surround a section of troglodytes with traps, to bait invaders into a trap-filled section. You could also use them as temple-decoration, burnt sacrifices, or in combination with magma to set enemies on fire. In theory, it would be possible to have a magma-filled minecart automatically drop a troglodyte-filled cage into said minecart, and fly them off the tracks into a group of i̶n̶n̶o̶c̶e̶n̶t̶ ̶b̶y̶s̶t̶a̶n̶d̶e̶r̶s enemies.
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I suggest making a roofed pen with fortification walls and a roof made of bridge or floodgate. If you are ever attacked by a flying beast you can open the roof remotely to have them serve as cannon fodder while your marksmen take down the flying invader. Also works underground. Alternatively, you could use them as cannon fodder during sieges, or to split-up an invading army by luring a portion away, or as training opponents for dwarf adventurers. Troglodytes are also a rare source of climbing experience, as they often climb walls to get away from pursuers. If your fortress has multiple entrances, you can surround a section of troglodytes with traps, to bait invaders into a trap-filled section. You could also use them as temple-decoration, burnt sacrifices, or in combination with magma to set enemies on fire. In theory, it would be possible to have a magma-filled minecart automatically drop a troglodyte-filled cage into said minecart, and fly them off the tracks into a group of i̶n̶n̶o̶c̶e̶n̶t̶ ̶b̶y̶s̶t̶a̶n̶d̶e̶r̶s enemies.
This, you might as well make them useful. Troglodytes are the same size as a dwarf too, so if you really want to waste time and energy on them you could use DFHack to forceequip some gear for them to improve their survivability.
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I suggest making a roofed pen with fortification walls and a roof made of bridge or floodgate. If you are ever attacked by a flying beast you can open the roof remotely to have them serve as cannon fodder while your marksmen take down the flying invader. Also works underground. Alternatively, you could use them as cannon fodder during sieges, or to split-up an invading army by luring a portion away, or as training opponents for dwarf adventurers. Troglodytes are also a rare source of climbing experience, as they often climb walls to get away from pursuers. If your fortress has multiple entrances, you can surround a section of troglodytes with traps, to bait invaders into a trap-filled section. You could also use them as temple-decoration, burnt sacrifices, or in combination with magma to set enemies on fire. In theory, it would be possible to have a magma-filled minecart automatically drop a troglodyte-filled cage into said minecart, and fly them off the tracks into a group of i̶n̶n̶o̶c̶e̶n̶t̶ ̶b̶y̶s̶t̶a̶n̶d̶e̶r̶s enemies.
This, you might as well make them useful. Troglodytes are the same size as a dwarf too, so if you really want to waste time and energy on them you could use DFHack to forceequip some gear for them to improve their survivability.
Now these are all great! As I said, military ain't something I do, but using them to spread fire sounds incredible.
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Use them to swamp forgotten beasts to death
I've seen dozens of trogs fight slime forgotten beasts and lose. They could be useful as bait to buy miners time to escape, however. That's worth looking into.Drop them down a 40-z shaft for visceral satisfaction.
They're considered sentient, so the parts are potentially very traumatizing. I would drop them into magma instead.
Restrict the area then, or use the parts to traumatize dorfs so that they don't care about anything anymore.
I think I got it, based on what you two described. I don't want to use the parts to traumatize my dwarfs, but I can still put them to use.
1. Make a death pit. Maybe throw in some spike traps for good measure.
2. Make a channel.
3. Grate said channel off.
4. Set up an area for dwarves to bathe in the blood of their enemies.
5. Praise Armok for his gift of crimson mist.
Impossible. Blood is not a liquid like water or lava, the only thing it will make are puddles that aren't even 1/7.
Alright, channel some water through there too then. Problem solves.
or mod the game to add blood as a liquid.
Liquids are not moddable. They're hardcoded.
that only means it is harder to mod it.
and when you're at it, also add all other kinds of liquids: slime, vomit,... DF will be so dirty :D
That's literally impossible even with DFhack.
Weeeeell... If we ignore the ethical dimension of doing so, we could decompile DF's executable and edit the decompiled source. Of course, we would have to spend a long, long time trying to understand the obfuscated code well enough to be able to edit it correctly.
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Trimmed
Weeeeell... If we ignore the ethical dimension of doing so, we could decompile DF's executable and edit the decompiled source. Of course, we would have to spend a long, long time trying to understand the obfuscated code well enough to be able to edit it correctly.
Yeah, I don't even work on my raw file mods as much as I wish I did. I ain't modding liquids.
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Guys, enough with the quote pyramids.
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You could edit their raws (both in your savegames file folder and in the raw/objects folder the game uses to create them) and add the [PET] and [TRAINABLE] tags to them. Then you can tame them and train them as war animals. Theyre in the creature_subterranean.txt file, and their ID is literally TROGLODYTE, so you can paste those tags in underneath that
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You could edit their raws (both in your savegames file folder and in the raw/objects folder the game uses to create them) and add the [PET] and [TRAINABLE] tags to them. Then you can tame them and train them as war animals. Theyre in the creature_subterranean.txt file, and their ID is literally TROGLODYTE, so you can paste those tags in underneath that
Yeah, but I'd honestly rather keep the file vanilla. I can edit raws easily, I just feel like playing it as is rn.
Once I get my own raw project done though... oh boy will I play the SHIT out of that
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Perhaps you could set up breeding pairs and drop them into the caverns as missile weapons? Make a big troglodyte missile station
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Perhaps you could set up breeding pairs and drop them into the caverns as missile weapons? Make a big troglodyte missile station
Why limit it to troglodytes, then? I can imagine it now; breeding chambers for trolls, Minotaur, whatever I can get my hands on, pumping out ammo, that's pitted directly onto a bridge to be opened in event of a forgotten beast.
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That sounds like a lot of cleanup...
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That sounds like a lot of !!FUN!!
FTFY.
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A bit tangential, but has Toady stated his inclinations towards us decompiling the binary? My general impression is in the negative, but I wanted to find out for sure.
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you could put them on restraints to guard your fortress
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A bit tangential, but has Toady stated his inclinations towards us decompiling the binary? My general impression is in the negative, but I wanted to find out for sure.
I do not know the answer myself, but I'm sure he would answer a question about it in the Future of the Fortress thread.
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I'm unsure as to how I had done it, but in one of my forts I had troglodytes listed as citizens. It was unmodded and I had a troglodyte breeding room (I don't know why); I think I may have retired and rejoined the fort which bugged the save.
I made the troglodytes tavern keepers and such to leave my dwarves for more important jobs.
I just had a look but I couldn't find any pictures, but I'm certain I wasn't just hallucinating.
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Hm, so then it's probably doable with animal-people! We have found a way to make them citizens. Now they're pretty useful, because of free workforce.
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or you could build a pit trap http://dwarffortresswiki.org/index.php/DF2014:Pit_trap (http://dwarffortresswiki.org/index.php/DF2014:Pit_trap) and then throw your troglodites in it
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or you could build a pit trap http://dwarffortresswiki.org/index.php/DF2014:Pit_trap (http://dwarffortresswiki.org/index.php/DF2014:Pit_trap) and then throw your troglodites in it
What my suggestion was, basically. Also has a tendency to make dorfs no longer care about anything anymore, so drop them in your barracks for mental training. :P
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or you could build a pit trap http://dwarffortresswiki.org/index.php/DF2014:Pit_trap (http://dwarffortresswiki.org/index.php/DF2014:Pit_trap) and then throw your troglodites in it
What my suggestion was, basically. Also has a tendency to make dorfs no longer care about anything anymore, so drop them in your barracks for mental training. :P
no, you sujested to drop them in a big enough shaft to make them explode
and I am sujesting to make a small pit trap to put them live in there so whatever falls get attacked by troglodites
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I'm unsure as to how I had done it, but in one of my forts I had troglodytes listed as citizens. It was unmodded and I had a troglodyte breeding room (I don't know why); I think I may have retired and rejoined the fort which bugged the save.
I made the troglodytes tavern keepers and such to leave my dwarves for more important jobs.
I just had a look but I couldn't find any pictures, but I'm certain I wasn't just hallucinating.
I can diagnose this i think, implicitly the troglodytes born on the map belong to your 'site' because they are intelligent (intelligent creature birth rules, whever the baby lands its yours, if offsite its theirs), but since they are animals they emigrate off, the whole wacky allocation to check for fortress citizens probably saw 'intelligent being = born on site, add to citizens' without context, so validated the troglodytes.
However, this is a bug because semi-sapients were fixed in a prior version to not be applicable for occupation jobs (after modders accessed it with pet tags), this somehow this bypasses the code Toady put in blocking it, if it can be recreated and uploaded to Mantis for a hopeful fix it might be useful.
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I'm unsure as to how I had done it, but in one of my forts I had troglodytes listed as citizens. It was unmodded and I had a troglodyte breeding room (I don't know why); I think I may have retired and rejoined the fort which bugged the save.
I made the troglodytes tavern keepers and such to leave my dwarves for more important jobs.
I just had a look but I couldn't find any pictures, but I'm certain I wasn't just hallucinating.
I can diagnose this i think, implicitly the troglodytes born on the map belong to your 'site' because they are intelligent (intelligent creature birth rules, whever the baby lands its yours, if offsite its theirs), but since they are animals they emigrate off, the whole wacky allocation to check for fortress citizens probably saw 'intelligent being = born on site, add to citizens' without context, so validated the troglodytes.
However, this is a bug because semi-sapients were fixed in a prior version to not be applicable for occupation jobs (after modders accessed it with pet tags), this somehow this bypasses the code Toady put in blocking it, if it can be recreated and uploaded to Mantis for a hopeful fix it might be useful.
i can imagine it becoming a source of FUN regarding that invaders and your civ are hostile by default, so the trogs might attack their own offspring and start a bloodshed that might affect your dorfs.
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sorry for the thread necromancy but...
what about thaining the troglodytes in danger rooms?
that should make them better at killing invaders
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You just set them lose inside your fort, they will run around not harming anyone except dogs, which they will try to eat, and then get eaten by.. I assume it is training my war dogs.
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I personally support the use of tightly packed troglodytes set between two sets of walls, like thermal insulation. When you get invaded/bored, drop a thin layer of pumped magma on top of them, lower the bridges which form the ends of this wall section and let them spread wildly. Not only do you get the fire effect mentioned previously by others, but insulation is expensive yo.
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Sorry, super late to the game here... Trogs, being sentient, can learn skills. You can make an arena, trap all sorts of wild animals (or buy them from the elves) and have death matches. They will die quickly at the start, but over time some of them will get strong. Then you can set them free for some fun :-) (presumably to play with something else that is attacking you at the time...)
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Sorry, super late to the game here... Trogs, being sentient, can learn skills. You can make an arena, trap all sorts of wild animals (or buy them from the elves) and have death matches. They will die quickly at the start, but over time some of them will get strong. Then you can set them free for some fun :-) (presumably to play with something else that is attacking you at the time...)
thats exactly what I was trying to say