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Author Topic: On the farming of Sea Serpents  (Read 129175 times)

Girlinhat

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Re: On the farming of Sea Serpents
« Reply #135 on: June 17, 2011, 09:39:36 am »

A goblin soldier will not break free.  A goblin thief/babysnatcher will break free almost immediately.  But a spearman, you can cage them in the dining hall and a dwarf will gladly drag the goblin through the calm dining patrons without any trouble.  Once caged, the creature isn't on the map, but sort of "in limbo" in the cage.  Once chained, however, they have their pathfinding limited.  They will gladly attack anything within their 3x3 range, and will cause civilians to flee in terror, and military to attack.

A deconstructed/levered chain will create a loose chain on the floor and a "ghost image" on the creature's neck.  The one on the creature isn't actually anything, and makes no difference.

Thoughts: Start a fortress, chain and deconstruct an animal.  Use DFHack to become an adventurer, and attack said animal in the neck, or attempt to grapple with the chain.

Funburns

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Re: On the farming of Sea Serpents
« Reply #136 on: June 18, 2011, 04:33:42 am »

A bit of an old reply, but...

Spoiler (click to show/hide)

I just idea'd! What if a 2x1x1 chamber with a nest box on one side and a serpent on the other were constructed so that each square had one pump constantly feeding it water and another constantly taking it away? The tiles would rapidly alternate between 0/7 and 1-7/7 depending how the intake was fed, which might be enough to somehow make the nest boxes available for serpent use long enough for one to claim it.

It probably wouldn't work, though, because the box will, at any given step of game time, be either dry and inaccessible to the serpent, or wet and disabled. Perhaps water disabling a nest box takes more than one step to occur? Could the unusually fast speed of water pumping confuse the game enough to allow this, through some method I'm not aware of? Maybe whether the nest box is built with absorbent materials was made to matter for this, even though holding booze and liquid water are two entirely different game mechanics? I just hate to see serpent farming go on the back burner.

DG

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Re: On the farming of Sea Serpents
« Reply #137 on: August 01, 2011, 07:08:18 am »

While wasting time in the wiki I followed a link to this remarkable thread. I was quickly inspired to honour Sphalerite's contribution to dwarven science.

All great science deserves to be commemorated with great art. It's a slow work day so I've put my ball point to some use.

Spoiler (click to show/hide)
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Sphalerite

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Re: On the farming of Sea Serpents
« Reply #138 on: August 01, 2011, 07:31:19 am »

Haha, that's awesome.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.

davros

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Re: On the farming of Sea Serpents
« Reply #139 on: December 10, 2011, 05:35:40 pm »

Everything in this topic is awesome. It needs a sticky.
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Quote from: Malarauko
I had an above ground garden built in the grounds of my castle and two young dwarves spent time socialising there over the summer and at the end of the summer they were in love. Remember those long summers of your childhood? That first kiss in the gardens while crossbows dwarves shoot goblins above your head? The rain of dead birds as the hunters get to work? Truly Spearhills is a paradise.

MagmaMcFry

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Mobotium

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Re: On the farming of Sea Serpents
« Reply #141 on: December 21, 2011, 01:53:55 pm »

Humm, this gave me an Idea, Il go and make a invader race that breaths underwater, make some sharks and sea-serpents as pets and do a uber underwater batle!

Nice thread btw, extremely dwarfy  ;)
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gunnarig

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Re: On the farming of Sea Serpents
« Reply #142 on: December 21, 2011, 06:20:39 pm »

God of the ocean! i suggest turning on invasions again and make a moat with white sharks in them it is something i have wet dreams about :P
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Ifeno

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Re: On the farming of Sea Serpents
« Reply #143 on: December 22, 2011, 01:18:45 am »

one of the greatest threads ive read in a looooong time
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ive gotten in the habit of replacing my chief medical dwarf as soon as he gains any notable skill in diagnosis.
It's really funny watching them do unnecessary surgery because of a wrong diagnosis.
the conditions were bad enough to turn a dwarf who didn't care about anything mad, that's pretty hardcore.

Zinc23

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Re: On the farming of Sea Serpents
« Reply #144 on: December 22, 2011, 02:06:16 am »

I think that Sphalerite...   Is GOD.  Nah, just kidding.  But this is MAAAAAGMAAAA worthy were necro still here.
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Karakzon

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Re: On the farming of Sea Serpents
« Reply #145 on: December 22, 2011, 11:37:56 am »

small thought: if you got wild crundles set up in a simular breeding programn, had the crundle babys run off into an antichamber whos floor was a bridge, then retract said bride so they fall into your tame GCS pen, would that make an efficient silk farm?
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Wannazzaki

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Re: On the farming of Sea Serpents
« Reply #146 on: December 22, 2011, 11:46:21 am »

In the same way chaining a goblin up and having GCS's fire at it through fortifications is
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Son of Slaanesh, full of desire, He does cocaine and his head's on fire! DOOOOOOOOOOOOOM Rider! Doom rider! Na na, na na!

Sphalerite

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Re: On the farming of Sea Serpents
« Reply #147 on: December 22, 2011, 11:46:39 am »

Can't breed wild crundles in the current version.  Crundles are egg-layers, and only tame animals will claim nest boxes.

It's also impossible to breed sea serpents in the current version without modding, since nest boxes don't work underwater.
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Karakzon

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Re: On the farming of Sea Serpents
« Reply #148 on: December 22, 2011, 01:13:48 pm »

ah right. some sort of small harmless animal is required xP but i think the princable is the same.
-i tried the fortifications one, and others, dindt work. i dislike getting my cutsy wootsy giant venom driping horror of the deap hurt-
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Bolts of Exsanguination THE terrifying glacier export, get yours today!

Sphalerite

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Re: On the farming of Sea Serpents
« Reply #149 on: December 22, 2011, 01:18:04 pm »

I haven't tried silk farming yet, but I have heard that a GCS won't spray silk at something it can't path to.  If there is no path from the GCS to your dropped animals, it won't shoot at them, even if it can see them through fortifications.  There are ways around this, I've seen some plans for GCS silk farms that use locked doors or something similar so that the GCS thinks there's a path to the target.  I'd try it out myself, but I have yet to encounter a single GCS in any of the forts I've run in the current version.
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Any intelligent fool can make things bigger and more complex... It takes a touch of genius --- and a lot of courage to move in the opposite direction.
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