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Author Topic: Goblin Fort  (Read 5235 times)

Tastysaurus Rex

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Goblin Fort
« on: June 13, 2010, 12:06:44 am »

So today I decided I want to try my hand at a gobbo fort. I figure I'm nowhere near the first guy to try this, so I thought I'd ask for some advice on setting this thing up to be the finest dorfkilling machine it can be.

Also this is on 40d. This means my civ leader won't be a fire-breathing salt horse or something, but so be it!

For the sake of modding, my concerns are:

  • Embark; can I mod it? Like, if I wanted to replace dogs with beak dogs, or add trolls, or something.
  • Thoughts; can I alter what goblins like and dislike? Like, could I make them not get pissed when they don't sleep in a bed? I've never seen a bed in a gobbo tower and will likely embark on a woodless area, so that example is a legitimate concern.
  • Nobles; do they have them? If not, is there a way to implement a new goblin noble system? Could a motherfucking demon actually show up if my fort gets awesome enough?
  • More may be added as thoughts occur to me.

I also sorta want to make this as gobby as possible. So far I've decided to erect a great tower of obsidian (I'll worry about how to get that much) but other than that thoughts escape me. Suggestions? Challenges, even?
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Fourdots

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Re: Goblin Fort
« Reply #1 on: June 13, 2010, 01:42:40 am »

You can add pets to the list of things purchasable on embark by adding [COMMON_DOMESTIC] to their raws, and making sure that they also have [PET] and a [PETVALUE:#] tag. Trolls, beak dogs, and so forth could be added doing that, though you might want to remove some so that it's a bit more manageable. I don't know how this will interact with the tags related to sentience and intelligence, though, if you try to add an intelligent slave race and then enable hauling or other labors on them with some utility.

Not sure if it's possible to prevent them from getting bad thoughts from sleeping in beds. You could mod in a bed made of rock that looks like a tile of smoothed ground, though, and call it a sleeping slab or something like that.

Don't know if goblins have nobles, but it's probably possible to mod them in, at least on 0.31.x, as nobles are editable. On 0.31.x, it's in entity_default.txt and goblins do not have nobles. In 40d, it's not in that file, and I suspect that it might not be editable.

Building a massive obsidian city seems like it would be fun. Set up a magma farm, and use it as the source. Even more awesome: making a race of dwarven slaves kept by goblins, using some utility to enable mining for them[1], and only permit them to mine. That way, it won't matter if they magma farm ends up killing most of them, because it's triggered by mining out key sections instead of by floodgates! Build a city out of the blood of dwarfs!

[1] Not sure which one does that, but I recall seeing one around. I may have imagined that, though.
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Vattic

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Re: Goblin Fort
« Reply #2 on: June 13, 2010, 01:59:45 am »

For obsidian you could build an obsidian factory. Then you'd never run out.

You might want to look at the other goblin mods that have been made and see how they do things. this one looks like a reasonable one, it has different animals on embark, gnaw on bones and everyone likes to invade.
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Tastysaurus Rex

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Re: Goblin Fort
« Reply #3 on: June 13, 2010, 02:09:35 am »

Building a massive obsidian city seems like it would be fun. Set up a magma farm, and use it as the source. Even more awesome: making a race of dwarven slaves kept by goblins, using some utility to enable mining for them[1], and only permit them to mine. That way, it won't matter if they magma farm ends up killing most of them, because it's triggered by mining out key sections instead of by floodgates! Build a city out of the blood of dwarfs!
OF COURSE! SLAVES!! THAT'S WHAT THIS FORT NEEDS!!!! I don't think dorfs can ambush me so I can't imagine too big a problem by giving them pet tags either.

The bed thing actually makes sense. I'm surprised I didn't think of that sooner.

EDIT: Didn't see Vattic ninja his way in. I'll give that a look.

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Genkora

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Re: Goblin Fort
« Reply #4 on: June 13, 2010, 02:38:01 am »

I just started a goblin fortress.  They are thirsty and are not drinking water.  Not sure what they drink if not water.
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Ephemeriis

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Re: Goblin Fort
« Reply #5 on: June 13, 2010, 02:55:50 am »

I just started a goblin fortress.  They are thirsty and are not drinking water.  Not sure what they drink if not water.

Blood?
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Genkora

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Re: Goblin Fort
« Reply #6 on: June 13, 2010, 03:03:03 am »

Maybe if I add the alcohol dependent tag to them in the raws they'll drink alcohol, but that would make them more like dwarves, which would defeat the purpose of playing goblins.
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Tastysaurus Rex

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Re: Goblin Fort
« Reply #7 on: June 13, 2010, 03:41:41 am »

I just started a goblin fortress.  They are thirsty and are not drinking water.  Not sure what they drink if not water.

Blood?
If that's true this game just got twenty times cooler.
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Tastysaurus Rex

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Re: Goblin Fort
« Reply #8 on: June 13, 2010, 05:01:36 am »

Doublepost!

Alright, so for the most part I think I have this figured out. Hopefully that thirst thing (is that 2010?) won't be a major issue or anything.

Just gen'd a map with a volcano, and I'd be a damned fool not to use it for my obsidian-gathering purposes. What I'm wondering for the most part is how to get slaves. Presumably one would have to make them "tamable" but I have no idea what sort of consequences this may have. Anyone have any suggestions for this? I don't even need them at embark; catching slaves in cage traps is more than enough for me.
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Genkora

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Re: Goblin Fort
« Reply #9 on: June 13, 2010, 05:05:42 am »

Sorry, but the thirst problem is in 40d, well, 40d19, but that probably isn't the problem.  As for enslaving, it is probably a matter of capturing them in a simple cage trap and taming them, although I have no idea how enslavement works.  Considering what is being done wasn't meant to be done at this point in time, fun is sure to ensue.  I will try making them alcohol dependent and see if that solves the thirst problem.

also, I would make sure you have farming as one of the permitted jobs, or you will have to sustain yourself entirely on breeding and fishing (goblins can't farm by default).  Fun fact though, goblins can eat sentient beings though, so feel free to feast on all the elves you can.

edit - looks like making them alcohol dependent solved the problem.  The only problem is making alcohol for them, as goblins can't set out with it, nor can they set out with battle axes with which to chop trees for barrels.  I just set out with the needed materials for smithing an axe, smithed an axe, and gathered plants for brewing.
« Last Edit: June 13, 2010, 06:02:37 am by Genkora »
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Biag

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Re: Goblin Fort
« Reply #10 on: June 13, 2010, 07:09:20 am »

For enslavement, if you're willing to try 2010, the Genesis Mod guy (can't remember his name ATM) did it by having separate castes in the race- his "Illithid" master race had "Dwarf Slave," "Human Slave," etc castes in it. It works better for invading civs because then there's not the problem of goblins giving birth to human slaves, but that's the best way I can think of to do it. Unless you can tame [INTELLIGENT] creatures.
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Fourdots

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Re: Goblin Fort
« Reply #11 on: June 13, 2010, 07:10:50 am »

For slaves, what I would suggest is simply making a new species based on dwarfs, with [PET], [COMMON_DOMESTIC], and perhaps no [INTELLIGENT], as I recall seeing a thread about some weird interactions between it and the various pet tags (might take a bit of playing around with to get right). Then buy them on embark or from goblin caravans, if you can get them. Also has the advantage of, with a bit of tinkering, letting herds of hostile dwarfs migrate across your map from time to time. Add some cage traps and an animal trainer, and you've got a renewable source of laborers.

There is a simple method, apparently, which allows dwarfs to buy dwarven peasants on embark: Here. Another with similar information.
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Tastysaurus Rex

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Re: Goblin Fort
« Reply #12 on: June 13, 2010, 07:50:07 am »

For slaves, what I would suggest is simply making a new species based on dwarfs, with [PET], [COMMON_DOMESTIC], and perhaps no [INTELLIGENT], as I recall seeing a thread about some weird interactions between it and the various pet tags (might take a bit of playing around with to get right). Then buy them on embark or from goblin caravans, if you can get them. Also has the advantage of, with a bit of tinkering, letting herds of hostile dwarfs migrate across your map from time to time. Add some cage traps and an animal trainer, and you've got a renewable source of laborers.

There is a simple method, apparently, which allows dwarfs to buy dwarven peasants on embark: Here. Another with similar information.
Seems simple enough. Thanks!

Ok, so going down the list. We have pets. We have slaves. We have non-wood. We have obsidian. That drinking bug aside, can anyone think of something to make this dwarfier gobier?
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Genkora

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Re: Goblin Fort
« Reply #13 on: June 13, 2010, 08:22:44 am »

I just built an obsidian draw bridge and am currently filling a moat with lava.  Seems gobby to me, but then again, I've never seen a goblin fortress.  Perhaps we should find an effective way to paint the walls in blood?  maybe chain up animals, and then splatter them with traps.

edit - something interesting, goblins seem to only trade with other evil civilizations.  So far I have received a caravan from kobolds and goblins.  Unfortunately, they don't seem to have their own conversations, and it defaults to what dwarven caravans say.
« Last Edit: June 13, 2010, 08:28:32 am by Genkora »
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Tastysaurus Rex

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Re: Goblin Fort
« Reply #14 on: June 13, 2010, 08:30:46 am »

I just built an obsidian draw bridge and am currently filling a moat with lava.  Seems gobby to me, but then again, I've never seen a goblin fortress.  Perhaps we should find an effective way to paint the walls in blood?  maybe chain up animals, and then splatter them with traps.

edit - something interesting, goblins seem to only trade with other evil civilizations.  So far I have received a caravan from kobolds and goblins.  Unfortunately, they don't seem to have their own conversations, and it defaults to what dwarven caravans say.
Hold the fuck up. Kobolds have caravans? What could they possibly trade?
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That wasn't technically a miscarriage, but the doctors didn't have a concise term for "gave birth and immediately baptized the baby in liquid fire."
Dwarf Fortress: Killing people so you can draft their dogs into the army.
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