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Author Topic: Caged Goblins  (Read 708 times)

boathouse2112

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Caged Goblins
« on: March 13, 2012, 04:13:26 pm »

What exactly am i supposed to do with these caged goblins...

it takes forever to set up a cage opening in my barraks
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Excedion

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Re: Caged Goblins
« Reply #1 on: March 13, 2012, 04:15:38 pm »

Just pit them from the floor above, dwarves dont seem to get scared by pitting prisoners anymore. In my current fort theyll happily drag trolls, elk birds and such across the map to the pit (34.02)
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If adamantine is perfectly rigid, as shown by having 0 strain at fracture in the raw files, then the speed of sound in the metal approaches the speed of light. Adamantine musical instruments would produce ultrasonic vibrations, and cut off the fingers of the musician.

Nil Eyeglazed

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Re: Caged Goblins
« Reply #2 on: March 13, 2012, 04:18:00 pm »

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He he he.  Yeah, it almost looks done...  alas...  those who are in your teens, hold on until your twenties...  those in your twenties, your thirties...  others, cling to life as you are able...<P>It should be pretty fun though.

wierd

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Re: Caged Goblins
« Reply #3 on: March 13, 2012, 04:18:45 pm »

Be sure to disarm the goblins first.

D,b,d and draw a rectangle over the built cages.  This will make dwarves confiscate the goblinite, leaving stark nekkid gobbos.

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boathouse2112

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Re: Caged Goblins
« Reply #4 on: March 13, 2012, 04:20:26 pm »

New question:

How are these pits built, do you come in from the side on the next floor down?
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wierd

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Re: Caged Goblins
« Reply #5 on: March 13, 2012, 04:23:34 pm »

Make a channeled out hole.

On the floor above, over the open space, use the "i" menu and assign as pit/pond.

Then you can assign creatures.
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robertheinrich

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Re: Caged Goblins
« Reply #6 on: March 13, 2012, 04:28:09 pm »

Since you are already talking about pitting... I noticed that pitting invaders is no problem anymore. I built a hatch above a channelled out spot and told them to pit everybody. Armed invaders, kobold master thieves, anybody. And the pit was not right next to the stockpile. No accidents, no escaping thieves, nothing.

Was it dumbed down?
« Last Edit: March 13, 2012, 04:30:31 pm by robertheinrich »
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boathouse2112

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Re: Caged Goblins
« Reply #7 on: March 13, 2012, 04:29:45 pm »

I was referring to the really deep pits, though that's also helpful
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ledgekindred

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Re: Caged Goblins
« Reply #8 on: March 13, 2012, 04:31:21 pm »

Be sure to disarm the goblins first.

D,b,d and draw a rectangle over the built cages.  This will make dwarves confiscate the goblinite, leaving stark nekkid gobbos.

Don't forget to go to your stocks menu and undump the cages.

Since you are already talking about pitting... I noticed that pitting invaders is no problem anymore. I built a hatch above a channelled out spot and told them to pit everybody. Armed invaders, kobold master thieves, anybody. And the pit was not right next to it. No accidents, no escaping thieves, nothing.

In 34.05 I've had goblin thieves escape from pitting.  It seems to be based on the skill of the animal handler trying to pit them versus the skill of the thief being pitted.  Crappy snatchers get pitted pretty regularly, while master thieves almost always escape.
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I don't understand, though that is about right with anything DF related.
I just hope he dies the same death that all dwarfs deserve: liver disease.
The legend of Reg: http://www.bay12forums.com/smf/index.php?topic=65866.0
Atir Stigildegel, Legless Hero of Diamondrelic: http://www.bay12forums.com/smf/index.php?topic=83136.0

wierd

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Re: Caged Goblins
« Reply #9 on: March 13, 2012, 04:33:38 pm »

The depth of the channeled out empty space doesn't matter.  You could have a deadly 10z "this is dwarf fortress!!" Pit you toss them into. Won't matter.  The important part is that the pit designated area have a walkable perimeter, and be built over empty space.
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