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Author Topic: Science Thread: Taming and Training  (Read 73721 times)

Girlinhat

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Re: Science Thread: Taming and Training
« Reply #225 on: April 25, 2012, 12:49:54 pm »

Also bump: This thread is now in Relativity under "numbers and science".

bluea

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Re: Science Thread: Taming and Training
« Reply #226 on: April 25, 2012, 01:48:02 pm »

Keep in mind the new design of webshooters, the wiki is likely outdated.  Webbers will fire at any creature they can see, they don't need a path anymore.  You may need to revise your design.

That's what had me asking - but the spider should be able to see fine.

Unless "Through Fortifications" doesn't work any more.
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LumberingOaf

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Re: Science Thread: Taming and Training
« Reply #227 on: April 25, 2012, 02:23:16 pm »

How is your goblin restrained? If you chained it up your dwarves and their pets (spider included) won't attack it.
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bluea

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Re: Science Thread: Taming and Training
« Reply #228 on: April 25, 2012, 04:38:49 pm »

I knew I was missing something.

That -is- a change, and it seems like my problem. Thanks!

mutters (Hey Mechanic, you need to go wander right past the Semi-Wild Giant Cave spider with a mechanism to hook up the spearman's restraint...)

Maybe I'll wall off the cavern (again) because the entire arrangement is because I've had five separate forgotten beast warnings and wanted to try silk-coated traps. Knowing my luck, they'll all show up to get the mechanic, who will drop his sock in a key doorway somewhere.
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Sadrice

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Re: Science Thread: Taming and Training
« Reply #229 on: April 26, 2012, 12:30:14 am »

Could you recapture animals that have reverted to wild like this:
Code: [Select]
D - tightly closed door
g - retracting bridge, linked to a lever or a repeater elsewhere in the fort
. - 1 z drop onto cage traps


#animal #
#holding#
#room   #
## ######
## D #
#.g# #
#.g# #
#.g# #
#.g# #
#.g# #
#.g# #
#.g# #
#.g# #
## D #
## ###
rest of
fortress


The bridges are restricted traffic, the side hallway is high traffic. 
Dwarves path around while animals walk over the cycling bridges, getting
thrown off the ledge onto the cage traps below where, being stunned, they
will be trapped.  The occasional dwarf may choose to wander on to the bridges
at an inopportune time, but they can be let out (if you feel like it). 
The bridges should be off most of the time, since cycling drawbridges are a major drain on FPS. 
When an animal goes wild the repeater is turned on/the lever is given
the Pull Lever (Repeat) order.
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Daenyth

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Re: Science Thread: Taming and Training
« Reply #230 on: April 26, 2012, 12:40:27 am »

I've found it reasonably easy in my fort to keep from Wild animal outbreaks. When you see the announcement that they reverted to Semi-Wild, stuff them in a built cage. It's been working well for me. Haven't had any trap-proof animal hostiles since the first one before I started caging them, and that was rapidly dispatched by the other trained animals in the pasture.
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Quantumtroll

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Re: Science Thread: Taming and Training
« Reply #231 on: June 08, 2012, 03:12:42 pm »

Why is the trap immunity of reverted animals not reported as a bug?  I'll do that right away if no one tells me why not to...
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