Hello.
After returning to DF and thinking about all the lovely mods that were out, I wanted to ask some questions (as I am totally not experienced with modding) about modding some type of less-than lethal options, because I find myself often trying to take invaders alive for roleplay purposes instead of murdering them with extreme prejudice....
I wont deny I didnt do that, the wiki tempted me too bad but getting back on point I have a couple of questions.
1) Ceasing hostilities after an enemy get knocked unconscious
Would it be possible to make that if somehow my dwarves knock an enemy unconscious with the aid of a blunt weapon for example a modded "baton", DFHack somehow alter the hostilities of them and the enemy combatant, so that they dont finish it off while it is K.O? (and add a PET tag so that the enemy creature can get dragged)
I have had some ideas I guess with the [NOT_LIVING] tags but the problem is that my dwarves would be immune to death by bleeding, and it's not what I was looking for. The next option I was considering was NATURE and AT PEACE WITH WILDLIFE tags, making that my dwarves have the NATURE tag by default and K.O enemies have AT PEACE WITH WILDLIFE (removing the tag from elves to avoid problems)
Would this be feasible?
2) Net weapon that summon a wrestling "net creature" against the enemy, resulting in them being caged if they lose the fight
Is it feasible to make a ranged weapon that upon projectile hit, would spawn a "net" creature that somehow wrestle the enemy creature and tire it in to submission?
I know this sounds weird but I am asking this to simulate some sort of resistance from the opposition, so that they could for example use edged weapons to cut apart "lower-material" nets.
For istance my idea was to mod an inorganic NET creature, not feeling any pain or needing organs, that would wrestle the enemy target and apply a knockout syndrome each time as they fight, resulting in the enemy to be caged should the syndrome stack up too much, and the net creature to disappear.
3) Captured enemies that can work, have a free will, and still be grabbed by dwarves like if they were pets
Adding this one as I dont know if it's possible and the various topics on the forum confused me.
Is there a way to convert captive enemies in to a "workers" caste (keeping the original creature preferably and not converting them in a different one) that are able to be pastured like pets, do jobs like hauling stones and at the same time feel emotions like dwarves, making them prone to throw tantrums and act violent like if they had a freewill to some degree.
I am asking this as the various tokens such as INTELLIGENT, SLOW LEARNER, PET and ecc really confused me.
What token makes a dwarf able to feel emotion and become compared to other units in the map?