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Author Topic: Intelligent Pet  (Read 2025 times)

EmperorJon

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Intelligent Pet
« on: April 08, 2012, 01:48:57 pm »

I have a creature here that has a certain caste as PET and COMMON_DOMESTIC, and I forgot to remove INTELLIGENT from the whole creature section.

As a result? They're normal pet and purchasable/butcherable creatures as part of the caste... with names... arriving with clothes... gaining social skills... I though this wasn't meant to work? o_O
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

EmperorJon

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Re: Intelligent Pet
« Reply #1 on: April 08, 2012, 02:59:24 pm »

Ok... I've downloaded fresh and started fromt he beginning.

This time I gave dwarves PET and COMMON_DOMESTIC as a tag inside the main creature raw (not caste spec.)

They show as livestock and I can't change labours, but that's the only difference.
The point is, they're still [INTELLIGENT], I'm sure this isn't meant to happen.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Deon

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Re: Intelligent Pet
« Reply #2 on: April 08, 2012, 03:12:14 pm »

There was a lot of testing on that. As you said, PET dwarves do not have the labour menu. On the other hand, other pets which are not dwarves and which are intelligent won't eat and will starve to death unless you give them NO_EAT/NO_DRINK. I haven't tried making them GRAZER though.
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EmperorJon

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Re: Intelligent Pet
« Reply #3 on: April 08, 2012, 03:18:30 pm »

My previous lot didn't, they quite happily ate all my food supplies up. Only the babies refused to stay with their mothers and then died of thirst.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Deon

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Re: Intelligent Pet
« Reply #4 on: April 08, 2012, 03:25:06 pm »

Wait, do intelligent pets eat now? Then it was patched, awesome.
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EmperorJon

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Re: Intelligent Pet
« Reply #5 on: April 08, 2012, 03:26:41 pm »

Still doesn't seem to be much you can do with it. I'm just attempting to get a multiracial fort here, think it could be amusing.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Deon

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Re: Intelligent Pet
« Reply #6 on: April 08, 2012, 03:29:17 pm »

I'm thinking... Would it be possible to make a pet which has children turning into dwarves via interaction? Like breeding slaves.
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✫ DF Wanderer ✫ - the adventure mode crafting and tweaks
✫ Cartographer's Lounge ✫ - a custom worldgen repository

EmperorJon

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Re: Intelligent Pet
« Reply #7 on: April 08, 2012, 03:35:09 pm »

I've had all sorts of attempts at things like that.

Currently it seems an intelligent creature turning to an intelligent creature becomes TAME. I made all my dwarves turn themselves human, they're still in the civilian list but marked as TAME? and I can still change their labours, but they dropped everything and didn't pick it back up, and the carpenter won't disassemble the wagon, although the fisher is fishing. So it seems to be really, well, buggy and random. Maybe I'm just doing it wrong.
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I think it's the way towns develop now. In the beginning, people move into a town. Then they start producing tables, which results in more and more tables. Soon tables represent a significant portion of the population, they start lobbying for new laws and regulations, putting people to greater and greater disadvantage...
Link for full quote. 'tis mighty funny.

Alem

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Re: Intelligent Pet
« Reply #8 on: April 08, 2012, 06:21:55 pm »

I'm not entirely certain if its the same thing but I think Masterwork has something along those lines, breeding slaves you can buy that will make laborer slaves. It seems somewhere in the line in order to get an entity to turn into a fully functional dwarf proper it needs to do something notable, like make a masterpiece or something else I don't recall.
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GreatWyrmGold

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Re: Intelligent Pet
« Reply #9 on: April 08, 2012, 07:23:59 pm »

Fun Facts about Player Races with...not sure if it's a lack of [CAN_SPEAK]/[INTELLIGENT] or what...
You can set them to be butchered, and turn them into various stuff. The deaths of their compatriots seems to irk most other kobolds/ogres/whatever, but you can just keep killing them. If you mark the butcher for butchering, he'll try to drag himself to the butcher's shop and fail; if he's already IN the butcher's shop, he'll suicide himself into a neat pile of bones and flesh.
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