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Author Topic: Goblin training (catch and release)  (Read 771 times)

Victor6

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Goblin training (catch and release)
« on: April 20, 2013, 12:29:50 pm »

No, not training dwarves on goblins. Could I train goblins with dwarves\animals and then release them to wreck havoc on an unsuspecting game world?
I'm thinking of pitting each migrant wave (and their children) into a room with an armed goblin (melee) for a decade or so, then opening up an escape tunnel to an isolated area at edge of the map. Assuming I take precautions to prevent the goblin getting crushed by falling cheesemakers would the game keep track of him after he flees the map? If so, could he\she come back during another attack, even if I abandon the fort and start another one?
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i2amroy

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Re: Goblin training (catch and release)
« Reply #1 on: April 20, 2013, 01:04:35 pm »

No. Once goblins leave the map they will never return.
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Victor6

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Re: Goblin training (catch and release)
« Reply #2 on: April 20, 2013, 01:25:22 pm »

Damn. What about semi-megabeasts like a minotaur or a cyclops? Getting them to leave might be tougher, unless I arrange for the fort to fall to them rather than abandoning it.
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GiglameshDespair

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Re: Goblin training (catch and release)
« Reply #3 on: April 20, 2013, 03:28:07 pm »

If they have the [INTELLIGENT] tag, you can't really do anything with them. You can't train them, certainly If you chain them up they won't be hostile to your civ - while chained - so you can use them as guards in that manner.

However, be wary - if they dodge beyond the reach of the chain in combat, it will snap and they will be free.
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fractalman

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Re: Goblin training (catch and release)
« Reply #4 on: April 23, 2013, 05:34:32 am »

Not train as in domesticate, train as in "make them into hostile legendary fighters"-and have them show up again. 

No I don't know how to answer that.
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Garath

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Re: Goblin training (catch and release)
« Reply #5 on: April 23, 2013, 06:36:26 am »

goblins can be dangerroom trained too
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Larix

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Re: Goblin training (catch and release)
« Reply #6 on: April 23, 2013, 10:10:22 am »

I had a horribly mutilated goblin crawl off the map once, and sure enough, the same or a weirdly similarly-mutilated one showed up in a later ambush. So returning gobbos might be possible. Or i just didn't pay proper attention.

And yes, military training for goblins is absolutely possible. A danger-room (a.k.a. Goblin Gym) would be most efficient. You could pit them against dwarfs or animals, too, but that'd be comparatively slow, not to mention kind of wasteful for a _dwarf_ fortress.
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laularukyrumo

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Re: Goblin training (catch and release)
« Reply #7 on: April 23, 2013, 12:11:48 pm »

You can also probably make a fort just for the attraction and training of invaders, and then leave them on the map, and when the fort falls, show up later in adventure mode to say hi to the gobbos. They might still be there. I dunno exactly how much information the game tracks, but I'm pretty sure if you do enough to make a particular goblin become known as a Historical Figure, then if they leave the map, the game will still track them. Bonus points if they have a name.
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Victor6

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Re: Goblin training (catch and release)
« Reply #8 on: April 23, 2013, 01:04:12 pm »

And yes, military training for goblins is absolutely possible. A danger-room (a.k.a. Goblin Gym) would be most efficient. You could pit them against dwarfs or animals, too, but that'd be comparatively slow, not to mention kind of wasteful for a _dwarf_ fortress.
Well, it's less probably less wasteful than letting the useless immigrants* sit around drinking the booze, wearing out the clothes, and complaining about the lack of cheesemaking jobs in the fortress. Immigrants are a renewable resource after all.

Currently I'm still holding out for a semi-megabeast to turn up (legends mode should show the kills?), once I have one it's time for some science.....
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