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Author Topic: Goblin Danger Room  (Read 1648 times)

Chief10

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Goblin Danger Room
« on: December 07, 2014, 05:58:55 pm »

To begin with, I consider using a danger room for my dorfs to be an exploit. I like to use live combat to train them.

Has anyone ever considered training captured goblins in a danger room? The idea being that they quickly become formidable enemies. I would then strip them of their weapons, but not their armor, and let 3-4 dorfs fight each one. This way the goblins stay alive much longer.
I don't have the time to try it right now, but I was wondering if anyone had experiences with this.
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StagnantSoul

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Re: Goblin Danger Room
« Reply #1 on: December 07, 2014, 06:05:15 pm »

You can't take away only weapons, it's everything or nothing. Also, since they don't have full suits of armor, they'll be horribly crippled.
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Chief10

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Re: Goblin Danger Room
« Reply #2 on: December 07, 2014, 06:10:23 pm »

You can't take away only weapons, it's everything or nothing. Also, since they don't have full suits of armor, they'll be horribly crippled.

Hmm, are you sure? I seem to recall designating a goblin's weapon to be dumped in an older version. Regardless, they would remain fully equipped while in the danger room.
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Aslandus

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Re: Goblin Danger Room
« Reply #3 on: December 07, 2014, 06:11:52 pm »

You can take only their weapons via the stocks menu (make sure you have a bookkeeper set to max accuracy then [tab] on the weapons tab, the forbidden weapons would be the ones the goblins are holding (just unforbid then dump)...

whether it's worth doing is questionable though, you would probably be better off giving your dwarves training weapons so their attacks hurt less rather than training the goblins, wooden weapons do have a use besides pissing off elves (though pissing off elves is its own reward)

Arcvasti

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Re: Goblin Danger Room
« Reply #4 on: December 07, 2014, 06:15:29 pm »

To begin with, I consider using a danger room for my dorfs to be an exploit. I like to use live combat to train them.

Has anyone ever considered training captured goblins in a danger room? The idea being that they quickly become formidable enemies. I would then strip them of their weapons, but not their armor, and let 3-4 dorfs fight each one. This way the goblins stay alive much longer.
I don't have the time to try it right now, but I was wondering if anyone had experiences with this.

I've done this with decent success, mostly notable in Charmcrafted. Legendary danger roomed goblins work REALLY well against FBs[Especially ones too dangerous to risk your own dwarves on.], assuming at least one of them have slashing/piercing weapons to finish it.
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Chief10

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Re: Goblin Danger Room
« Reply #5 on: December 07, 2014, 06:16:32 pm »

you would probably be better off giving your dwarves training weapons so their attacks hurt less rather than training the goblins, wooden weapons do have a use besides pissing off elves (though pissing off elves is its own reward)

The reason I don't like doing this is that dwarves can get attached to the wooden weapons. I also find it a pain in the ass to keep rotating dwarves between squads, especially because it takes them forever to go pick up their new weapons (my fort's FPS is meh).
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Aslandus

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Re: Goblin Danger Room
« Reply #6 on: December 07, 2014, 06:21:02 pm »

you would probably be better off giving your dwarves training weapons so their attacks hurt less rather than training the goblins, wooden weapons do have a use besides pissing off elves (though pissing off elves is its own reward)

The reason I don't like doing this is that dwarves can get attached to the wooden weapons. I also find it a pain in the ass to keep rotating dwarves between squads, especially because it takes them forever to go pick up their new weapons (my fort's FPS is meh).
You may be doing military wrong if you're switching them between squads, just change the weapon on their uniform from the military screen and set it to "exact match" (I don't know if the exact match thing is necessary, but a lot of people say it about military uniforms)

Also, getting attached to weapons just means they get a little happiness boost if they are fighting with their favorite weapon as far as I know, they won't refuse to part with it anymore...

Chief10

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Re: Goblin Danger Room
« Reply #7 on: December 07, 2014, 06:35:38 pm »

Right, even just switching their weapons requires them to go to the stockpile to get it. As far as I can tell, it's slightly buggy, because I've done this and then stationed a squad, and had multiple dorfs show up with no weapon at all.

Also, getting attached to weapons just means they get a little happiness boost if they are fighting with their favorite weapon as far as I know, they won't refuse to part with it anymore...

I did not know this however. I thought it was a major blow to happiness if a dwarf lost possession of a favored weapon?
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Magistrum

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Re: Goblin Danger Room
« Reply #8 on: December 07, 2014, 06:44:44 pm »

I don't see good toughts from using your favorite weapon, but if you assign something other than his favorite one he will get a small bad tought.
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Aslandus

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Re: Goblin Danger Room
« Reply #9 on: December 07, 2014, 06:48:29 pm »

Right, even just switching their weapons requires them to go to the stockpile to get it. As far as I can tell, it's slightly buggy, because I've done this and then stationed a squad, and had multiple dorfs show up with no weapon at all.

Also, getting attached to weapons just means they get a little happiness boost if they are fighting with their favorite weapon as far as I know, they won't refuse to part with it anymore...

I did not know this however. I thought it was a major blow to happiness if a dwarf lost possession of a favored weapon?
Not sure how bad a thought it is, but it is actually a bad thought for losing it and not a positive for having it, I just describe things badly sometimes...

As for getting equipment I can't really tell you, I think it works better if you tell them to grab a specific weapon rather than selecting whatever they feel like but I haven't had much frustration over it...

Broseph Stalin

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Re: Goblin Danger Room
« Reply #10 on: December 07, 2014, 07:14:22 pm »

Unless you're doing it for the sake of having a particularly interesting arena there wouldn't be much point.

Magistrum

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Re: Goblin Danger Room
« Reply #11 on: December 07, 2014, 07:36:07 pm »

Well, you never know when you will get a goblin shortage...
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Chief10

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Re: Goblin Danger Room
« Reply #12 on: December 07, 2014, 08:05:26 pm »

Well, you never know when you will get a goblin shortage...

My thoughts exactly. I don't like to use cage traps at entrances, so I typically get 1-3 goblins per siege
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TheHossofMoss

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Re: Goblin Danger Room
« Reply #13 on: December 07, 2014, 11:26:04 pm »

You can take only their weapons via the stocks menu (make sure you have a bookkeeper set to max accuracy then [tab] on the weapons tab, the forbidden weapons would be the ones the goblins are holding (just unforbid then dump)...

whether it's worth doing is questionable though, you would probably be better off giving your dwarves training weapons so their attacks hurt less rather than training the goblins, wooden weapons do have a use besides pissing off elves (though pissing off elves is its own reward)

I think it'd be the ultimate F--k You to the elves by killing them with wooden weapons.
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utunnels

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Re: Goblin Danger Room
« Reply #14 on: December 08, 2014, 12:13:23 am »

If you train them into legendary warriors, and them release them. Maybe you can try to track them in Legends. :P
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