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Author Topic: Goblin thieves  (Read 7226 times)

crazysheep

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Goblin thieves
« on: May 10, 2012, 08:10:53 am »

So we know that goblins thieves set off traps, as mentioned in the wiki, as opposed to kobold thieves. However, I've noticed that goblin thieves caged by cage traps set off a Snatcher! alert, but goblin thieves mauled to death by +serrated steel discs+ don't set off the Snatcher! alert. Is this intended?
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slothen

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Re: Goblin thieves
« Reply #1 on: May 10, 2012, 08:20:19 am »

yes, its because the thieves get chunked without ever being revealed.  A cage trap involves a the cage dropping and the goblin being alive.  Sometimes if you have a single weak trap, the thief will lose a hand and bleed everywhere without breaking stealth.
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Sus

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Re: Goblin thieves
« Reply #2 on: May 10, 2012, 08:56:00 am »

yes, its because the thieves get chunked without ever being revealed.  A cage trap involves a the cage dropping and the goblin being alive.  Sometimes if you have a single weak trap, the thief will lose a hand and bleed everywhere without breaking stealth.
"Welp, just another smear of Nosbo's goblin blood mysteriously materializing out of thin air, nothing unusual here..."
 ::)
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AleAndSteel

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Re: Goblin thieves
« Reply #3 on: May 10, 2012, 08:59:23 am »

didn't know that kobolds don't set off traps, that would explain how one of them got past my trap wall before (though there was a trap missing to block the entrance, so i thought maybe that one just had alot of luck). Thanks for telling  8)
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Mr S

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Re: Goblin thieves
« Reply #4 on: May 10, 2012, 09:01:17 am »

Come to think of it, there really isn't anything all that odd about blots of invader blood showing up all over your map.

And as to the kobolds, try chaining a dog or two by your entrance, they're good observers.  Then, once they're spotted, they'll either run or get run through!
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GhostDwemer

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Re: Goblin thieves
« Reply #5 on: May 10, 2012, 10:21:06 am »

Or kill your dog. Large daggers are insanely overpowered. A lucky strike from a kobold's large dagger can kill almost anything.
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Saiko Kila

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Re: Goblin thieves
« Reply #6 on: May 10, 2012, 10:34:45 am »

Or kill your dog. Large daggers are insanely overpowered. A lucky strike from a kobold's large dagger can kill almost anything.

Yes. That was the reason I switched to mixed war dog-antiwar cat crew for my entry points and hot spots. That is, until my dogs started overbreeding. One kobold killed two of three dogs and then critically injured the third one. Other kobolds usually get away with one kill, because they are faster than dogs, and they don't want to fight at all. On other occasion nine dogs tried to mangle one kobold. None of them was killed, there were some injuries only, they were basically wrestling for one day before a hammerdwarf came and finished it in usual manner. My fortress is being flooded by kobolds, I get many more kobold thieves than goblin snatchers. The regularly go past my first line of war dogs undetected, probably waiting for the dogs to move a bit.
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crazysheep

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Re: Goblin thieves
« Reply #7 on: May 10, 2012, 10:45:48 am »

yes, its because the thieves get chunked without ever being revealed.  A cage trap involves a the cage dropping and the goblin being alive.  Sometimes if you have a single weak trap, the thief will lose a hand and bleed everywhere without breaking stealth.
I see. Also, apparently goblin thieves getting chunked in this way don't give any combat report alerts either (unlike the badgers and dingoes unlucky enough to keep running into weapon traps).

Or kill your dog. Large daggers are insanely overpowered. A lucky strike from a kobold's large dagger can kill almost anything.
Yeah.. that happened quite a few times in my first chained dog setup :/
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Mr S

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Re: Goblin thieves
« Reply #8 on: May 10, 2012, 11:06:08 am »

I generally don't mind sacrificing a dog rather than a dorf, especially early on.

I've just installed a new alert system, however, and I'm going to see how it works.  I have a drawbridge at one of my entrances I'm using for testing purposes.  Anterior the drawbridge is a double row of cage traps.  Behind that there is channeled space, covered in floor grates, the width of the passage.
Underneath the floor grates, accessed from same Z-level, are chained dogs.  The space above them is only one tile away, albeit via one Z-level, so we'll see how it works out.


CFFFFFC
CTTTTTC
CTTTTTC
CBBBBBC
CBBBBBC
CBBBBBC
CBBBBBC
CBBBBBC
C_____C
C_____C

Where C is Constructed Wall; F is Floor Grate; T is Trap; B is Bridge; _ is undeveloped space (ground tile)
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Splint

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Re: Goblin thieves
« Reply #9 on: May 10, 2012, 11:08:44 am »

You guys have really unlucky dogs then...

Mine have a habit of setting upon the poor little guy and ina few cases litarally ripping them apart.

Fishybang

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Re: Goblin thieves
« Reply #10 on: May 10, 2012, 11:21:12 am »

You guys have really unlucky dogs then...

Mine have a habit of setting upon the poor little guy and ina few cases litarally ripping them apart.

Did it have a Silver Dagger by any chance?
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Garath

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Re: Goblin thieves
« Reply #11 on: May 10, 2012, 12:04:46 pm »

I've switched to various creatures the elfs have brought. Dogs are for kobolds
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khearn

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Re: Goblin thieves
« Reply #12 on: May 10, 2012, 01:55:52 pm »

Once my dogsplosion gets started, I'll set up about a dozen 1x1 pastures in a big circle on the surface around my main entrance, with a war god pastured in each. Ambush squads will usually head to the nearest one and reveal themselves by attacking the dog. As soon as I get an ambush/siege notification, I go to all of the pastures and set them to be inactive. The dogs then either head into the fort, or if a goblin is nearby, the dog heads to it and slows it down a bit, giving any dwarves who are outside a bit more time to get to safety.

When things are safe, I reactivate the pastures and dwarves will bring any surviving dogs back out. Then I make the rounds and assign new war dogs to the empty pastures.

I go through a few dogs per ambush/siege, but once you've got a dozen or so dogs in full breeding mode, you start wanting to cull their numbers anyway.

I also find a half dozen dogs pastured at the entrance to the fort is a good way to get the attackers to bunch up so more enter at the same time. It sucks when you have a nice, automated drowning trap and one lone troll gets there first and is the only one to get trapped. With a group of dogs pastured outside the entrance, the lead attackers will pause a little while to deal with the dogs, and you get several attackers going into the trap at the same time once all the dogs are dealt with. Much more efficient. And as a bonus, sometimes the dogs even manage to kill one of the attackers.
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Loud Whispers

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Re: Goblin thieves
« Reply #13 on: May 10, 2012, 02:03:39 pm »

yes, its because the thieves get chunked without ever being revealed.  A cage trap involves a the cage dropping and the goblin being alive.  Sometimes if you have a single weak trap, the thief will lose a hand and bleed everywhere without breaking stealth.
"Welp, just another smear of Nosbo's goblin blood mysteriously materializing out of thin air, nothing unusual here..."
 ::)
You're surprised Dwarves find fountains of blood materializing out of the air normal?

khearn

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Re: Goblin thieves
« Reply #14 on: May 10, 2012, 02:07:22 pm »

yes, its because the thieves get chunked without ever being revealed.  A cage trap involves a the cage dropping and the goblin being alive.  Sometimes if you have a single weak trap, the thief will lose a hand and bleed everywhere without breaking stealth.
"Welp, just another smear of Nosbo's goblin blood mysteriously materializing out of thin air, nothing unusual here..."
 ::)
You're surprised Dwarves find fountains of blood materializing out of the air normal?
I thought it was just random acts of Art.
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Have them killed. Nothing solves a problem quite as effectively as simply having it killed.
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