Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 [2]

Author Topic: Caged Enemies  (Read 3810 times)

Sabreur

  • Bay Watcher
    • View Profile
Re: Caged Enemies
« Reply #15 on: May 19, 2012, 08:30:17 pm »

...Can dwarves admire creatures through glass walls, or would they have to be glass fortifications?

Oh, I forgot to mention this, but I think your dwarves have to pass directly adjacent to the cage/terrarium in order to admire the creature.  So even if they can see the creature (through a glass window, for example), they can't admire it and get the happy thought unless they're standing right next to it.

ShadowLop

  • Bay Watcher
    • View Profile
Re: Caged Enemies
« Reply #16 on: May 19, 2012, 10:44:41 pm »

What he said.  Also, the reason dragging a captive around is a problem is that civilians can get scared and run away - even if they're the ones responsible for transporting the captive.  This results in a goblin loose in your fortress, which causes additional problems.

This is FALSE. I had two dwarves, one right behind the other, each dragging a troll across an open space. Each one could certainly see the other and the troll. Civilians that approached them scampered in terror, yes, but they successfully waddled over to the pit and threw them in (approx 30 squares away). They were not in cages.
Dwarves dragging monsters will not be scared of monsters being dragged.

I haven't had a seige or captured enemies yet in 43.09, so I can't confirm if this is still the case.

FYI: I play Masterwork atm, but the troll scenario above was in vanilla. Yes, I still use the mass pitting method from the wiki, simply because it's quicker than dragging enemies through your fort freaking out civvies.
Logged
Hmm...a trade? Intriguing...No, wait, boring! PULL OFF HIS KNEECAPS!

thegoatgod_pan

  • Bay Watcher
    • View Profile
Re: Caged Enemies
« Reply #17 on: May 20, 2012, 02:55:00 am »

Everyone forgot to mention you can undress and disarm prisoners by doing d-b-d, d-b-c over a constructed cage.  This makes sure they don't immediately proceed to kill your dwarves.

Also thieves will break out of captivity
Logged
More ridiculous than reindeer?  Where you think you supercool and is you things the girls where I honestly like I is then why are humans on their as my people or what would you?

Sus

  • Bay Watcher
  • For ‼SCIENCE‼!
    • View Profile
Re: Caged Enemies
« Reply #18 on: May 20, 2012, 03:21:29 am »

One idea that comes to mind for my dream fortress: Build a road dotted with clear glass terrariums to display any fantastic creatures I manage to cage. If my favorite dwarf has a preference for a creature, build a terrarium for it in his room.
Now that you mention it, surrounding my nobles' rooms with trapped hostiles in windowed oubliettes sounds kind of amusing.
"Oh, hello Snobub, enjoying your eternity in a glass box there?" >:D
They'd have to remain caged in order not to spook the dorfs though, right?

Glass windows: transparent
Also breakable, so watch out for building destroyers there.
« Last Edit: May 20, 2012, 03:25:41 am by Sus »
Logged
Certainly you could argue that DF is a lot like The Sims, only... you know... with more vomit and decapitation.
If you launch a wooden mine cart towards the ocean at a sufficient speed, you can have your entire dwarf sail away in an ark.

rtg593

  • Bay Watcher
    • View Profile
Re: Caged Enemies
« Reply #19 on: May 20, 2012, 07:05:46 am »

My first mass pitting room, I started getting ugly fps from the 140 gobbos milling around down there. So I set it to a pond, the dwarves started filling the room... One. Bucket. At. A. Time.

Mwahahahaha.
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: Caged Enemies
« Reply #20 on: May 20, 2012, 07:22:01 am »

My first mass pitting room, I started getting ugly fps from the 140 gobbos milling around down there. So I set it to a pond, the dwarves started filling the room... One. Bucket. At. A. Time.

Mwahahahaha.

Multiple 1x1 pond zones = fire brigade

rtg593

  • Bay Watcher
    • View Profile
Re: Caged Enemies
« Reply #21 on: May 20, 2012, 11:01:08 am »

My first mass pitting room, I started getting ugly fps from the 140 gobbos milling around down there. So I set it to a pond, the dwarves started filling the room... One. Bucket. At. A. Time.

Mwahahahaha.

Multiple 1x1 pond zones = fire brigade

... Well, ya, actually just one bucket like that would have evaporated quickly, creative license :p
Logged
Is it because light travels faster than sound,
that people appear bright until you hear them speak?

Dorfimedes

  • Bay Watcher
  • The Human Baby is caught in a burst of flames!
    • View Profile
Re: Caged Enemies
« Reply #22 on: May 20, 2012, 11:13:53 am »

Glass windows: transparent
Also breakable, so watch out for building destroyers there.
Aye, what I do is surround the windows with glass fortifications from the outside. Both should allow line of sight but the building destroyers won't bust up your fortifications. Think of it as reinforced glass!
Logged
"It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away." -Someone who has never played DF.

The Human Baby has died in the heat.

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: Caged Enemies
« Reply #23 on: May 20, 2012, 01:36:51 pm »


This is FALSE. I had two dwarves, one right behind the other, each dragging a troll across an open space. Each one could certainly see the other and the troll. Civilians that approached them scampered in terror, yes, but they successfully waddled over to the pit and threw them in (approx 30 squares away). They were not in cages.
Dwarves dragging monsters will not be scared of monsters being dragged.

I haven't had a seige or captured enemies yet in 43.09, so I can't confirm if this is still the case.

FYI: I play Masterwork atm, but the troll scenario above was in vanilla. Yes, I still use the mass pitting method from the wiki, simply because it's quicker than dragging enemies through your fort freaking out civvies.

Dwarves USED to freak out about wild animals and certain enemies then panic mid haul and let them run amok the new version has fixed this.

Dorfimedes

  • Bay Watcher
  • The Human Baby is caught in a burst of flames!
    • View Profile
Re: Caged Enemies
« Reply #24 on: May 20, 2012, 02:28:25 pm »

.07 and before or .09?
Logged
"It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away." -Someone who has never played DF.

The Human Baby has died in the heat.

Broseph Stalin

  • Bay Watcher
  • Dabbling Surgeon, Proficient Butcher.
    • View Profile
Re: Caged Enemies
« Reply #25 on: May 20, 2012, 03:58:27 pm »

.07 and before or .09?

I mean the new version as in .34 not just the new release. The idea that animals and certain prisoners go apeshit all over the place if you tried to move them was pretty deep in the collective conciousness, I actually realized this was no longer true when someone mentioned it by chance.
Pages: 1 [2]