Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2 3

Author Topic: stray gremlins (tame)  (Read 6735 times)

Halnoth

  • Bay Watcher
  • Plan for the Worst. Hope for the Best. Have Fun!
    • View Profile
stray gremlins (tame)
« on: August 08, 2012, 05:39:10 pm »

So a migrant wave came and with them was a tame stray gremlin. That is sorta cool all by itself, but what made me say wtf out loud and consider an army of stray gremlins is that this little guy has a crossbow equiped and is laying waste to kobold theives and goblin snatchers.

When I first saw this thing firing I thought it was a monster attacking the goblins. Imagine my surprise when it was a pet of mine.
Logged
One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

thegoatgod_pan

  • Bay Watcher
    • View Profile
Re: stray gremlins (tame)
« Reply #1 on: August 08, 2012, 06:37:41 pm »

awesome. Armed slave army. does it pick up more bolts? Does i pull levers? Did you mod gremlins to be pets? Any modding at all?
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?

chairo

  • Bay Watcher
    • View Profile
Re: stray gremlins (tame)
« Reply #2 on: August 08, 2012, 06:38:13 pm »

Gremlins have [CAN_LEARN], I believe. The wiki says that when they grow to be adults, they become Gremlin Hunters, and they'll go out and hunt game with a crossbow, then bring it back like Dwarven hunters do.
Logged

Scruffy

  • Bay Watcher
  • !!DRUNK FORTRESS!! Come smell the ashes
    • View Profile
Re: stray gremlins (tame)
« Reply #3 on: August 08, 2012, 06:48:24 pm »

Does i pull levers?
I think that only the wild ones pull levers. (the wild ones are a bit like stealthed kobold thiefs and give you a message when spotted.

Since they can learn, can they learn social skills by idling in the meeting hall like children? If they do then things might start getting more interesting.

Edit: I remember someone mentioning that they tend to starve to death a few months ago. They have [bonecarn] so they need to feed?
« Last Edit: August 08, 2012, 06:55:19 pm by Scruffy »
Logged
The weredwarf Urist McUrist has come! A bearded drunkard twisted into minute form. It is crazed for booze and socks. Its unwashed beard is tangled. It needs alcohol to get through the working day and has gone without a drink for far too long. Now you will know why you fear the mines.

Et tu, Urist

Halnoth

  • Bay Watcher
  • Plan for the Worst. Hope for the Best. Have Fun!
    • View Profile
Re: stray gremlins (tame)
« Reply #4 on: August 08, 2012, 08:57:53 pm »

Ya they pick up more bolts. They pretty much act like normal hunters. I didn't mod anything so this is vanilla DF.

I'll post back after another in game year passes to let you guys know if they starve or not, so far though the little guy is doing fine.
Logged
One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

Halnoth

  • Bay Watcher
  • Plan for the Worst. Hope for the Best. Have Fun!
    • View Profile
Re: stray gremlins (tame)
« Reply #5 on: August 08, 2012, 09:47:31 pm »

So this is a bit odd. The gremlin went missing. I figured it had died, but when I looked at corpses in the stocks and zoomed to its location all I found were clothes. No body, no blood, no meat, no gremlin leather, nothing. I can only conclude his own awesomeness vaporized him.
Logged
One of the dwarfs walked in front of Thor to get a better view of the prye, and Thor kicked him irritably into the middle of the flames, which made Thor feel slightly better and made all the dwarfs feel much worse.

Cloth Armor Mod http://www.bay12forums.com/smf/index.php?topic=158967.msg7063531#msg7063531

zazq

  • Bay Watcher
    • View Profile
Re: stray gremlins (tame)
« Reply #6 on: August 08, 2012, 09:58:16 pm »

... or he got hauled to the refuse pile, or got buried in a pet coffin?  Carve a memorial and dedicate a room to his honor.
Logged

Eric Blank

  • Bay Watcher
  • *Remain calm*
    • View Profile
Re: stray gremlins (tame)
« Reply #7 on: August 08, 2012, 10:35:57 pm »

Yeah, I have modded the game to permit gremlins as pets, and now they're ALWAYS available. It's pretty neat.

1) If they arrive with migrants, they will bring a crossbow and have the hunting labor enabled (I don't think you can see their labor screens to play with it right now, though), and soon they'll go hunt game. However, they don't seem to reload after running out of bolts (or maybe I just never have enough bolts to go around!) and they never carry back kills; they immediately go find something else to kill. I don't think gremlins born in your fort will go hunt. I've never seen it happen...

2) All sentient pets need to eat, drink, and sleep, unless they have the tags that disable these. [BONECARN] effectively makes a creature both a carnivore and able to eat bones (and maybe also bonemeal?) Therefore, gremlins must have fresh meat available, a water source (NOT a well; pets can't figure out how to use wells for whatever reason) and they'll basically crash wherever they're standing when they declare nap time.

3) like other sentient, CAN_SPEAK pets, gremlins will talk to each other and make friends, but not with dwarves or any other species. They can also get elected mayor, which is always awesome.

4) They can live for up to 1000 years. They can also reproduce, and their children develop a the same rate as dwarves. However, their mothers don't pick up babies, and so they can get in a little trouble occasionally.

5) Because they grow up slowly and you usually don't have many available females to start with, it's almost impossible to have problems with a gremlin-explosion. Once they max out at 50, the women will stop getting pregnant (but their current pregnancies will not be aborted.)

6) Without modding, they by default only cost 1☼. That means you can import as many gremlins as you want, or bring hundreds on embark, for very little cost to you.

7) They're only 1/6 the size of a dwarf as adults, you can't exactly arm or armor them, let alone train them. They don't exactly make very good melee infantry. However, if you've got enough hunters with crossbows and ammo they could easily make good auxilliary marksmen.
Logged
I make Spellcrafts!
I have no idea where anything is. I have no idea what anything does. This is not merely a madhouse designed by a madman, but a madhouse designed by many madmen, each with an intense hatred for the previous madman's unique flavour of madness.

G-Flex

  • Bay Watcher
    • View Profile
Re: stray gremlins (tame)
« Reply #8 on: August 08, 2012, 10:36:56 pm »

Gremlins have [CAN_LEARN], I believe. The wiki says that when they grow to be adults, they become Gremlin Hunters, and they'll go out and hunt game with a crossbow, then bring it back like Dwarven hunters do.

So it's like having a weird cat who can use weaponry. Amazing.
Logged
There are 2 types of people in the world: Those who understand hexadecimal, and those who don't.
Visit the #Bay12Games IRC channel on NewNet
== Human Renovation: My Deus Ex mod/fan patch (v1.30, updated 5/31/2012) ==

wolfwood296

  • Bay Watcher
    • View Profile
Re: stray gremlins (tame)
« Reply #9 on: August 08, 2012, 11:33:28 pm »

Gremlins have [CAN_LEARN], I believe. The wiki says that when they grow to be adults, they become Gremlin Hunters, and they'll go out and hunt game with a crossbow, then bring it back like Dwarven hunters do.

So it's like having a weird cat who can use weaponry. Amazing.
"war kitten shoots copper bolt at goblin striking him in the head and shatering the skull"
"goblin has been shoot and killed"
Logged
I've asked Uristeamer to begin investigating his duck's ability to eat a fully grown dwarf.- quote from broseph stalin

Loud Whispers

  • Bay Watcher
  • They said we have to aim higher, so we dug deeper.
    • View Profile
    • I APPLAUD YOU SIRRAH
Re: stray gremlins (tame)
« Reply #10 on: August 09, 2012, 04:30:46 am »

"goblin has been shoot and killed"
Said like a true gremlin :P

Iosyn

  • Bay Watcher
  • KAKAKA
    • View Profile
Re: stray gremlins (tame)
« Reply #11 on: August 09, 2012, 04:41:14 am »

I see your gremlins and raise you... giant scorpions.

Any takers? :P
Logged

Darkening Kaos

  • Bay Watcher
  • Legendary Gibbering Idiot +5
    • View Profile
Re: stray gremlins (tame)
« Reply #12 on: August 09, 2012, 04:45:09 am »

Logged
So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...

Iosyn

  • Bay Watcher
  • KAKAKA
    • View Profile
Re: stray gremlins (tame)
« Reply #13 on: August 09, 2012, 04:51:50 am »

Any takers? :P

Yes.

Spoiler (click to show/hide)
Nooooo... However scorpions can smack your dwarves over the head with their own weapons, also neurotoxin.
Logged

Darkening Kaos

  • Bay Watcher
  • Legendary Gibbering Idiot +5
    • View Profile
Re: stray gremlins (tame)
« Reply #14 on: August 09, 2012, 04:56:26 am »

Nooooo... However scorpions can smack your dwarves over the head with their own weapons, also neurotoxin.

So?  GCS has neurotoxin and don't need any training (or weapons) to be deadly.

Spoiler (click to show/hide)
Logged
So! Failed to make peace, war looms, kill the infidels... what are our plans for the weekend?
The Giant Moles in the caverns of my current fort breed like crazy, even while regularly being decimated by other beasts entering them...
Pages: [1] 2 3