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Author Topic: So dwarves cannot tame trolls?  (Read 9502 times)

Aslandus

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Re: So dwarves cannot tame trolls?
« Reply #15 on: November 09, 2014, 01:33:12 pm »

They ALSO have the learns tag, as well as the evil tag, which makes them like animal people that are also evil. Both things prevent them from being tamed and the learns tag means they can't be butchered. I don't know why you are so vehement about trolls not being sapient, but the learns tag makes things untamable to dwarves, feel free to search here to prove me wrong:
http://dwarffortresswiki.org/index.php/Category:DF2014:Learns

They might not be considered "people" in the sense of creating their own civilization, but they are considered intelligent enough to gain skills and have professions, and it is NOT a bug that they are unbutcherable. I refer you to the wiki again on Trolls:
http://dwarffortresswiki.org/index.php/DF2014:Troll

Trolls *are* animals according to the game not people and they can be tamed by anyone who has both Use Cave Animals and Use Evil Animals.  If you wanted dwarves to be able to train trolls all you would have to do would be to remove the Evil tag from trolls or add Use Evil Animals to their entity. 

Trolls are considered animals not people by the game.  This is actually shown by the fact that there are so many trolls in goblin forts, the trolls are treated as livestock and do not compete for space with the goblins.
It appeasr I'm wrong about not being able to tame learning creatures, but:
http://dwarffortresswiki.org/index.php/DF2014:Learns
"Creatures which can learn are considered intelligent for the purpose of assigning ethics. In general, your dwarves will refuse to butcher the remains of any intelligent creature, though they can be assigned to slaughter a tame intelligent creature. The butchered remains will not be consumed, and can be assigned a casket. However, the eggs, milk and cheese of intelligent creatures can be eaten as normal."

They are considered intelligent and dwarves refuse to butcher them because of it, goblins have very lenient ethics so they allow pretty much anything,  even domestication of intelligent creatures... I don't know why I'm so hung up on the issue, if this doesn't close the debate I'm done.

Grim Portent

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Re: So dwarves cannot tame trolls?
« Reply #16 on: November 09, 2014, 02:21:21 pm »

Trolls can't be tamed because they lack the [PET] token, add it and they can be tamed just fine. Add [TRAINABLE] to make them usable for war and hunting.

The reason Goblins can have them even without the [PET] token is because trolls have [SLOW_LEARNER] and [EVIL] which together allow Goblins to use them via the use evil creatures token.

Rather amusingly goblins wouldn't be able to tame a troll they caught in a trap, but the trolls their civ starts with are perfectly fine.
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There once was a dwarf in a cave,
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he went out for a sock,
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Re: So dwarves cannot tame trolls?
« Reply #17 on: January 07, 2021, 12:51:51 am »

Trolls can't be tamed because they lack the [PET] token, add it and they can be tamed just fine. Add [TRAINABLE] to make them usable for war and hunting.

The reason Goblins can have them even without the [PET] token is because trolls have [SLOW_LEARNER] and [EVIL] which together allow Goblins to use them via the use evil creatures token.

Rather amusingly goblins wouldn't be able to tame a troll they caught in a trap, but the trolls their civ starts with are perfectly fine.
Why goblins can have maneras (I remember one world) as livestock (like trolls, ogres and blizzard men) but have no blind cave ogres?
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McOrigin

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Re: So dwarves cannot tame trolls?
« Reply #18 on: January 07, 2021, 06:12:22 pm »

Jumping in here: As you are speaking of blind cave ogres, I caugth one and would like to set up a fighting pit with it. Although I cannot tame him, will he improve his fighting skill? And might je even pick up a weapon from a goblin, or is that more or less random, maybe he picks up a sock instead?
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FantasticDorf

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Re: So dwarves cannot tame trolls?
« Reply #19 on: January 08, 2021, 09:39:56 am »

This is a necro'd thread, but since then i guess it's been much more defined since then, so ill divulge what I know.

You can have playable trolls under a number of different criterias but anything that is somewhat refined mainly revolves around a lot of editing work to entity_default.txt and the creatures own defintions.

On the Entity.txt

Quote
A) Make it relevant to the civilization through [ANIMAL] definitions, as [USE_EVIL_ANIMALS] will gather trolls up from the first layer to be used in war and industrial material fodder, these trolls on their own in playable civilizations aren't usable because they dont have [PET] or [PET_EXOTIC]

   Aa) If the civ is [LAYER_LINKED] they will use tokened animals from all layers appear in sewers and not appear in the overworld with the subterrenean people code (you can still make fortresses), but [ANIMAL] supercedes distance and availibility already.

   Ab) The creatures gathered with [USE_EVIL_ANIMALS] like ogres from evil plain biomes and trolls for being semi-intelligent may end up leading non-historical army squads unless a preferred creature/creature class is defined over [POSITION:CAPTAIN] for a entity, with only one slot being availible for this hardcoded role.

   Ac) [ANIMAL_ALWAYS_PRESENT] on a [ANIMAL] definition can interact with [PET_EXOTIC]'s way of distancing, to have them still be importable via trade caravans while normally in other raws, this is not possible, and with [PET] the troll or any other intelligent animal would be regarded a citizen with a profession, unable to immigrate and imported with a profession unsuitable for livestock but more akin to traditional slavery.


   Ad) [ANIMAL_NEVER_PET] on a [ANIMAL] definition will control the likelyhood that immigrants may end up bringing a baby semi-intelligent troll or any other creature which can't be slaugtered or interacted with since they're a child, and [ANIMAL_ALWAYS_SIEGE] will help reinforce the likelyhood of waranimal trolls appearing on sieges


On creature files like standard.txt

Quote
B) A [PET] or [PET_EXOTIC] definition is required in order to actually have the animal be manipulatable, as embarking with things like [USE_EVIL_ANIMALS] may cause some of them to appear at embark and be further inaccessible. A domesticated civ knowledge status from [ANIMAL_ALWAYS_AVAILIBLE] also makes short work of finding more in the caverns at a moments notice.

   Ba) A creature class to find all of your semi-sapient evil recruitables you need to define more, simplifies things a lot.

   Bb) A semi sapient adventurer can function just as well as a regular one, though skill grinding will be slower and the ability to talk not being on trolls restricts them from a lot of activities outside of brutal violence.

   Bc) This kind of gameplay wasn't planned, so attach pet-values to your semi-sentient pets to ensure fair commerce and that you can't just take new members at cage-value or for free at embark.


In fortress mode play.

Quote
C) With a emotional state, your [PET_EXOTIC] civ [ANIMAL][ANIMAL_ALWAYS_AVAILIBLE] defined races have inaccessible thoughts, a awareness of their own nakedness equipping clothes, and a slight area of mental vunerability when doing difficult tasks like moving corpses, which the immense strength of a troll is able to do their basic hauling jobs like this with ease.

   Ca) Its disputable whether [NO_EMOTION] is particularly fun on a semi-sapient
   
   Cb) Semi sapients can enroll in civilized military service as long as there is a intelligent fortress member to lead the squad, if left alone as a survivor they'll instantly disband
      Cb1) Semi Sapient Assignments are almost impossible to manage for barracks and occasionally miltiary screen as they have no historical ID until one is input with DFhack.
« Last Edit: January 08, 2021, 09:42:40 am by FantasticDorf »
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