Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Animal men  (Read 793 times)

buuface

  • Bay Watcher
    • View Profile
Animal men
« on: January 09, 2018, 02:59:48 am »

Can animal men be captured and trained like other animals? Can they become citizens of your fort?

And do you have any advice on how to catch them other than randomly set up cages all over the map?
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Animal men
« Reply #1 on: January 09, 2018, 03:27:37 am »

Can animal men be captured and trained like other animals? Can they become citizens of your fort?

And do you have any advice on how to catch them other than randomly set up cages all over the map?

They petition eventually (a few in-game months, I think) if you capture them and give them good conditions in the cage. Or so I heard. The only way to capture is to place cages all over the map. Also doubles as an anti-goblin defence.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

buuface

  • Bay Watcher
    • View Profile
Re: Animal men
« Reply #2 on: January 09, 2018, 03:52:38 am »

Thanks for the reply!
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Animal men
« Reply #3 on: January 09, 2018, 07:41:40 am »

KittyTac is WRONG for vanilla DF (sorry, I don't want to attack KittyTac personally, just warn against incorrect advice).
Animal people are less usable than trolls as captives (those can be used as cannon fodder and in building destroyer roles through careful release).
If I understand it correctly, modding animal people to get the exotic pet tag cause them to behave like gremlins, i.e. petition for citizenship after a year (skipping residency: the cage took care of that...).
Gremlins have to be retrained regularly even after becoming citizens, which is a pain as they tend not to show up for retraining, so I use DFHack to change them to Tame when becoming citizens. Also, DF doesn't allow you to assign professions to gremlins (hauling is enabled by default, and cannot be changed from within DF), and you can't see their thoughts (which is a pain if you get demands from a noble, but can't see what those demands are). Dwarf Therapist allows you to set and change professions, however (while Dwarf Manipulator does not).
As far as I understand, all of the above would apply to forcibly recruited animal people with the exotic pet tag (probably excluding the cavern animal peoples, as those are enemies of your civ).
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Animal men
« Reply #4 on: January 09, 2018, 08:51:22 am »

KittyTac is WRONG for vanilla DF (sorry, I don't want to attack KittyTac personally, just warn against incorrect advice).
Animal people are less usable than trolls as captives (those can be used as cannon fodder and in building destroyer roles through careful release).
If I understand it correctly, modding animal people to get the exotic pet tag cause them to behave like gremlins, i.e. petition for citizenship after a year (skipping residency: the cage took care of that...).
Gremlins have to be retrained regularly even after becoming citizens, which is a pain as they tend not to show up for retraining, so I use DFHack to change them to Tame when becoming citizens. Also, DF doesn't allow you to assign professions to gremlins (hauling is enabled by default, and cannot be changed from within DF), and you can't see their thoughts (which is a pain if you get demands from a noble, but can't see what those demands are). Dwarf Therapist allows you to set and change professions, however (while Dwarf Manipulator does not).
As far as I understand, all of the above would apply to forcibly recruited animal people with the exotic pet tag (probably excluding the cavern animal peoples, as those are enemies of your civ).

Hmm? I think I read somewhere that they would petition. Guess I was wrong. Maybe you could perform !!SCIENCE!! in case it got changed in this version?
« Last Edit: January 09, 2018, 08:54:49 am by KittyTac »
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Animal men
« Reply #5 on: January 09, 2018, 12:00:29 pm »

Animal people modded to be treated as intelligent exotic pets has been discussed a number of times, so that might be the source of that info, with the "modded" part falling below the radar. It's very unlikely Toady would have changed animal people without mentioning it in the release notes, and it's something that's expected to be quite some way off (probably when animal people actually start to form tribes, have camps, etc., whenever that is).
I do occasionally get animal people that try to enter my fortress to steal stuff (in particular Kea people), but it's purely a chance thing. I'll definitely report it if they'll petition.
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Animal men
« Reply #6 on: January 09, 2018, 09:29:21 pm »

Animal people modded to be treated as intelligent exotic pets has been discussed a number of times, so that might be the source of that info, with the "modded" part falling below the radar. It's very unlikely Toady would have changed animal people without mentioning it in the release notes, and it's something that's expected to be quite some way off (probably when animal people actually start to form tribes, have camps, etc., whenever that is).
I do occasionally get animal people that try to enter my fortress to steal stuff (in particular Kea people), but it's purely a chance thing. I'll definitely report it if they'll petition.

Report, as in, bug report?
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Animal men
« Reply #7 on: January 10, 2018, 07:29:19 am »

I meant to the forum (this thread for instance), but I don't expect that to happen...
Logged

Encrtia

  • Bay Watcher
    • View Profile
Re: Animal men
« Reply #8 on: January 10, 2018, 11:39:34 am »

I've had this Great Horned Owl Women in a cage for 6 years now. No petition.

In case you're wondering why I just have her there, it's as example for all her annoying bird friends outside to STOP SCARING MY DWARFS.

Marksdwarf regiment will be ready soon..hehe.. the Sky Tower is nearly finished..hehe..

Edit: Great Scott! They're even on this very forum! Now, about 5 minutes later, they called their Kea Men/Woman to help out, and they literally rushed my tavern stealing everything! Blast!
« Last Edit: January 10, 2018, 11:46:15 am by Encrtia »
Logged
~When death smiles at you, just smile one back.

buuface

  • Bay Watcher
    • View Profile
Re: Animal men
« Reply #9 on: January 10, 2018, 08:43:28 pm »

If wanted to edit the raws so that animal-men are recruitable/enslavable, what would the best way to go about it be?

I don't mean as pets. I want them in my army/ as entertainers in my tavern etc..
Logged

KittyTac

  • Bay Watcher
  • Impending Catsplosion. [PREFSTRING:aloofness]
    • View Profile
Re: Animal men
« Reply #10 on: January 10, 2018, 09:58:45 pm »

If wanted to edit the raws so that animal-men are recruitable/enslavable, what would the best way to go about it be?

I don't mean as pets. I want them in my army/ as entertainers in my tavern etc..

I think pets are basically slaves, so that's the closest thing you got without DFHack. Ask on the DFHack thread for a script or something.
Logged
Don't trust this toaster that much, it could be a villain in disguise.
Mostly phone-posting, sorry for any typos or autocorrect hijinks.