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Author Topic: The Gobbitorium  (Read 3095 times)

chewd

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The Gobbitorium
« on: August 02, 2008, 06:44:41 pm »

Okay, in one of my previous fortresses i had a bumper-crop of captured gobbies.. my zoo was overflowing, i had like 50 gobbies in cages. I had the execution chamber & was slowly wittling away at their numbers that way, but at some point i decided it would be fun to build, deep within the bowels of the mountain, an isolated gobby habitat. i could dump them in & keep an eye on them, watch their movements & maybe get them to fight eachother, or any other monsters i captured.

I dug out a largish chamber 4 z-levels deep with a small pond in the middle and a few outer rooms for the gobbies to fight over/play in. I even gave them a little gobby temple complete with a statue (up on a ledge so they couldnt reach) and a small amount of coins & baubles for them.

The plan also included the ability to flood the entire chamber (and drain it of course) if i decided to wipe out the bunch of them. Also an upper chamber where my archers could shoot in on them from arrow slits. Additionally i had a set of windows on high side of one side of the room so that the gobbitarium could be viewed from my meeting hall. This turned out to be a problem as the dwarves relaxing in the meeting hall found the sight of uncaged gobbies unnerving so i ended up covering them up.

All entrances were protected by a drawbridge system protected by a ledge so nobody could break out. There were two ways in, a primary entrance 4 spaces wide, for cleaning out the place when it was unoccupied, and a series of a half-dozen 1-space wide hallways lined with cage traps in case i decided to re-capture the gobbies.

The only other way to get in was to be dropped from above. I experimented with a couple different ways to achieve this. Simply setting the holes as pits & ordering the gobbies to be dumped in resulted in disaster when the dwarf got the gobby out of the cage & the now loose gooby wreaked havoc all over my zoo before being shot to death by a guard who happened to be taking a break there. So i had to get more creative with my gobby insertion techniques.

Firstly, i wanted them to be good & injured when i dropped them in. Stunned at least. The Gobbitorium primary room was 4 z-levels deep which killed my test-kittens so i put a platform in there to drop them onto. I ended up with 4 drop-holes. The first dropped only 2 z-levels which i found only stunned the gobbies. The next dropped 3 z-levels which usually injured them a little. The next dropped all 4 z-levels onto the floor with generally resulted in a broken limb of some sort. And the last dropped them 4 z-levels into a pool which stunned the gobbies but rarely injured them. Altho some gobbies did end up drowning.

The problem i had was my insertion technique. Above the main gobbitorium room i had a series of rooms with passages leading into them. Each room was 2 spaces wide & had a ledge at one end to put the cage on, a 2x2 hole which led into gobbitorium, and another ledge at the other end where the bridge would fold up and block the only door. The idea being that you would first pull the lever attached to the cage, releasing the gobby who would then hopefully wander out onto the bridge which would then retract when you pulled its lever. In practice, however, the gobbys usually would just hang out on the ledge for a long time. If you set the bridge lever to repeat eventually he'd get dropped in, but the process could take a whole season. Not acceptable. It also had the additional problem that many times the cage would get dropped in too, leaving it in the gobbitorium where it wasnt easily retrieved.

My next gobby insertion technique didnt fare any better. I dug the bottom of the pond out and dug out a room below the gobbitorium. I put a drawbridge at the bottom of the pond and set up a sistern to flood the bottom room. The idea was to put a bunch of caged gobbies in the bottom room, either release them & then flood, or do it the other way around, open the drawbridge & they would float up to the surface (inside the gobbitorium proper) Then i could close that drawbridge sealing the bottom of the pond and enabling me to drain the lower chamber & retrieve my cages.

No such luck. The gobbies just drowned never leaving the bottom room. Apparently they cannot swim up through where the drawbridge was, even when its open.

So back i went to dropping them from above. Eventually i used an altered version of my first technique, adding a smallish cistern (2x2x2) above each drop-room which would give a gush of water just big enough to shove the gobby off the ledge & into the gobbitorium.

Unfortunately before i could finish the final preparations, the new version of DF came out & i quickly lost interest in that fort.

I am planning on building another gobbitorium though. And thats more or less the purpose of this post. Have any of you attempted to build a gobby habitat within your fortress? were you any more successful than I? What methods for gobby-insertion did you use & what alterations to my systems would you suggest?
« Last Edit: August 02, 2008, 07:04:06 pm by chewd »
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Mondark

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Re: The Gobbitorium
« Reply #1 on: August 02, 2008, 08:29:33 pm »

HAHAHAHAHAHAHAH!!!  ;D I don't think I've laughed so hard at any DF idea since boatmurdered!  (With the obvious exception of Nist Akath, of course.)  Wow.  Just wow.  Now I want to do the same thing, only find some means of capturing elves and humans as well.  Maybe have all three habitats connected by drawbridges, so all three races can fight together.
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Fefeshnelmargalip

Joseph Miles

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Re: The Gobbitorium
« Reply #2 on: August 02, 2008, 08:37:15 pm »

When I saw the title I immediately thought "Gobstoppers"
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Neoskel

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Re: The Gobbitorium
« Reply #3 on: August 02, 2008, 08:49:06 pm »

To keep gobbies from running amok while moving them to the pits, just build their cages next to the pit. Then they'll have no time to react.

This is a grand idea, i might just try this if i ever manage to get past the first few waves of immigrants. From 7 to 30 dwarves is really a huge leap.
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chewd

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Re: The Gobbitorium
« Reply #4 on: August 02, 2008, 08:55:02 pm »

... build their cages next to the pit. Then they'll have no time to react.

That works?!  Cool!! That makes things MUCH easier! thanks!
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chewd

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Re: The Gobbitorium
« Reply #5 on: August 02, 2008, 09:05:40 pm »

Yea i learned a lot from the experiment.

1. A z-level drop which kills kittens may not necessarily kill gobbs

2. Gobbys dont swim upward (at least not through an area once occupied by a now-retracted bridge)

3. Gobbys arent always fooled by that drawbridge they just watched swing up & back down again.

4. Gobbys in the gobbitorium...
Spoiler (click to show/hide)

5. Injured gobbies dont swim very well.

6. Killing gobbies is fun no matter how you do it.

Somewhere i read that since goblins are such vile awful creatures that not even goblins like goblins. And so they welcome death & thats why they make such eager soldiers.

With that in mind, the worst punishment you can inflict on a gobby is to force it to continue living as a goblin. There simply isnt a fate worse than that.

I wanted to punish these defilers as much as possible. How dare they taint my soil with their rotten footsteps?
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Neoskel

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Re: The Gobbitorium
« Reply #6 on: August 03, 2008, 03:28:24 am »

This is somewhat connected to the Geneva challenge where you don't kill any goblins, but provide them prisoner of war status. 'cept you don't treat them very well.  :P

Do you dump their equipment first?
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sneakey pete

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Re: The Gobbitorium
« Reply #7 on: August 03, 2008, 03:54:31 am »

I recall seeing a few screenshots of someone else's goblin zone about 6 months back, but i have absolutely no idea what sort of topic it was in.

About pitting the goblins: so, building their cage right next to the pit really works? interesting.
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chewd

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Re: The Gobbitorium
« Reply #8 on: August 03, 2008, 05:33:20 am »

Do you dump their equipment first?

I havent been. I do make a point not to drop marks-gobs in... they go straight to the gobbiquarium for swimming lessions.
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Jing

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Re: The Gobbitorium
« Reply #9 on: August 03, 2008, 05:24:53 pm »

fyi, i just noticed on my fort's civ screen, that I seem to be at war with two different goblin civs.  Which definitely leads to the possibility of goblin wars in your evilife reserve.
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Neoskel

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Re: The Gobbitorium
« Reply #10 on: August 03, 2008, 05:37:04 pm »

fyi, i just noticed on my fort's civ screen, that I seem to be at war with two different goblin civs.  Which definitely leads to the possibility of goblin wars in your evilife reserve.

Problem is that gobbos never war with gobbos.
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DwarfMan69

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Re: The Gobbitorium
« Reply #11 on: August 03, 2008, 05:41:46 pm »

I'd like to make a little gobbo zoo someday. I'd have a mini-tower and some nice little things. Though I have no idea how I could plant grass inside.
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Nomadic

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Re: The Gobbitorium
« Reply #12 on: August 03, 2008, 09:11:39 pm »

I'd like to make a little gobbo zoo someday. I'd have a mini-tower and some nice little things. Though I have no idea how I could plant grass inside.

Channel openings in the ceiling so it is considered outside.
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Neoskel

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Re: The Gobbitorium
« Reply #13 on: August 07, 2008, 05:09:44 am »

Ok, i'm on a glacier (building an ice fort) and have got my first ever goblin activity (this fortress lasted a lot longer than i thought i would make it). So, two ambushes and a small siege later, i have about 13 goblins in cages and have removed all their weapons, armor and GCS silk items.

I want to start a Gobbitorium, but don't want to use a cave since i'm doing pretty extensive mining in a very structured manner. I might have to make a separate structure out of ice, but that will take much longer. Until i think of something they'll just have to chill out (har har) in my animal stockpile.
« Last Edit: August 07, 2008, 03:06:26 pm by Neoskel »
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dreiche2

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Re: The Gobbitorium
« Reply #14 on: August 07, 2008, 05:31:54 am »

About pitting the goblins: so, building their cage right next to the pit really works? interesting.

Also, if memory serves me right (and that's from months ago actually), only the thieves ever escape when transported. But even ignoring that, putting cages right next to the pits plus possibly stationing some guards next to the drop off for security should work well enough... or just put the drop off into your barracks...
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