Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Removing pets  (Read 934 times)

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Removing pets
« on: August 07, 2009, 05:32:20 pm »

So I assigned a few war dogs to a squad and unfortunately the squad and most of the war dogs died as they defended the fortress. However, some wardogs are still alive, but assigned to a dead man. Is there anyway to reassign them, such as if I wanted to chain them around the entrence or something similar?

Derakon

  • Bay Watcher
    • View Profile
Re: Removing pets
« Reply #1 on: August 07, 2009, 05:43:23 pm »

Nope. Once assigned to a dwarf, pets are loyal to the death -- theirs or their masters, whichever comes last.
Logged
Jetblade - an open-source Metroid/Castlevania game with procedurally-generated levels

piecewise

  • Bay Watcher
  • [TORTURE_FOR_FUN]
    • View Profile
    • Stuff
Re: Removing pets
« Reply #2 on: August 07, 2009, 05:50:01 pm »

Nope. Once assigned to a dwarf, pets are loyal to the death -- theirs or their masters, whichever comes last.

Great, now I have a half dozen war dogs just sitting around in a store room refusing to do anything. Sigh. Hope that gets fixed

Jothki

  • Bay Watcher
    • View Profile
Re: Removing pets
« Reply #3 on: August 07, 2009, 06:22:12 pm »

Can you just assign them all to be dumped over the edge of a cliff, and let gravity handle everything else?
Logged

Grendus

  • Bay Watcher
    • View Profile
Re: Removing pets
« Reply #4 on: August 07, 2009, 08:08:09 pm »

Can you just assign them all to be dumped over the edge of a cliff, and let gravity handle everything else?

Kill the males, pit the females. A war dog that won't fight is still good for breeding.
Logged
A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

ChairmanPoo

  • Bay Watcher
  • Send in the clowns
    • View Profile
Re: Removing pets
« Reply #5 on: August 07, 2009, 09:21:55 pm »

Sure you can remove pets.

First, build a magma chamber...
Logged
Everyone sucks at everything. Until they don't. Not sucking is a product of time invested.

Albedo

  • Bay Watcher
  • Menacing with spikes of curmudgeonite.
    • View Profile
Re: Removing pets
« Reply #6 on: August 08, 2009, 01:58:49 am »

Designate a meeting area near the entrance.  Put pet-lock doors on it.  Undesignate your current meeting area(s).  Wait for these dogs to move there.  Then move any other animals back out via more conventional means (restraints and then unassigning, or just micromanaging the locks.)  Then re-arrange the architecture of that area, perhaps with a wall that's a drawbridge, to let them be the front line to the next siege.

Yes, it will be cludgey and awkward, and probably not worth the trouble.  Which are all the reasons you need to do it.
Logged