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Author Topic: Adopting the locals...  (Read 7159 times)

Doc_LaKock

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Re: Adopting the locals...
« Reply #30 on: October 08, 2010, 07:16:25 pm »

Resurrect. How do Tigerpeople look in 31.16?
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bobsnewaddress

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Re: Adopting the locals...
« Reply #31 on: October 08, 2010, 07:33:01 pm »

I too am interested in seeing if the Tigermen are still contributing members of Dwarf society in the latest version... it would completely suck if Toady somehow removed that possibility from the game.
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Toastergargletop

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Re: Adopting the locals...
« Reply #32 on: October 08, 2010, 09:11:35 pm »

I have been playing genisis mod lately.  I gave every single creature [PET] and [TAMEABLE].  feels good man.
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breadbocks

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Re: Adopting the locals...
« Reply #33 on: October 08, 2010, 09:55:18 pm »

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forumist

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Re: Adopting the locals...
« Reply #34 on: October 09, 2010, 07:18:15 am »

I've got tamed tigerpeople, some pets and other stray. None of them seems to develop combat skills or pick equipment. They develop only social skills, and for the moment not better than "Novice". The only ones with combat skills were bought from the elves, I think.

I play with version 0.31.14.

I've also tamed mountain goats, and I don't seem to be able to obtain milk from them.
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Encased in burning magma

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Re: Adopting the locals...
« Reply #35 on: October 09, 2010, 07:41:35 am »

Eh, they punch like little girls and die like bugs.

Only real use I found from them?
Dump them into a small fortified enclave by the river, and waste goblin bolts.
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GaxkangtheUnbound

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Re: Adopting the locals...
« Reply #36 on: October 09, 2010, 12:45:31 pm »

I suspect that you could have a designated "zookeeper", who watches over the little tiger people.
He/she gives them water, and people can watch the amazing animals through fortifications and/o
EDIT:Just found that Tigermen have to have at the MOST 1 z-level between the well and water source.
« Last Edit: October 09, 2010, 10:35:48 pm by GaxkangtheUnbound »
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forumist

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Re: Adopting the locals...
« Reply #37 on: October 13, 2010, 04:05:47 pm »

I've got tamed tigerpeople, some pets and other stray. None of them seems to develop combat skills or pick equipment.

At last, one of them developed some combat skills: a giant arrived, I restricted my civilians to the fortress, I stationed my archers in the towers, and they could shoot the giant enough to make him give in to pain. Then, one of the stray Tigermen arrived and started scratching and shaking the giant, and when the giant fell in a cage trap, the Tigerman had become high master fighter and wrestler (and dabbling biter), and was not hurt by the monster.
It seems that fighting hand to hand with giants and colossusses is good for gaining experience in wrestling: I've had several dwarven elite wrestlers after such attacks, unfortunately most often cripled or dead.
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Cacame channels aquifers into submission by staring at them. Cacame is so badass, kobolds give him their children to leave them alone. If Hidden Fun Stuff digs too far down, they hit Cacame. Cacame once took a Tantrum Spiral and impaled four enemies on it.

Sowelu

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Re: Adopting the locals...
« Reply #38 on: October 13, 2010, 04:15:54 pm »

If only they could give biting demonstrations at the barracks.
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Encased in burning magma

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Re: Adopting the locals...
« Reply #39 on: October 13, 2010, 05:10:07 pm »

If only they could give biting demonstrations at the barracks.

Or solo bite drills.
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darkflagrance

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Re: Adopting the locals...
« Reply #40 on: October 13, 2010, 05:50:28 pm »

I loved the original post.

Tigerman in this capacity are essentially an alternate dwarf that is more effective in some ways but crippled otherwise. i found them so cool that I created a civ for them.

It reminded me of another user whose fort in 40d was built around tamed werewolves instead of tigermen. He'd given his wolves [CAN_SPEAK] in addition to [CAN_LEARN] so that they could be given dwarf names without needing to become pets; the cost of this is that their corpses were sacrosanct like dwarven corpses, i.e. could not be utilized the same way as goblin corpses or livestock.

I think two of his werewolves actually got married at some point:
http://www.bay12forums.com/smf/index.php?topic=44500.msg855243#msg855243

This is another nice thread about a player who granted citizenship to werewolves and ogres, resulting in one being elected Mayor in his fort.
http://www.bay12forums.com/smf/index.php?topic=63835.msg1482926#msg1482926

Just thought they'd be a cool complement story-wise.
« Last Edit: October 13, 2010, 06:35:56 pm by darkflagrance »
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Kobold Troubadour

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Re: Adopting the locals...
« Reply #41 on: October 13, 2010, 07:03:52 pm »

I think two of his werewolves actually got married at some point:
http://www.bay12forums.com/smf/index.php?topic=44500.msg855243#msg855243

This is another nice thread about a player who granted citizenship to werewolves and ogres, resulting in one being elected Mayor in his fort.
http://www.bay12forums.com/smf/index.php?topic=63835.msg1482926#msg1482926

Just thought they'd be a cool complement story-wise.
Nice stories there...it would be rather interesting to get other sentient's to live & coexist with your dorfs in their fortress, maybe someday in vanilla.

Can you imagine this guys side by side with the dwarves in glorious battles?

(Dual weapons AND dual bucklers....possible in adventure mode but fortress mode?)

Maybe someday...but I guess MODs will do for now.
« Last Edit: October 13, 2010, 07:09:17 pm by Kobold Troubadour »
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darkflagrance

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Re: Adopting the locals...
« Reply #42 on: October 13, 2010, 11:08:04 pm »

Heh...who would that thought that when DF 2010 was released, one of the bugsfeatures would be the issue of Tigerman slavery/citizenship?

Another reason to hate the elves, perhaps: they don't empathize with these downtrodden but noble savages, but confine them in cages and sell them into slavery that frequently results in a slow death from wasting away.
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...as if nothing really matters...
   
The Legend of Tholtig Cryptbrain: 8000 dead elves and a cyclops

Tired of going decades without goblin sieges? Try The Fortress Defense Mod

Karnewarrior

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Re: Adopting the locals...
« Reply #43 on: October 14, 2010, 06:17:34 pm »

Another reason to hate the elves, perhaps: they don't empathize with these downtrodden but noble savages...
And the are savages; they wash, for Armoks sake!
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Zaerosz

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Re: Adopting the locals...
« Reply #44 on: October 14, 2010, 11:39:15 pm »

Another reason to hate the elves, perhaps: they don't empathize with these downtrodden but noble savages...
And the are savages; they wash, for Armoks sake!
Dwarves wash now too.
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