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Author Topic: Goblin General FAQ  (Read 2363 times)

zx.pr0jk#

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Goblin General FAQ
« on: June 17, 2011, 01:28:12 pm »

The Goblin Article on the wiki appears to be sorely lacking in useful information. If there is a thread for this explicit purpose, please link to it, otherwise let's see general/specific questions involving goblins here. Whether it be killing/capturing/torturing/utilizing, questions/ideas can go here.

Examples: How to most effectively handle 1 to X sieges at once. The slowest way to kill a single goblin at a time, preferably automated. The most effective way to harvest Goblin Bones for ammo and crafts. Nuances of capturing and transporting goblin invaders vs thieves. The requirements for a world to allow a Goblin Adventurer in Vanilla mode. Goblin Housing/Cell Designs. And so on.

So if you have any questions, that in any way possible involve goblins(or could involve goblins) ask away. Try to be as clear as possible with the question as well as your answer. Also, unless otherwise noted, let's assume everyone is talking about in 31.25. It's fine to mention a previous version example of something, but make sure you mention it's from a previous version.

Onto the meat. Personally I prefer to capture as many invaders as possible. If I can, I cage all of the thieves along with them. All into one cage. Law Givers are always given their own cage, because I like to hang onto them for special whims and tortures. Today, I was informed of the chain situation where deconstructing a chain with a creature attached will leave a chain around their neck, equipped. People are already curious to see if that provides any protection whatsoever. The next question would be, if it proves to offer protection, if material and quality matter for protection. Less gameplay important, what would be the most reliable and fastest way to collar all of my goblin prisoners? It needs to be scalable and typically process 50+ goblins consecutively.

For now, my only idea is to have a hallway around 4 spaces deep with a chain at the end of the hall, a cage trap at the entrance, and a lever outside the door. From here, I will chain a naked goblin to the far end of the room, and when the civilian inevitably has to run in fear, the goblin will be stuck. I will then have another/same dwarf pull the lever that deconstructs the chain. The Goblin will then run directly into the cage trap with a shiny new collar(law giver's getting nice studded artifact collars) and ready to be transported again. I'm thinking this can't be done with thieves at all since just getting them from cage to cage is an insane pain*. Any ideas for a better system?

*From what I've seen, once they escape once, and run into another cage trap, they will become docile atleast until the person dragging them gets them into their cage. The result of this is the thief escapes the initial transport, fears the handler, runs into another cage trap, retreived by handler(without the cage), and another dwarf takes the empty cage from the trap and re-arms it. During this period, the handler can safely move the Thief.

So, ask a question, give an answer, or provide avenues for further Goblin Study. Let's go!
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Korva

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Re: Goblin General FAQ
« Reply #1 on: June 17, 2011, 02:11:12 pm »

I'd be curious about the question of the best way of harvesting bones, and possibly skulls. Chopped-off limbs seem to turn into bones which my dwarves are happy to use, but I don't recall seeing a dismembered head turn into a skull. Should one chuck a goblin to its messy death 10+ levels below to maximize splatter and thus bones?
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zx.pr0jk#

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Re: Goblin General FAQ
« Reply #2 on: June 17, 2011, 03:56:52 pm »

I think it has to be 15+ for maximum explodage. I've also heard wonderful things about Large Serrated Blades having a tendency to severe limbs. There's also a certain cavern creature that bites off limbs a lot. A beak dog, I think?

A head will eventually decompose into a skull, I think. But I don't know of a foolproof way to get all the parts to pop off reliably for eventual crafts.
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Aachen

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Re: Goblin General FAQ
« Reply #3 on: June 17, 2011, 04:13:12 pm »

My impression is that only body parts that are composed of bones (as regards non-rotting tissues) will decay into a stack of same. So, any limb that still has a hand or foot attached won't leave behind a stack. The nail tissue interferes. Heads, having bone, cartilage and hair, will remain heads for eternity (or at least quite a long time).

Perchance the limb-ripper is a voracious cave crawler or pond grabber? I've seen them rend a dwarf limb by limb quite a few times in the past.
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Syrup Roast

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Re: Goblin General FAQ
« Reply #4 on: June 18, 2011, 12:21:23 am »

I'd like to know if it is possible (and how, if yes) to know which thieves are capable of breaking free from the dwarves tasked with transferring them between cages.
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Girlinhat

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Re: Goblin General FAQ
« Reply #5 on: June 18, 2011, 12:24:37 am »

...anything labeled "thief".  Goblin Thief, Kobold Master Thief, etc.  Spearman, swordsman, crossbowman, etc, are all safe to transport.  This is one small area in which common sense prevails, if they sound like a sneaky enemy, they are.

thegoatgod_pan

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Re: Goblin General FAQ
« Reply #6 on: June 18, 2011, 04:29:24 am »

The limb-tearer is jabberer in my opinion, it's the beak.
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nanomage

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Re: Goblin General FAQ
« Reply #7 on: June 18, 2011, 04:35:38 am »

I'd be curious about the question of the best way of harvesting bones, and possibly skulls. Chopped-off limbs seem to turn into bones which my dwarves are happy to use, but I don't recall seeing a dismembered head turn into a skull. Should one chuck a goblin to its messy death 10+ levels below to maximize splatter and thus bones?
i've done studies on goblin bone usage and found that the best way is to toss goblins from 10-12z levels.
Corpse then explodes into 2arms, 2legs, head and body. Complete limbs do not decompose to bones - they remain "Song O'Goblin's left upper leg" even when rotten completely. What does yield bones in this approach is mutilated corpse - after rotting it turns to a pile of 6-8 bones denoted by "g" character. All bones but the last one are usable.
Limbs only produce bones if [GRASP] or [STANCE] bodypart is removed from them, but there's no reliable way to chop off gob's hand, then his arm.
Heads never leave skulls, looks like Aachen is right about tissue interference.
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Gamerlord

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Re: Goblin General FAQ
« Reply #8 on: June 18, 2011, 04:37:39 am »

...anything labeled "thief".  Goblin Thief, Kobold Master Thief, etc.  Spearman, swordsman, crossbowman, etc, are all safe to transport.  This is one small area in which common sense prevails, if they sound like a sneaky enemy, they are.

Wait, my dwarves can drag around invaders without being hurt or having the subject escape?

nanomage

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Re: Goblin General FAQ
« Reply #9 on: June 18, 2011, 04:39:44 am »

...anything labeled "thief".  Goblin Thief, Kobold Master Thief, etc.  Spearman, swordsman, crossbowman, etc, are all safe to transport.  This is one small area in which common sense prevails, if they sound like a sneaky enemy, they are.

Wait, my dwarves can drag around invaders without being hurt or having the subject escape?
Yes, anything except thieves. Thieves will escape, but as OP mentioned, can be dragged safely if they are recaged after escaping.
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Gamerlord

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Re: Goblin General FAQ
« Reply #10 on: June 18, 2011, 04:41:46 am »

...anything labeled "thief".  Goblin Thief, Kobold Master Thief, etc.  Spearman, swordsman, crossbowman, etc, are all safe to transport.  This is one small area in which common sense prevails, if they sound like a sneaky enemy, they are.

Wait, my dwarves can drag around invaders without being hurt or having the subject escape?
Yes, anything except thieves. Thieves will escape, but as OP mentioned, can be dragged safely if they are recaged after escaping.

This will work for human and elven invaders too, right?

nanomage

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Re: Goblin General FAQ
« Reply #11 on: June 18, 2011, 05:04:38 am »

...anything labeled "thief".  Goblin Thief, Kobold Master Thief, etc.  Spearman, swordsman, crossbowman, etc, are all safe to transport.  This is one small area in which common sense prevails, if they sound like a sneaky enemy, they are.

Wait, my dwarves can drag around invaders without being hurt or having the subject escape?
Yes, anything except thieves. Thieves will escape, but as OP mentioned, can be dragged safely if they are recaged after escaping.

This will work for human and elven invaders too, right?
does work with humans, didn't test on elves. Most likely it will.
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Girlinhat

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Re: Goblin General FAQ
« Reply #12 on: June 18, 2011, 05:10:49 am »

Does work with elves, tested in .18 but there's been no changes made to prisoners.

Rallan

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Re: Goblin General FAQ
« Reply #13 on: June 18, 2011, 06:00:42 am »

What sort of remains does a goblin-melter leave behind?
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dwarfhoplite

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Re: Goblin General FAQ
« Reply #14 on: June 18, 2011, 06:03:39 am »

What sort of remains does a goblin-melter leave behind?
only their metal items
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