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Editing Captured creatures
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* '''Fortress defense''': You may happen to catch one of the many creatures that cannot actually be tamed: [[invader]]s, [[semi-megabeast]]s, [[animal people]], [[troll]]s, [[zombie]]s, or even an attacking [[werebeast]] after it transforms back to its normal form. These are not as useless as you might think - you can use them for defending your fort. Build the cage somewhere you expect your enemy to come nearby, [[lever|link it]], and when the dire times come, just pull the lever in the appropriate moment and watch the show. Be aware, though, while most of the creatures will run back into the wilds once uncaged, (semi)megabeasts and undead will stay in your fort and may wreak havoc there, especially if you forgot to set up a device that could recapture them afterwards. If you think that one creature is not enough to do its job, release a whole group of them at once. This is particularly useful when you have zombies, as these will not fight each other, and creatures of the same species also won't attack themselves. Otherwise it's a good idea to separate the individual cages. | * '''Fortress defense''': You may happen to catch one of the many creatures that cannot actually be tamed: [[invader]]s, [[semi-megabeast]]s, [[animal people]], [[troll]]s, [[zombie]]s, or even an attacking [[werebeast]] after it transforms back to its normal form. These are not as useless as you might think - you can use them for defending your fort. Build the cage somewhere you expect your enemy to come nearby, [[lever|link it]], and when the dire times come, just pull the lever in the appropriate moment and watch the show. Be aware, though, while most of the creatures will run back into the wilds once uncaged, (semi)megabeasts and undead will stay in your fort and may wreak havoc there, especially if you forgot to set up a device that could recapture them afterwards. If you think that one creature is not enough to do its job, release a whole group of them at once. This is particularly useful when you have zombies, as these will not fight each other, and creatures of the same species also won't attack themselves. Otherwise it's a good idea to separate the individual cages. | ||
− | * '''[[Live training]]''': Military dwarves gain experience much faster from actual combat than sparring, demonstrations, or drills. By relieving your prisoners of their weapons they can be rendered mostly harmless, perfect for your aspiring warriors to | + | * '''[[Live training]]''': Military dwarves gain experience much faster from actual combat than sparring, demonstrations, or drills. By relieving your prisoners of their weapons they can be rendered mostly harmless, perfect for your aspiring warriors to wail upon. |
* '''[[Silk farming]]''': If you are the lucky owner of a tamed [[giant cave spider]], you can release disarmed enemies in a room with it, causing it to shoot significant quantities of [[silk]] which can then be woven into expensive cloth. Creative arrangements of doors, chains, and fortifications can allow a setup which generates a near-constant stream of silk using a single creature as bait. | * '''[[Silk farming]]''': If you are the lucky owner of a tamed [[giant cave spider]], you can release disarmed enemies in a room with it, causing it to shoot significant quantities of [[silk]] which can then be woven into expensive cloth. Creative arrangements of doors, chains, and fortifications can allow a setup which generates a near-constant stream of silk using a single creature as bait. |