Modification de Dresseur (animal trainer)
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− | {{Version|0. | + | {{Version|0.31.25|}} |
{{Skill | {{Skill | ||
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Les nains sauront quand l'animal a besoin d'une session d’entraînement, et donneront priorité à cette tâche, mais il ne pourront pas le faire s'ils sont blessés, en [[Humeur étrange (strange mood)|humeur étrange]], s'ils n'ont pas les friandises nécessaires, ou sont incapable d'atteindre les bêtes. Si un seul nain est assigné à un animal (n'importe-quel dresseur est une option disponible) seul ce nain pourra le dresser ou redresser, il faut donc garder les dresseur en bonne santé et disponible. | Les nains sauront quand l'animal a besoin d'une session d’entraînement, et donneront priorité à cette tâche, mais il ne pourront pas le faire s'ils sont blessés, en [[Humeur étrange (strange mood)|humeur étrange]], s'ils n'ont pas les friandises nécessaires, ou sont incapable d'atteindre les bêtes. Si un seul nain est assigné à un animal (n'importe-quel dresseur est une option disponible) seul ce nain pourra le dresser ou redresser, il faut donc garder les dresseur en bonne santé et disponible. | ||
− | En dressant une créature que votre civilisation n'a jamais dressé avant, | + | En dressant une créature que votre civilisation n'a jamais dressé avant, des session réussies apporteront des connaissances à votre civilisation à chaque fois qu'une caravane retournera au '''mountainhome'''. Cela n'a pas d'effets sur la jouabilité dans votre forteresse, mais il est présumé que ça pourrait réduire les entraves au dressage pour les prochaines forteresses établies par cette civilisation. |
{|class="wikitable" style="width:80%; align:center" | {|class="wikitable" style="width:80%; align:center" | ||
− | ! | + | ! Announcement |
− | ! | + | ! Training level in {{k|z}} screen |
|- | |- | ||
− | | {{ | + | | {{Gametext|The dwarves of (civ) now know a few facts about (animal) training.|cyan}} |
− | | {{DFtext| | + | | {{DFtext|A few facts|red}} |
|- | |- | ||
− | | {{ | + | | {{Gametext|The dwarves of (civ) have attained a general familiarity with (animal) training methods.|cyan}} |
− | | {{DFtext| | + | | {{DFtext|General familiarity|yellow}} |
|- | |- | ||
− | | {{ | + | | {{Gametext|The dwarves of (civ) are now quite knowledgeable (animal) trainers.|cyan}} |
− | | {{DFtext| | + | | {{DFtext|Knowledgeable|white}} |
|- | |- | ||
− | | {{ | + | | {{Gametext|The dwarves of (civ) are now expert (animal) trainers.|cyan}} |
| {{DFtext|Expert|cyan}} | | {{DFtext|Expert|cyan}} | ||
|- | |- | ||
− | | | + | | {{center|-}} |
− | |{{DFtext| | + | |{{DFtext|Domesticated|lime}} |
|} | |} | ||
− | === | + | === Taming children === |
+ | Only animals with the {{token|CHILD|c}} tag can [[breeding|breed]] and have children, but any animal children that they have offer a significant perk: the possibility of eventually fully domesticating a species. Note that animals cannot get pregnant in cages (in fact, this is one of the ''few'' times they can't), so you'll have to move past the initial training stage to have them. | ||
− | + | Animals born from partially tamed parents will not revert to a wild state while they are still children: for example, if a wild female wolf is captured and trained up to the +T+ level, and gives birth, the pups may forget any training they're put under as pups, but will never go lower than Semi-Wild while they're still pups. They can, and will, revert to a wild state when they become adult wolves, though going back to a fully wild state will still take some time after they've reached adulthood. | |
− | + | Animals who are born from a trained animal will inherit the mother's trained status, including the training quality. This allows procession to full domestication, as when children with a high enough taming level are tamed well enough, they may become domesticated (and will never need retraining again, unlike their mother). Interestingly, the training level of the father does not count for anything when it comes to the child, but perhaps this is unsurprising given that in Dwarf Fortress animals can breed from across the entire map, without ever even seeing each other. Only children can be domesticated, and once the young animal grows up the opportunity for domestication will no longer be available.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> | |
− | + | Animals in Dwarf Fortress give birth in one of two ways, either with live births or by laying and incubating [[egg]]s. Child-rearing animals that give birth to their young is easy: as long as there is at least one male of that species is somewhere on the map, children will be born, inheriting their parent's pasture statuses in the process. Egg-layers are more complicated; there must be an open constructed [[nest box]] for the female to occupy and lay a clutch of eggs in, and they and the mother must remain undisturbed during the process as the mother must incubate her eggs, even for training. Thus the eggs must be [[forbid]]den and the mother should have her trainer de-assigned during the duration of her stay; they also will ''not'' inherit their mother's pasture status.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=121150.0 1]</span></sup> The resultant children will have the taming status of their mother when they were ''laid'', not hatched. | |
− | + | == Training tame animals == | |
+ | Tame animals can be trained for hunting or for war, for which you need a [[Zone#Animal_Training|training zone]] ({{k|i}}-{{k|t}}) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen ({{k|z}}-{{k|Enter}}) and find your trainable animal. Trainable animals are those where you see you can press either {{k|w}} for war training or {{k|h}} for hunting training. If you wish you can also select a particular trainer {{k|t}} to perform this task. | ||
+ | ===Train a hunting animal=== | ||
+ | This requires an [[Cage|uncaged]] tame animal with {{token|TRAINABLE|c}} or {{token|TRAINABLE_HUNTING|c}}, an animal training activity zone, and an animal trainer. Note that an animal that is in a pasture can only be trained if the zone is also in the same [[pasture]]. Hunting animals can be assigned ({{K|v}}-select dwarf-{{K|p}}-{{K|e}}) to follow a hunter and assist in the hunting process. They are intrinsically faster and more agile than a regular tamed animal, and can [[ambusher|sneak]] alongside their partner, but are not as strong as a war animal and cannot be unassigned. | ||
− | == | + | === Train a war animal === |
+ | Requires: An [[Cage|uncaged]] tame animal with {{token|TRAINABLE|c}} (or {{token|TRAINABLE_WAR|c}}, although no such animals exist, as currently all war-trainable animals can be trained for hunting as well and are under the inclusive {{token|TRAINABLE|c}} tag), an animal training activity zone, and an animal trainer. [[Pasture|Pastured]] animals can only be trained if the zone is located within their pasture. War animals are assigned the same way as hunting animals ({{k|v}}-select dwarf-{{k|p}}-{{k|e}}). | ||
− | + | War animals are significantly stronger than their untrained counterparts; war dogs make excellent companions when starting a fortress, when you can't spare many dwarves for fighting. | |
− | + | Like hunting animals, they can also be assigned to individual dwarves; combined with their strength, this makes them effective expendable bodyguards for any dwarf likely to see danger or who you feel is valuable enough to be worth protecting. Even if they fail to defeat an attacker, they can often buy their charge time to escape or for additional reinforcements to arrive. | |
− | + | == Bonding == | |
+ | As animal trainers work with an animal, they may become [[Relationships|bonded]] to it ("formed a bond with an animal training partner"), and this relationship is visible in the dwarf's relationships screen. This happens even if the dwarf is not specifically assigned to the animal and appears to disregard training quality. The death of a bonded animal results in a bad thought for the trainer ("has lost an animal training partner to tragedy"), whose exact severity is unknown but fairly significant. It is unknown whether working with a bonded animal gives a happy thought similar to the one gained from talking to a friend. | ||
− | == | + | == Trainable war/hunting animals == |
− | + | The following creatures can be trained into war animals or hunting animals: | |
− | + | If you trade for one of these animals, and they are already tame then they will remain tame when they become yours. | |
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{| class="wikitable sortable" | {| class="wikitable sortable" | ||
! Animal | ! Animal | ||
− | ! | + | ! Size |
! Notes | ! Notes | ||
|- | |- | ||
− | |[[ | + | |[[Dog]] |
|30,000 | |30,000 | ||
|† ♪ | |† ♪ | ||
Ligne 146 : | Ligne 139 : | ||
|☼ † | |☼ † | ||
|- | |- | ||
− | |[[ | + | |[[Gorilla]] |
|150,000 | |150,000 | ||
|☼ † | |☼ † | ||
|- | |- | ||
− | |[[Grizzly]] | + | |[[Grizzly bear]] |
|200,000 | |200,000 | ||
|☼ | |☼ | ||
|- | |- | ||
− | |[[ | + | |[[Polar bear]] |
|400,000 | |400,000 | ||
|☼ | |☼ | ||
|- | |- | ||
− | |[[ | + | |[[Gigantic panda]] |
|1,160,900 | |1,160,900 | ||
|‼ | |‼ | ||
|- | |- | ||
− | |[[ | + | |[[Elephant]] |
|5,000,000 | |5,000,000 | ||
|‼ | |‼ | ||
|- | |- | ||
− | |[[ | + | |[[Rhinoceros]] |
|3,000,000 | |3,000,000 | ||
|‼ | |‼ | ||
|- | |- | ||
− | |[[ | + | |[[Giraffe]] |
|1,000,000 | |1,000,000 | ||
|‼ | |‼ | ||
|- | |- | ||
− | |[[ | + | |[[Giant bat]] |
|200,000 | |200,000 | ||
− | |♪ | + | |♪ Hunting only |
|- | |- | ||
− | |[[ | + | |[[Giant cave swallow]] |
|200,000 | |200,000 | ||
− | |♪ | + | |♪ Hunting only |
|- | |- | ||
|[[Jabberer]] | |[[Jabberer]] | ||
Ligne 186 : | Ligne 179 : | ||
|☼ | |☼ | ||
|- | |- | ||
− | |[[ | + | |[[Cheetah]] |
|50,000 | |50,000 | ||
|♪ | |♪ | ||
|- | |- | ||
− | |[[ | + | |[[Leopard]] |
|50,000 | |50,000 | ||
|♪ | |♪ | ||
Ligne 202 : | Ligne 195 : | ||
|† ♪ | |† ♪ | ||
|- | |- | ||
− | |[[ | + | |[[Tiger]] |
|225,000 | |225,000 | ||
|† ♪ | |† ♪ | ||
|- | |- | ||
− | |[[ | + | |[[Bobcat]] |
|8,000 | |8,000 | ||
− | | | + | | Too small |
|- | |- | ||
|[[Ocelot]] | |[[Ocelot]] | ||
Ligne 218 : | Ligne 211 : | ||
|? | |? | ||
|- | |- | ||
− | |[[ | + | |[[Giant bobcat]] |
|256,320 | |256,320 | ||
|♪ | |♪ | ||
|- | |- | ||
− | |[[ | + | |[[Giant ocelot]] |
|377,750 | |377,750 | ||
|♪ | |♪ | ||
|- | |- | ||
− | |[[ | + | |[[Giant lynx]] |
|377,750 | |377,750 | ||
|♪ | |♪ | ||
|- | |- | ||
− | |[[ | + | |[[Giant cheetah]] |
|560,000 | |560,000 | ||
|♪ | |♪ | ||
|- | |- | ||
− | |[[ | + | |[[Giant leopard]] |
|560,000 | |560,000 | ||
|♪ | |♪ | ||
|- | |- | ||
− | |[[ | + | |[[Giant jaguar]] |
|750,000 | |750,000 | ||
|♪ | |♪ | ||
|- | |- | ||
− | |[[ | + | |[[Giant lion]] |
|1,700,000 | |1,700,000 | ||
|♪ | |♪ | ||
|- | |- | ||
− | |[[ | + | |[[Giant tiger]] |
|1,900,000 | |1,900,000 | ||
|☼ ♪ | |☼ ♪ | ||
|- | |- | ||
− | |[[ | + | |[[Cave dragon]] |
|15,000,000 | |15,000,000 | ||
|☼ | |☼ | ||
Ligne 263 : | Ligne 256 : | ||
|} | |} | ||
− | ''☼ - | + | ''☼ - These animals are a good choice for your army.''<br /> |
− | ''† - | + | ''† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.''<br /> |
− | ''♪ - | + | ''♪ - These animals are good companions for hunters and marksdwarves.''<br /> |
− | ''‼ - | + | ''‼ - These animals are a poor choice for training due to their voracious appetites for [[grass]].'' |
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− | + | Remember to keep a breeding pair out of harm's way around if you want more of a particular animal, in case the ones in service somehow die. | |
− | + | ==Tame water creatures== | |
+ | With a great deal of effort and some clever engineering, it is possible to capture, tame, and butcher water creatures.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=75780.0 2]</span></sup> Water creatures can survive indefinitely in [[cage]]s, but will drown at water levels below 4/7 while dwarves will cancel tasks at water levels at or above 4/7, making training extremely tricky. This basic problem can be solved with one of more interesting bugs in the game: [[ghost]] trainers.<sup><span class="plainlinks">[http://www.bay12forums.com/smf/index.php?topic=127659 3]</span></sup> It is currently unknown what bug causes this, but some animal trainers that are killed and never [[burial|buried]] or [[memorial]]ized will continue to perform their job from the grave. This removes the fundamental problem of water depth incompatibility and makes the task much easier. An easier solution, however, would be [[vampire]] animal trainers: they are unbreathing and will path through such water normally, so long as there is no flow. Taming water creatures in vanilla is fairly useless, however, as without [[modding]] they never have children, nor can they receive war (or hunting, however that would work) training. | ||
− | == | + | ==Taming hostile creatures== |
− | + | Taming hostile creatures like enemy [[mount]]s does not cancel their hostility. While the job is completed and the animal trainer gains experience, the tamed creature remains hostile to your civilization and will attack your dwarves. | |
− | + | However, it does seem that the offspring of tamed hostile creatures belong to your civilization, because tamed mounts <s>amusingly</s> disturbingly attack and subsequently kill these offspring at birth. If you are careful and [[stupid dwarf trick|ingenious]] enough, you can separate the parents and children at birth. | |
− | + | Note that hostile egg-layers, such as [[cave crocodile]]s, might not use [[nest box]]es and therefore generate no offspring. | |
− | == | + | ==Handling dangerous creatures== |
− | + | Only dwarves with the animal trainer labor active will move non-tame (wild or hostile) captive creatures to a chain or to another cage. This restriction only applies to non-tame creatures and only to the "chain large creature" and "cage large creature" jobs. Throwing such a creature into a pit or pond can be done by anybody, and the chaining and caging of tame creatures is similarly unrestricted. | |
==Bugs== | ==Bugs== | ||
− | * | + | * Trained animals immediately become trapavoid, and will stay so if they ever go wild again, making recapture difficult.{{Bug|6002}} |
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− | * | + | * Capturing and training [[siege|war]] [[mount]]s [http://www.bay12forums.com/smf/index.php?topic=111357.0 may cause] a [[loyalty cascade]] if your [[military]] has to put them down.{{bug|6051}} |
− | * | + | * Trained [[flying|fliers]] may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.{{bug|3371}} |
+ | * Taming herbivores leaves [[seed]]s in [[cage]]s, which must be manually removed.{{bug|201}} | ||
[[Category:Métiers]] | [[Category:Métiers]] |