Dresseur (animal trainer)

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Dresseur (Animal trainer)  
  • Profession :
Forestier (ranger)
  • Titre  :
Dresseur (Animal trainer)
  • Compétence  :
Dressage d'animaux (Animal training)
 
Travail
  • Entraîner des animaux de guerre
  • Entraîner des animaux de chasse
  • Domestiquer des animaux imposants
  • Domestiques de petits animaux
 
Atelier

-- zone d'entrainement

 
Attributs
  • Agility
  • Thoughness
  • Endurance
  • Intuition
  • Patience
  • Empathy
 



Cette compétence sert à apprivoiser des animaux sauvages ou apprendre à certaines espèces les techniques de chasse et de guerre.

L'onglet d'état (z - Entrée) contient la liste de tous les animaux domestique (de votre civilisation), ou en cage et qui peuvent êtres apprivoisés. Un dresseur peut être assigné à chaque animal, qui le domestiquera, augmentera son apprivoisement (s'il n'est pas né de parents domestiqués), ou l’entraînera à la guerre ou la chasse. Le deuxième sous-onglet "animaux" montre quelles animaux sont connus et à quel point.

Une zone d'activité de dressage est nécessaire pour toutes activités liées.

Domestication d'animaux sauvages

Capture

Pour domestiquer un animal il faut d'abord le capturer. Le type d'animal qui apparaît autour de votre forteresse (autre que ceux des cavernes, qui apparaissent de façon aléatoire) dépend des environs, qui dépendent du biome, ou biomes s'il y en a plusieurs dans votre région.

Les créatures sauvages sont capturées uniquement avec des pièges à cages; comme la circulation en surface est, en général, libre et comme les créatures peuvent entrer et sortir de la carte par n'importe quel direction, la seule solution efficace est d'installer plein de pièges. La même chose s'applique aux cavernes, mais leur surface plus restreinte facilite la capture d'animaux passant par là; par contre il faut faire attention à ne pas exposer vos nains aux dangers souterrains. Notez que les "pièges à animaux" ne sont pas utilisés pour cette tache, mais servent plutôt à la capture de "vermines", les trappeurs ne sont donc, bizarrement, pas affectés à la capture d'animaux.

Le simple fait de posséder une créature en cage ne garantit pas qu'elle puisse être dressée, car seules les créature avec le tag [PET] ou [PET_EXOTIC] le sont. De plus celles avec le tag [TRAPAVOID] ignorent complètement les pièges. Les montures de guerre capturées et autres ennemis nommés de votre civilisation peuvent aussi être dressés, mais resteront hostiles quelle que soit le niveau de dressage, et si relachés, ils attaqueront vos unités sans pitié; pire, donner l'ordre de les tuer pourra créer des problèmes de loyauté (bug 6051). Pour utiliser ces créatures que vous ne pouvez ou ne voulez pas domestiquer, voyez le "live training" et la fosse aux monstres.

Domestication

Désignation Description
Wild Non domestiqué
Semi-wild Semi-sauvage
Trained Dressé
-Trained- Bien dressé
+Trained+ Habilement dressé
*Trained* Expertement dressé
≡Trained≡ Exceptionnellement bien dressé
☼Trained☼ Merveilleusement dressé
Domesticated Domestiqué

Une fois les créature pouvant êtres dressées en cage, vous pouvez commencer à essayer de les domestiquer. Il faudra des pièges à cage, une zone de dressage, et des plantes ou de la viande selon le régime de la créature. Pour donner l'ordre de dressage utilisez z pour accéder au menu des statuts et à celui des animaux. Choisissez l'animal dans la liste, puis utilisez t pour choisir un dresseur. Notez que si un animal en cage est nourri avec des plants, des graines resteront dans la cage, cela n'a pas d'incidence sur le dressage, mais une fois terminé il faudra les jeter pour réutiliser la cage.

Le dresseur amènera de la nourriture à la cage et fera le dressage, donnant un niveau de dressage à l'animal (voir tableau à droite). Un animal sauvage doit être dressé dans sa cage, et relâché ensuite (et préférablement assigné à une pâture ou entrave). Attention: les animaux dressés deviennent immédiatement trapavoid (évitent les pièges) et le restent même s'ils redeviennent sauvages, rendant une deuxième capture impossible (bug 6002).

The trainer will bring food to the cage and perform the initial training, setting the animal to one of the trained levels (see table at right). A fully wild animal must be trained from its cage, but once an animal has been initially trained and it is no longer wild, it may be safely released from its cage (and preferably assigned to an enclosed pasture or restraint, to keep it hemmed in case problems arise later). Be warned: trained animals immediately become trapavoid, and will stay so if they ever go wild again, making recapture impossible.

Bug signalé !  

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Only wild animals can be trained in a cage. If you want your animal trainer to provide further training you must release the trained animal. Alternatively, with a difficult to train animal or a poor trainer, you may want to leave the animal in its cage. A caged animal will eventually revert to its wild state, at which point your trainer will perform the initial training again, safely giving your trainer experience and your civilization more knowledge about the animal. Note that [GRAZER] animals need a pasture to survive, and will die if left to linger in a cage for too long.

The overall difficulty and time required to tame an animal is roughly proportional to its pet value. As a general guideline, animals with pet value less than a hundred are easy to train, those with values in the hundreds take some effort and a few years to train well, and creatures with pet values in the thousands such as dragons are very slow to train and almost impossible to completely domesticate.

Adult trained animals will slowly revert to their wild origins over time and must have a trainer permanently assigned to them (through the animal status menu) to ensure they remain friendly through regular re-training. Trained animals have a quality associated to their training that affects how long they will retain composure before reverting to the wild, but which may have other effects as well. The last state an animal reaches before it becomes fully wild is semi-wild, at which point the animal sporadically attacks passerby and which prompts a major announcement.

Dwarves will instinctively know when their animal training partners need retraining, and will prioritize doing so, but will obviously not be able to if they are injured, experiencing a strange mood, do not have the necessary treats, or are otherwise unable to reach their trainees. If you assign a single dwarf to an animal (Any available trainer is also an option) only that dwarf will ever attempt to train or retrain the creature, so care must be taken to keep your trainers healthy and available.

When training animals that your civilization has never domesticated before, successful training will result in some knowledge being transferred to your civilization every time the dwarven caravan returns to the mountainhomes. This has no effect on gameplay within your fortress, but is conjectured to reduce training barriers for future fortresses established by your civilization. Although a number of farm animals are domesticated by your civilization from the beginning of the game, your fortress cannot individually "civilization-level" domesticate a species.1

Announcement Training level in z screen
Modèle:Gametext A few facts


Modèle:Gametext General familiarity


Modèle:Gametext Knowledgeable


Modèle:Gametext Expert


Modèle:Center Domesticated


Taming children

Only animals with the Modèle:Token tag can 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.1

Animals in Dwarf Fortress give birth in one of two ways, either with live births or by laying and incubating eggs. 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 forbidden 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.1 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 training zone (i-t) and a dwarf with the animal training labor enabled. Then you can go to your animal status screen (z-Enter) and find your trainable animal. Trainable animals are those where you see you can press either w for war training or h for hunting training. If you wish you can also select a particular trainer t to perform this task.

Train a hunting animal

This requires an uncaged tame animal with Modèle:Token or Modèle:Token, 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 (v-select dwarf-p-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 sneak alongside their partner, but are not as strong as a war animal and cannot be unassigned.

Train a war animal

Requires: An uncaged tame animal with Modèle:Token (or Modèle:Token, although no such animals exist, as currently all war-trainable animals can be trained for hunting as well and are under the inclusive Modèle:Token tag), an animal training activity zone, and an animal trainer. Pastured animals can only be trained if the zone is located within their pasture. War animals are assigned the same way as hunting animals (v-select dwarf-p-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 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.

Animal Size Notes
Dog 30,000 † ♪
Mandrill 20,000 ☼ †
Gorilla 150,000 ☼ †
Grizzly bear 200,000
Polar bear 400,000
Gigantic panda 1,160,900
Elephant 5,000,000
Rhinoceros 3,000,000
Giraffe 1,000,000
Giant bat 200,000 ♪ Hunting only
Giant cave swallow 200,000 ♪ Hunting only
Jabberer 4,500,000
Cheetah 50,000
Leopard 50,000
Jaguar 75,000
Lion 200,000 † ♪
Tiger 225,000 † ♪
Bobcat 8,000 Too small
Ocelot 25,000 ?
Lynx 25,000 ?
Giant bobcat 256,320
Giant ocelot 377,750
Giant lynx 377,750
Giant cheetah 560,000
Giant leopard 560,000
Giant jaguar 750,000
Giant lion 1,700,000
Giant tiger 1,900,000 ☼ ♪
Cave dragon 15,000,000
Roc 20,000,000 ☼ ♪ Megabeast
Dragon 25,000,000 Megabeast

☼ - These animals are a good choice for your army.
† - These animals are good choices for protecting important civilians, attacking dangerous creatures so the dwarf can escape.
♪ - These animals are good companions for hunters and marksdwarves.
‼ - These animals are a poor choice for training due to their voracious appetites for grass.

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.2 Water creatures can survive indefinitely in cages, 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.3 It is currently unknown what bug causes this, but some animal trainers that are killed and never buried or memorialized 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 mounts 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 amusingly disturbingly attack and subsequently kill these offspring at birth. If you are careful and ingenious enough, you can separate the parents and children at birth.

Note that hostile egg-layers, such as cave crocodiles, might not use nest boxes 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

  • Trained animals immediately become trapavoid, and will stay so if they ever go wild again, making recapture difficult.
Bug signalé !  

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Bug signalé !  

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  • Trained fliers may swap positions with dwarves, leaving the dwarves stranded in an inaccessible area.
Bug signalé !  

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  • Taming herbivores leaves seeds in cages, which must be manually removed.
Bug signalé !  

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