Same here. I made a really awesome drowning trap and nobody ever showed up to trip it. Maybe there's some kind of trigger other than wealth that attracts them. Do you have a population cap? Artifacts turned off?artifacts are always on in my forts, most of them have pop 20-30 capped, but my most recent one I set to 80, and have been at 80 for a year or two and still nothing.
Although the rest of the civs around me don't seem to have problems with attacks.
I just had a 90 goblin attack. First siege in weeks. Real life weeks. Tough siege too, five cave dragons and some jabberers and ogres. Even had a demon made of rose gold.
Question: would weapon traps full of silver war hammers and spiked ball one-hit the undead, since that's blunt damage?
I just had a 90 goblin attack. First siege in weeks. Real life weeks. Tough siege too, five cave dragons and some jabberers and ogres. Even had a demon made of rose gold.
Question: would weapon traps full of silver war hammers and spiked ball one-hit the undead, since that's blunt damage?
I noticed something.
Sometimes when I got a siege, I close the game without saving.
When I reloaded the save (before the siege), there's no siege.
I can understand werebeast, titan and fb attacks are random, but shouldn't a siege army travel to your place before attack? Or perhaps they changed their mind on the way?
Usually it's about a year, but with world simulation now a thing it's not really something you can predict as well as previous versions...I just had a 90 goblin attack. First siege in weeks. Real life weeks. Tough siege too, five cave dragons and some jabberers and ogres. Even had a demon made of rose gold.
Question: would weapon traps full of silver war hammers and spiked ball one-hit the undead, since that's blunt damage?
Dear God, how many sieges does one go through before it gets to that?
Incidentally, what is the length of time between each siege on average? I need a lot of recovery time.
I'm not sure what you mean by "just the way the world genned" It genned with 2 wars in range. What other worldgen detail would override that?! And how do i make it not?I don't know anything about worldgen either, I guessed something that sounded luck-based, because what I meant is that you just haven't had the "luck" of getting attacked (assuming you consider being attacked a good thing, which it appears you do).
I would actually expect the opposite to be true. A shorter history with fewer sites should attack me more.I don't think invaders are currently attacking sites based on their population...
Them attacking each other shouldn't change with mroe sites, because both targets and attackers are increasing at the same time.
However, as time goes on, and my fort size isn't changing, then I become a smaller and smaller portion of the total population and less of a relative interest that would be worth sending an army to.
3 represents a population of 80Wow that's ridiculous, okay. "Hey what units should we use for a population requirement in the user init files?" "Hmm... how about groups of 27 dwarves?" "Not just dwarves period?" "No, definitely 27 dwarf units" "Okay, well I'll just go label that th--" "No, don't label the units. Everybody will just know that it is 27 dwarves, trust me."
Is the popcap "trigger" based on total dwarven numbers or the number of adults (soo many babies!!)? I too have never been sieged :(
Quote3 represents a population of 80Wow that's ridiculous, okay. "Hey what units should we use for a population requirement in the user init files?" "Hmm... how about groups of 27 dwarves?" "Not just dwarves period?" "No, definitely 27 dwarf units" "Okay, well I'll just go label that th--" "No, don't label the units. Everybody will just know that it is 27 dwarves, trust me."
... *facepalm*
Anyway, that's probably it then. I've only hit 80 with one fort for a year and a half or something.
Same here. I made a really awesome drowning trap and nobody ever showed up to trip it. Maybe there's some kind of trigger other than wealth that attracts them. Do you have a population cap? Artifacts turned off?artifacts are always on in my forts, most of them have pop 20-30 capped, but my most recent one I set to 80, and have been at 80 for a year or two and still nothing.
(if that is a trigger, though, it shouldn't be)
yea I rely on those invasions to cull large swaths of my population.
It starts to get crowded without large amounts of war casualties.
Check the error log, you might have the error that armies camp forever, so no sieges...What error log? Also, if it is that error, is there anything I could do about it anyway?
There is significant anecdotal evidence that holding goblin prisoners will increase the number of attackers in sieges, presumably trying to recover the prisoners before you can subject them to whatever horrible things you have planned for them.yea I rely on those invasions to cull large swaths of my population.
It starts to get crowded without large amounts of war casualties.
There's a solution now though, just put the more useless dwarves in webbed cages and deport them toSiberiathe Mountainhomes with the traders.
the errorlog will be under in the dwarf fortress folder.Check the error log, you might have the error that armies camp forever, so no sieges...What error log? Also, if it is that error, is there anything I could do about it anyway?
without any leads, Toady will probably not look into it for a while at least.post above yours:
I have had large fortresses, with a lot of wealth and not been sieged, and the common feature is this in the errorlog
Quotewithout any leads, Toady will probably not look into it for a while at least.post above yours:QuoteI have had large fortresses, with a lot of wealth and not been sieged, and the common feature is this in the errorlog
Sounds like a lead to me! Not too useful to me as a player if I can't prevent or change it, but surely useful to toady.
I would personally love to see big sieges with trolls smashing through those stupid 1 tile thick wooden walls and drawbridges, or goblins setting them alight, but it seems that they have been unintentionally weakened. Giving siegers the option of destroying certain fortifications and walls would make them far more potent.
I would settle for them just actually appearing. Baby steps.
I would settle for them just actually appearing. Baby steps.
That just seems like a bug fix, really. Adding sappers and wall destruction would require more serious work and cannot be expected until DF2016.
the errorlog will be under in the dwarf fortress folder.Check the error log, you might have the error that armies camp forever, so no sieges...What error log? Also, if it is that error, is there anything I could do about it anyway?
the error I have seen is this: camp order missing parent -- army will camp forever.
I have had large fortresses, with a lot of wealth and not been sieged, and the common feature is this in the errorlog
sappers would totally change the dynamics. The main strength of the dwarves is their ability to shape the environment. Sappers would severely diminish the value of this ability
All sappers would do is murder you via FPS death with their pathing and leaving tunnels everywhere.Hardly. If sappers were a thing Im certain both pathing and refilling open spacing would be improved
Legendary dwarves in steel armor are SUPPOSED to be nigh invincible to goblins, unless you are facing ten weaponmasters all in full steel from the gobbo side there's no way the goblins could match that head on (and dwarves are the only ones who know how to make steel). Keeping in mind how much infrastructure goes into the training and arming of those troops, should the goblins who just found some stuff and decided to attack a fortress really be that lethal to an established military complex?sappers would totally change the dynamics. The main strength of the dwarves is their ability to shape the environment. Sappers would severely diminish the value of this ability
Yes, and that would be a good thing, because beating up goblins was far too easy even when they did arrive. A squad of 10 legendary dwarves in even steel equipment trashed any number of goblins which arrived.
I would settle for them just actually appearing. Baby steps.
That just seems like a bug fix, really. Adding sappers and wall destruction would require more serious work and cannot be expected until DF2016.
Which is still pretty much a bug or rather an error in design, though... Players want to be attacked. Changing the fundamental structure of the game in a way that makes players not get attacked anymore is making the game less of a good game and may need to be seriously reconsidered, and soon... I.e., that's not just a sufficient explanation or justification by itself to say that it has changed.
I'm not saying we go back to making them out of thin air. But you also probably don't want the world to simulate goblins COMPLETELY realistically as in treating you no differently than any other fort. You'll need something in between -- adding parameters in that cause them to bias toward your fort beyond its actual strategic value or the actual chance of stumbling across it.
And you say the populations can't support that. Okay, so up the populations and the gobline breeding rate too so that they can!
Etc. etc. Excuses for a boring game don't make the game fun. Fixing the problem makes a game fun.
If there turns out to be no way to really fix the problem, then the feature should be rolled back, honestly. I don't think this is likely -- I think there are probably lots of ways to make it work with dynamic simulation. But IF there weren't, then it would be rolled back, not just "oh well, the game doesn't do what we want anymore" and give up...
(this is all a bit hyperbolic. It's still a fun game. But just less so.)
I've found out that the goblins arent using some of the weapons they could be, like giant axes, due to a bug. I reduced the minsize of several 2h weapons from 62500 to 60000, the size of gobbos. They are doing much better now . . . Even keeping parity with their elven oppressors.
Seriously, for better goblins, give them the ability to use the very weapons they can make!
so that when they did come, there would be a serious fight and likely the end of the fortress unless the dwarves were very well prepared.This does not sound remotely fun, sorry. Sit around for 20 years being bored then sudden random annihilation of your fort unless you have been constantly vigilant, which you wouldn't be because an attack almost never happens and that would be super annoying and unreasonable to expect to be always prepared for it. No thanks.
Rolling back the feature would be a big step back for the simulationUh I'm simply referring to the goblins and sieges, not the entire simulation of the game world!!! That would be absurd to roll back.
What kind of defenses are you using that require you to be constantly vigilant or your fortress just explodes? If you had 20 years to prepare, you had time to build walls, about 600 traps, train a legendary military and clad them all in steel armor and steel weapons. Basically, you should've been ready...Quoteso that when they did come, there would be a serious fight and likely the end of the fortress unless the dwarves were very well prepared.This does not sound remotely fun, sorry. Sit around for 20 years being bored then sudden random annihilation of your fort unless you have been constantly vigilant, which you wouldn't be because an attack almost never happens and that would be super annoying and unreasonable to expect to be always prepared for it. No thanks.
Etc. etc. Excuses for a boring game don't make the game fun. Fixing the problem makes a game fun.I'll cut to the chase: people want different things. Some people want more things to kill, some people want to be left alone, some people want a realistic simulation of a world so they can feel like they're actually keeping a community of dwarves alive rather than just "playing a game". You can probably revert to older versions or find a mod that does what you want (or make one if you know how) but I personally like the more simulation, less gamey approach that is being taken.
If you had 20 years to prepare, you had time to build walls, about 600 traps, train a legendary military and clad them all in steel armor and steel weapons. Basically, you should've been ready...But nobody is going to do that. That's such a colossal, unfun, ridiculous waste of time. I don't even remember the last time I played a fort for 20 years, if ever, or even 10, really. I would NOT do ANY of those things, because the chances would be much higher that I would get bored of the fort before anything came of it, and it would just be riling myself up for nothing.
You can probably revert to older versionsAnd not get any benefit from any other updates? That is not a reasonable solution.
The system is neither capricious nor broken. Armies just behave in a sensible way and do not beeline for the player's fort. A lot of you seem to want extra goblins spawning without regard to logistics and so on, which would unbalance the simulation and be a massive inconsistency...I embarked in a tile away from a dark fortress with 10,000 gobbos and 5,000 trolls. Nothing happened for years. I think it would feel more "realistic" if the goblins would send a couple of soldiers ASAP to fuck up those 7 crazy dwarfs who are trying to build a new fortress within spitting distance of their capital.
The system is neither capricious nor broken. Armies just behave in a sensible way and do not beeline for the player's fort. A lot of you seem to want extra goblins spawning without regard to logistics and so on, which would unbalance the simulation and be a massive inconsistency...I embarked in a tile away from a dark fortress with 10,000 gobbos and 5,000 trolls. Nothing happened for years. I think it would feel more "realistic" if the goblins would send a couple of soldiers ASAP to fuck up those 7 crazy dwarfs who are trying to build a new fortress within spitting distance of their capital.
Besides, DF has no problem conjuring migrants, traders and even your monarch from thin air. I'd have no problem with it if it would just generate a couple of raiders and bandits and the odd siege every now and then.
Realism is all nice and stuff but in games it's better to make things fun and then put them into a setting that makes them seem plausible. And who said Armok can't just create 50 goblins and trolls from thin air because he is bored?
That sounds like a more sensible solution, have the goblins actually attack more often when you are closer rather than having a static "will attack or won't attack" if you're in range... (granted I don't know what the coding actually looks like but it seems from the existence of this thread that proximity isn't considered very much)The system is neither capricious nor broken. Armies just behave in a sensible way and do not beeline for the player's fort. A lot of you seem to want extra goblins spawning without regard to logistics and so on, which would unbalance the simulation and be a massive inconsistency...I embarked in a tile away from a dark fortress with 10,000 gobbos and 5,000 trolls. Nothing happened for years. I think it would feel more "realistic" if the goblins would send a couple of soldiers ASAP to fuck up those 7 crazy dwarfs who are trying to build a new fortress within spitting distance of their capital.
Besides, DF has no problem conjuring migrants, traders and even your monarch from thin air. I'd have no problem with it if it would just generate a couple of raiders and bandits and the odd siege every now and then.
Realism is all nice and stuff but in games it's better to make things fun and then put them into a setting that makes them seem plausible. And who said Armok can't just create 50 goblins and trolls from thin air because he is bored?
This shows a problem with the current situation, but the solution is just to make that dark fortress attack small nearby settlements more often, resulting in your being attacked, not conjuring goblins from the air. Armok conjuring things, if it is in game, should apply to all races and not be focused solely on the player's fort. If there are 10,000 goblins around it should not be hard to make 20 of them come to attack the fort. I agree that it is silly that no goblins have attacked, but I would prefer for the goblins to just be much more aggressive to small nearby settlements and try to "nip the bud" before they grow with small armies. That seems doable and fits with the current, better model of the game.
To Sergarr:
DF is not a war game. I do agree that goblins do not attack enough in some cases, but goblins sieges are not and should not be the focus of the game.
I embarked in a tile away from a dark fortress with 10,000 gobbos and 5,000 trolls. Nothing happened for years. I think it would feel more "realistic" if the goblins would send a couple of soldiers ASAP to fuck up those 7 crazy dwarfs who are trying to build a new fortress within spitting distance of their capital.This. The current setup should be satisfying to NEITHER people who want to be attacked NOR people who enjoy realism, because it is accomplishing neither.
I don't know if anyone play Adventure mode , but in adventure mode you sometime run into "army in march" , troops that leave their homeplace to go attack another location.
Unfortunately there's a big bug there ( reported here (http://www.bay12games.com/dwarves/mantisbt/view.php?id=6798) ) that is present since the 1st release of DF2014 : you will notice those armies will stop to camp, but then will never move again, when you get to such location, you usually notice that the "armies" are not only very small, ... but more importantly they're sleeping, you can wait day , night , months, whatever , they will never wake up.
It's not only armies, it's nearly every groups (refugees too) and not only goblins but dwarves/humans/elven "armies" (well small parties i should say) that are affected.
Now that Fortress Mode is working together with Adventure Mode, i wonder if this big adventure mode bug is responsible too of the boring lack of invaders despite one may play with invaders enabled and close to goblin sites.
I think you guys are suffering from the old "forgot to check neighborhood before embarking" problemThere are like half a dozen people in the thread including myself who said they embarked in the same tile or right next to gigantic civilizations full of goblins and still don't get attacked for years and years...
QuoteI think you guys are suffering from the old "forgot to check neighborhood before embarking" problemThere are like half a dozen people in the thread including myself who said they embarked in the same tile or right next to gigantic civilizations full of goblins and still don't get attacked for years and years...
The way it works right now is the first guy to get injured passes out so the only way for something to be remotely threatening is for it to be difficult to hit (try to avoid flanking something with more than two dwarves), heavily armored, or incapable of feeling pain.
See how it says "fracturing the bone"?Spoiler (click to show/hide)
Oh...
I expected a gigantic creature of unparalleled size to be a tiny bit more pain resistant. I get that they can't hit a legendary swordsdwarf but it would be nice if they would not give in to pain after the first strike... :'([/spoiler]
The way it works right now is the first guy to get injured passes out so the only way for something to be remotely threatening is for it to be difficult to hit (try to avoid flanking something with more than two dwarves), heavily armored, or incapable of feeling pain.
This system is daft. Animals often fight after being injured worse than the wounds described. The whole gives in to pain thing needs to be massively reduced.
Semimegabeasts are nonthreatening, this ain't nothing new. They have been weak since 0.31 at least. You want a challenge ? Bronze colossus, hydra, dragon, or a good forgotten beast.After the cyclops I reloaded and didn't send in my military. The cyclops did quite a number on my civilians. They can be quite dangerous in an early fort but not after 7 years. I have 40 legendary swordsdorfs (and 10 lazy-ass markdorfs who only train a couple of hours when they feel like it).
See how it says "fracturing the bone"?
That is the problem, bones have waaay too many pain receptors right now.
You need to go to your raw folder and change tissue_template_default to make bone have less pain receptors, I have it on 17.
Semimegabeasts are nonthreatening, this ain't nothing new. They have been weak since 0.31 at least. You want a challenge ? Bronze colossus, hydra, dragon, or a good forgotten beast.After the cyclops I reloaded and didn't send in my military. The cyclops did quite a number on my civilians. They can be quite dangerous in an early fort but not after 7 years. I have 40 legendary swordsdorfs (and 10 lazy-ass markdorfs who only train a couple of hours when they feel like it).
In fact, it appears from my cursory raw examination that the bones in DF have the biggest number of pain receptors out of all tissues!See how it says "fracturing the bone"?
That is the problem, bones have waaay too many pain receptors right now.
You need to go to your raw folder and change tissue_template_default to make bone have less pain receptors, I have it on 17.
As soon as I read "bones have pain receptors" I knew something was wrong. All receptors of any kind are found in the flesh, most in the skin. While a raws edit could solve these problems (there should really be a "better raws" mod, maybe I should make one), it would be much better if it was fixed by default.
See how it says "fracturing the bone"?
That is the problem, bones have waaay too many pain receptors right now.
You need to go to your raw folder and change tissue_template_default to make bone have less pain receptors, I have it on 17.
As soon as I read "bones have pain receptors" I knew something was wrong. All receptors of any kind are found in the flesh, most in the skin. While a raws edit could solve these problems (there should really be a "better raws" mod, maybe I should make one), it would be much better if it was fixed by default.
Semimegabeasts are nonthreatening, this ain't nothing new. They have been weak since 0.31 at least. You want a challenge ? Bronze colossus, hydra, dragon, or a good forgotten beast.After the cyclops I reloaded and didn't send in my military. The cyclops did quite a number on my civilians. They can be quite dangerous in an early fort but not after 7 years. I have 40 legendary swordsdorfs (and 10 lazy-ass markdorfs who only train a couple of hours when they feel like it).
A giantess or cyclops could bring some family or friends later in the game. That would make the fight more interesting. Or maybe they could use a door or table as shield and a log as club... :D
I think the main problem is that the balance probably works well for adventure mode but is too easy for fortress mode. Some enemy types are too rare. I've never seen a bronze colossus, hydra, roc or dragon! Never had a vampire in my fort either. My fort size is 82+4 kids with 3.5 million in wealth so the FUN stuff should trigger.
Make sure you have more than 100 dwarves, that seems to be an important treshold for sieges.It's 80 (that includes children), just had a full goblin assault at 81 pop. Although no mounts.
Erm... While the "minerally" part of bones have no pain receptors per say, they are surrounded with tissue that *does*, called the Periosteum. When the fracture damages this layer of tissue, severe pain follows. Having the game put pain receptors inside the bone is an acceptable approximation of reality IMO. There may be too many, but there should be some.
I agree that too many attacks break bones in the first place, but an animal should not faint from a single broken bone in an extremity anyway. Swords in particular should not break bones very often at all, mostly just cutting the flesh.That happens because cutting weapons have ridiculous penetration values, vastly exceeding the comparative thickness of body layers.
One feature of DF2014 which is reducing my Fun is forgotten beasts fighting in the caverns - with the wildlife and with each other. It used to be that if you ignored FBs they'd pile up, so you had an incentive to try to take them out quickly. Now they just kill each other - and with all their syndromes, it's too often fatal to both beasts. Occasionally even normal wildlife will take them out - my dining room has a bunch of engravings of the (wild) jabberer Tattooedwealthy laughing as Esnust the Abyssal Urn makes a plaintive gesture. While I agree that that's pretty awesome, rushing to get your military trained and your cavern defenses up because if you don't hurry, all the Forgotten Beasts will be dead is like... the opposite of Dwarf Fortress.
I agree that too many attacks break bones in the first place, but an animal should not faint from a single broken bone in an extremity anyway. Swords in particular should not break bones very often at all, mostly just cutting the flesh.That happens because cutting weapons have ridiculous penetration values, vastly exceeding the comparative thickness of body layers.
I've just calculated it and the average swordsman with a steel sword has enough force behind his slash to cut the leg's bones ten times over (assuming he cuts through the skin and muscle beforehand). I'm preeeeetty sure that's not how it is in real life.
(though I'm not sure if my calcs are actually correct...)
Okay I've found a little mistake here. It's not 10 times over. It's "just" three times. And that's just a dull sword, with a masterwork weapon, you can cleave through a bone six times bigger than a human arm's one in one slash.
The penetration values on weapons are so big that a sword sword can (if wielded by somebody very strong and huge) cut off an elephant's leg in one slash. I'm pretty sure that's physically impossible.
One feature of DF2014 which is reducing my Fun is forgotten beasts fighting in the caverns - with the wildlife and with each other. It used to be that if you ignored FBs they'd pile up, so you had an incentive to try to take them out quickly. Now they just kill each other - and with all their syndromes, it's too often fatal to both beasts. Occasionally even normal wildlife will take them out - my dining room has a bunch of engravings of the (wild) jabberer Tattooedwealthy laughing as Esnust the Abyssal Urn makes a plaintive gesture. While I agree that that's pretty awesome, rushing to get your military trained and your cavern defenses up because if you don't hurry, all the Forgotten Beasts will be dead is like... the opposite of Dwarf Fortress.
What fun reduction ? You are not simply thinking dwarven enough.
Wall off the caverns, use cagetraps+cave-in traps to catch FB's and everything in the caverns.
Then build an arena and MAKE THEM FIGHT EACH OTHER for your dwarves's viewing pleasure. And yours as well, of course.
Cavern Wars!
Also yes, jabberers are bad-ass and definitely can kill some FB's.
I think the semi-megabeasts are just giant babies. Here, a giant rattlesnake was tip-toeing around my main entrance and I send a squad:Spoiler (click to show/hide)
She lasted longer than the megabeasts. And that strike to the teeth was brutal, teeth flying everywhere:Spoiler (click to show/hide)
Tearing apart the muscle and the spleen! Jeez, getting a pickaxe jammed into your spleen, I guess that's really a good reason to give in to pain. :o
PS. I agree with the forgotten beasts, Button.
While a strong man could cut through bone with a very strong sword if it was laid down on the ground, doing so against a moving enemy while keeping the strikes short to increase speed and decrease fatigue and strike recovery time is a different story...An average man with a decent steel sword can cut someone's arm off without it being secured to a target (Nearly free floating, inertia is the only thing providing resistance), if the arm is unarmored, and the swing is decent. It doesn't need all of the power he can muster, a full swing will generate enough momentum. It wouldn't fatigue him more than any other full swing. Bone isn't that strong, at least most aren't.
... Swords were also susceptible to breaking or jamming in wounds if they dug in too deeply. A poorly executed, strong cut against bone where the flat hit the bone would often break the sword. Even good warriors often broke swords in battle - Richard I of England broke one just pushing someone aside with the flat...Most were iron swords too. Steel swords had a remarkable ability to not break. Reconstructed Ulfberht blades (rare steel sword) have shown the ability to stab directly into wooden shields, and bend rather than break. However, you do bring up a point, because most swords were crappy iron, they were likely instructed to be more careful, and that tradition would have continued even with steel swords occasionally present. Its also worth noting that while those blades are believed to be reconstructed in an authentic manner, its still possible they don't reflect the nature of the sword. Either way, right now we are talking about steel swords (Or, I thought we were).
... It is likely that the horse cut by the macuahuitl was sawn in half rather than being sliced with a single blow. A great sword was NOT sharper than a macuahuitl - obsidian edges are usually better at cutting that metal ones - but it was stronger and less likely to chip and break.Yeah, those accounts are certainly somewhat false, and they were definitely partially sawed through. While obsidian is sharper than a steel sword, it won't hold its edge. The moment it touches bone, it will snap, and it will be just the wooden club breaking the bone. A great sword has an advantage, if its steel, it won't break. The macuahuitl probably needed to saw through the horse because it lost much of its cutting power half way through. I do believe that this scenario would be very dependent on a high quality steel great sword, wielded by a very strong man, some luck, and maybe an elephant with a bone condition. It may not even be plausible, but to consider it ridiculous is an overstatement.
Just wanted to note that this has been derailed for the last page and a half or so.And it will continue to do so unless the OP locks the thread
Or we can get back on topic. Which I would do, but I have nothing to add to that conversation. Although, I admit, I think this topic has largely been exhausted.Just wanted to note that this has been derailed for the last page and a half or so.And it will continue to do so unless the OP locks the thread
An average man with a decent steel sword can cut someone's arm off without it being secured to a target (Nearly free floating, inertia is the only thing providing resistance), if the arm is unarmored, and the swing is decent. It doesn't need all of the power he can muster, a full swing will generate enough momentum. It wouldn't fatigue him more than any other full swing. Bone isn't that strong, at least most aren't.
It is worth noting that since the target is nearly free floating, and inertia is what is providing resistance to the swords movement, the sword would require a good deal of momentum. Hence, a full swing is certainly needed.
Most were iron swords too. Steel swords had a remarkable ability to not break. Reconstructed Ulfberht blades (rare steel sword) have shown the ability to stab directly into wooden shields, and bend rather than break. However, you do bring up a point, because most swords were crappy iron, they were likely instructed to be more careful, and that tradition would have continued even with steel swords occasionally present. Its also worth noting that while those blades are believed to be reconstructed in an authentic manner, its still possible they don't reflect the nature of the sword. Either way, right now we are talking about steel swords (Or, I thought we were).
Yeah, those accounts are certainly somewhat false, and they were definitely partially sawed through. While obsidian is sharper than a steel sword, it won't hold its edge. The moment it touches bone, it will snap, and it will be just the wooden club breaking the bone. A great sword has an advantage, if its steel, it won't break. The macuahuitl probably needed to saw through the horse because it lost much of its cutting power half way through. I do believe that this scenario would be very dependent on a high quality steel great sword, wielded by a very strong man, some luck, and maybe an elephant with a bone condition. It may not even be plausible, but to consider it ridiculous is an overstatement.
I've never thought of a dorf as being physically much like a human...Yup, they are definitely not shorter humans. =D
People are really getting into nitpicking the fighting system of this pre-alpha game that already has a more in depth combat system than 90% of games...
Kicking, punching, grasping enemy limbs/weapons, and shield bashes are very important to fighting, so it really isn't a problem, but trying to bite a gigantic creature while you hold a steel spear might not be intend...
I also think throwing a punch against a breastplate should not end well for the attacker, but kicking is really important at fighting ( knocking people out of their feet, breaking knees)
A significant minority of swordfights would devolve into wrestling matches.
When two good swordsmen are fighting, they are jousting for position - the "fight for the centre". You want to outmaneuver your opponent to be in a position where you can easily strike him and he has a hard time striking back. This is done both with footwork and swordplay.
Sometimes that means closing in, too close to be using swords, and well now you have a wrestling match. Sometimes the grappling will be very short - pin the other guy's arm and bash him on the head! - but sometimes the person initiating the grapple doesn't quite manage to finish the job and it's not a swordfight anymore...
All that being said, perhaps it should be a separate thread - and the point that there is no point to a combat system if the foes don't show up is rather pertinent.
In this case, perhaps there should be some option for squads to either fight using a dueling mentality (for light infantry, swordsdwarf types) or in formation (more for speardwarfs and heavily-armored squads)
Battles and duels (fights against multiple opponents and fights against 1 opponent) are fundamentally different in that the former saw much more tentative fighting and less grappling, with most people staying in formation, while the latter often involved wrestling and body strikes like kicks. Combat in DF would also have to be divided in this way - is the opposition 1 goblin, or 10? Tactics would be very different depending on this. In the former case, a dwarf could wrestle down the goblin, but that would be very unwise if there are 9 other goblins waiting to jump in.
You'd better wait until there are actual formations in the game. That and shit like specifying actual dimensions for weapons (so you can have long-but-thin swords and not confuse them with square-faced mauls), specifying which part of the weapon deal actual damage (not just whole of it), having weapon be made of multiple parts (mono-metal spears are stupid), and many, many more improvements to actual low-level combat.In this case, perhaps there should be some option for squads to either fight using a dueling mentality (for light infantry, swordsdwarf types) or in formation (more for speardwarfs and heavily-armored squads)
Battles and duels (fights against multiple opponents and fights against 1 opponent) are fundamentally different in that the former saw much more tentative fighting and less grappling, with most people staying in formation, while the latter often involved wrestling and body strikes like kicks. Combat in DF would also have to be divided in this way - is the opposition 1 goblin, or 10? Tactics would be very different depending on this. In the former case, a dwarf could wrestle down the goblin, but that would be very unwise if there are 9 other goblins waiting to jump in.
I thought we were just talking hypotheticals here, not actual suggestions...You'd better wait until there are actual formations in the game. That and shit like specifying actual dimensions for weapons (so you can have long-but-thin swords and not confuse them with square-faced mauls), specifying which part of the weapon deal actual damage (not just whole of it), having weapon be made of multiple parts (mono-metal spears are stupid), and many, many more improvements to actual low-level combat.In this case, perhaps there should be some option for squads to either fight using a dueling mentality (for light infantry, swordsdwarf types) or in formation (more for speardwarfs and heavily-armored squads)
Battles and duels (fights against multiple opponents and fights against 1 opponent) are fundamentally different in that the former saw much more tentative fighting and less grappling, with most people staying in formation, while the latter often involved wrestling and body strikes like kicks. Combat in DF would also have to be divided in this way - is the opposition 1 goblin, or 10? Tactics would be very different depending on this. In the former case, a dwarf could wrestle down the goblin, but that would be very unwise if there are 9 other goblins waiting to jump in.
We would have to wait for at least 3 years for all that to occur, most likely.
Combat in DF would also have to be divided in this way - is the opposition 1 goblin, or 10? Tactics would be very different depending on this. In the former case, a dwarf could wrestle down the goblin, but that would be very unwise if there are 9 other goblins waiting to jump in.
Ah, but the goblins also have similar considerations - it may be silly for a dwarf to get in a wrestling match with a goblin when 9 other goblins are rushing in... but it may be an *excellent* idea for the goblin! All the goblin has to do is hold on while his buddies poke holes in the dwarf.
Anyway, all this to say that I'm not too bothered by dwarves bitting, kicking etc, because I know how random and chaotic sword combat can be, and that at some instant, *not* using your sword (axe etc) is the right thing to do.
Biting someone in armour will usually only result in broken teeth. Kicking, punching and wrestling can do damage and be very useful for single combat, but in battle it is generally better to just stay in formation and try to break the opponent's.Things like this make me think there should be a military menu for "martial arts" or something where, similar to how you can select equipment for a dwarf, you can select what attacks they are allowed/encouraged to use (and get angry when they don't pay attention because they have no discipline) and perhaps what defensive strategy they should use (dodging, parrying, blocking with a shield, etc.) rather than just having RNG determine attack types...
Before you think I am trying to dismiss wrestling, I am not - in a 1-on-1 armoured duel, or a dogpiling situation as you described, it is a massive part of combat and very useful indeed. In fact, in an armoured sword duel, wrestling and half-swording are the main tactics. It would just not be the first tactic for battle.
We should probably resolve the main issue why long-timed forts aren't viable - FPS - first, before we start to speak of realistic fort populations (definitely more than merely 200) and realistic siege sizes and realistic wait-times.Well once you reached your pop limit, the FPS usually stay the same.
It would require something akin to the way Adventure mode handles armies (abstracting them if you're far away). Abstracting fort's population is gotta be more difficult without losing resolution, though, but entirely possible.
I was thinking of something like a "revolving door" type of system. So every moment there are only so many active dwarves in the gameplay, and other dwarves are not active (sleeping). The sleeping dwarves accumulate some sort of "time points", which then they use to accelerate stuff like crafting and hauling when they wake up to compensate for the time spent sleeping, but they would also have to eat/drink a lot.We should probably resolve the main issue why long-timed forts aren't viable - FPS - first, before we start to speak of realistic fort populations (definitely more than merely 200) and realistic siege sizes and realistic wait-times.Well once you reached your pop limit, the FPS usually stay the same.
It would require something akin to the way Adventure mode handles armies (abstracting them if you're far away). Abstracting fort's population is gotta be more difficult without losing resolution, though, but entirely possible.
How would you abstract fort population? Would you have one dwarf represent 10 dwarves and call it "group of farmers" or something?
Also, pathfinding seems to take a lot of processor time. So block off big spaces left after mining if you don't need them any more.
They're considered in some pathing calculations, yes. Especially if they come from a higher Z and are going to a Z below the mined area. I recall some threads on the subject but I'm too lazy to find them.Also, pathfinding seems to take a lot of processor time. So block off big spaces left after mining if you don't need them any more.
Do dwarves wander through these big open spaces, or are they just considered in every pathing calculation?
Population: 85
Year: 4
Not a single siege or ambush, only goblin sighted was a werehamster. I've killed my first FB and an ettin. They are neighbors, do I just wait?
Population: 85
Year: 4
Not a single siege or ambush, only goblin sighted was a werehamster. I've killed my first FB and an ettin. They are neighbors, do I just wait?
Back when the thread was still firmly on its rails, this was discussed. We came to the conclusion that it is essentially chance; you might get goblins like in the old versions, or you might not see any ever. We simply don't understand why they show or don't show anymore.
Thank you, i'll try making a new fort.
Population: 85
Year: 4
Not a single siege or ambush, only goblin sighted was a werehamster. I've killed my first FB and an ettin. They are neighbors, do I just wait?
I'll try raising pop cap to 100, but I ran out of plump helmet seeds somehow so I worry about sustaining it.
Depends where you embark.
If you went to forested area, then even first years aren't hard, just gather plants/fruits and hunt animals.
Food making is so damn easy.
ive been playing for a year and never worried about running out of food. I come with about 50 plump seeds and i'm fine. somehow I ran out of them this time.we still don't get what the problem is. Do you have access to the outside? if so you can just designate 4 dwarves to pick plants. If you do not, go down to the caverns and make an entrance that is 1 tile think and really long, and then fill that with cage traps (about 10 should be adequate, 20 to be on the very safe side) this should produce a large amount of food if you butcher anything which comes from the caverns and get the military to train on the troglodytes. Or even just make indoor farming, i would "expect" you have at least 1 layer of soil you can use and allow plants to grow there.
Not to mention how dwarves only need to eat like 4 times a year each, my current fortress has about 2000 prepared meals and growing with a population of 120...Depends where you embark.
If you went to forested area, then even first years aren't hard, just gather plants/fruits and hunt animals.
Food making is so damn easy.
Too easy, especially agriculture. Crop cycles should be longer, proper irrigation, soil degradation...
All things to hope for in DF2016.
ive been playing for a year and never worried about running out of food. I come with about 50 plump seeds and i'm fine. somehow I ran out of them this time.
To the 'nobody attacks me' crowdI've found out that the goblins arent using some of the weapons they could be, like giant axes, due to a bug. I reduced the minsize of several 2h weapons from 62500 to 60000, the size of gobbos. They are doing much better now . . . Even keeping parity with their elven oppressors.
Seriously, for better goblins, give them the ability to use the very weapons they can make!
A side benefit is giving dwarves who are large enough the ability to use those weapons as well.
Abstracting fort's population is gotta be more difficult without losing resolution, though, but entirely possible.
Amazingly, now that I've updated to .40.19, I **FINALLY** got a real goblin siege with more than 7 goblins! My latest fort got three squads of greenies and a squad of trolls - all encountered the Axe Lord cuisinart and went down immediately, but it was the thought that counted. I missed the wars. So nice to see armies again!
Look like it might of been fixed, the .40.22 update has apparently fixed the army camps forever message, it was causing armies to get lost orr literally camping
Look like it might of been fixed, the .40.22 update has apparently fixed the army camps forever message, it was causing armies to get lost orr literally campingYeah it was probably one of the causes of no sieges.
Why do people say might "of", that is wrong grammar. It is might "have"... (Sorry it just annoys me that almost everyone on the internet adopted this strange way of typing.)"Might've", when said, sounds like "Might of," so a lot of people confuse the two.
What are you waiting for in 40.23?
The necromancer who lives half a world away showed up four seasons in. Again.He heard you were embarking and immediately set out to greet your dwarves. Such a thoughtful neighbor, but his gifts leave something to be desired...
Similar measures should probably be taken with weapons as well. After all, the main reason a Silver Warhammer works so well in DF is that it won't dent or deform on impact like it would IRL.
So much extra maths. Combat would bring the game to more of a chug than usual.Unless combat happens in your game 24/7, it won't be an issue.
Well heavier weapons should be more hard to hit the target, it depends on the strength, or perhaps the size of the wielder.
Otherwise, a gold maul should be able to break neck even if the target has steel helmet. Maybe it can be dented by the impact, but that doesn't prevent it from killing the target. Cutting weapons are another story, though.
Thank you for the effort. I would be happy to test your mod once it is done if you give me the link.
So much extra maths. Combat would bring the game to more of a chug than usual.
So much extra maths. Combat would bring the game to more of a chug than usual.
Combat calculations (even those that would account for wear and tear) pale in comparison to creature pathfinding and object tracking.
I thought it was temperature change calculations, then pathfinding, and then item tracking that were the top three in order?I don't think temperature change is the biggest drag, but it has almost no downside to turning off so it's usually the first thing people get rid of...
Replying to ancient posts, but my pedantry demands it. That giant basically got hamstrung, and a nasty broken ankle with the weight of a giant falling on it sounds like the worst compound fracture imaginable. Yeah, the "gives in to pain" thing definitely needs some adjusting, but in this case it's kinda understandable.Spoiler (click to show/hide)
Oh...
I expected a gigantic creature of unparalleled size to be a tiny bit more pain resistant. I get that they can't hit a legendary swordsdwarf but it would be nice if they would not give in to pain after the first strike... :'([/spoiler]
The problem is, if you want to call that flesh, than there's flesh through the entire bone. The bone is filled with living tissue, not just the bone marrow, which is important for many things, but especially production of blood cells, but the entire part of the bone that looks solid is suffused with living tissue, including sensory nerves. If you look closely, you can see small holes for nerves and blood vessels, but there are further holes that are microscopic. Bone is not dead tissue, like hair or nails, it is living, which allows it to actively repair itself.I would consider that tissue to fall within the remit of "flesh" myself, but I understand that having receptors in the bones represents that. The numbers must still be reduced to stop monsters fainting as described earlier.Spoiler (click to show/hide)
If I remember correctly SIEGER just makes them build and hang around a little camp fire when they do attack you.Aww, that's sweet.
If I remember correctly SIEGER just makes them build and hang around a little camp fire when they do attack you.Aww, that's sweet.
On a sort of related note, do siegers have to eat or not? I know that goblins never have to, but what about humans if you manage to upset them?
Are they supposed to be sustained by some kind of force like a necromancer's enchantment?From what I understand it's something to do with their demonic origins.
No NPCs eat, it's simply not a feature of the game yet, like how grazers don't require grass until they are tamed. It's probably a planned thing, but it's not really prioritized yet. If starvation was a thing for NPCs then sieges would have to bring food and drink with them or hunt the local wildlife and drink from ponds and rivers for sustenance, which would make it much easier to win simply by turtling and waiting for the siege army to die. At this point in development it seems like it's just for the sake of simplicity that they don't have to eat.Would be surprised if we didn't see non fort creatures eating / drinking in the next release's taverns.
No NPCs eat, it's simply not a feature of the game yet, like how grazers don't require grass until they are tamed. It's probably a planned thing, but it's not really prioritized yet. If starvation was a thing for NPCs then sieges would have to bring food and drink with them or hunt the local wildlife and drink from ponds and rivers for sustenance, which would make it much easier to win simply by turtling and waiting for the siege army to die. At this point in development it seems like it's just for the sake of simplicity that they don't have to eat.
I don't know what's going on. I do not have invaders turned off in init...
Part of me wants to revert back to .34, just for the insane amounts of invaders. But then I'd also be missing out on a lot of other stuff that I like in the current version.
It's just no fun when you get only 13 invaders every year, and your militia can take all of them down rather quickly. Hell, ONE of your militia can take them all down quickly.
Wasn't in because that the in the previous versions, invaders were a bit like caravan guards (randomly generated just for that instant)? Because I sure miss that....
Part of me wants to revert back to .34, just for the insane amounts of invaders. But then I'd also be missing out on a lot of other stuff that I like in the current version.
It's just no fun when you get only 13 invaders every year, and your militia can take all of them down rather quickly. Hell, ONE of your militia can take them all down quickly.
Wasn't in because that the in the previous versions, invaders were a bit like caravan guards (randomly generated just for that instant)? Because I sure miss that....
The solution is for Toady to make legendary dwarves weaker compared to regular trained goblins, and to introduce formations and dogpiling so individuals cannot easily defeat 10 foes at once.
80 goblin sieges still happen sometimes. The problem is that even 80 goblins get whacked silly by 10 legendary dwarves, even in past versions. The solution is not for loads of goblins to come from nowhere, because those big armies still get killed easily much of the time, but for goblins to be a bit stronger relative to dwarves by adding siegecraft, tactics, formations, and generally making it a bit harder for 1 dwarf to kill 15 goblins. Sieges should follow this basic rule of combat: "if he does not think he can take you, and he is not cornered, he will not try". No sieging army should be so weak as to be crushed easily - at least not the second time.They happen entirely too infrequently. Making goblins stronger doesn't solve anything if there aren't goblins to be fought.
So much extra maths. Combat would bring the game to more of a chug than usual.
(attackForce/IMPACT_YIELD)*IMPACT_STRAIN_AT_YIELD
Was it because I embarked on a pocket world with only 5 years history?
Was it because the goblin fortress has been 'abandoned' or is under siege? I've seen goblin's fight humans when I walk around there in adventure mode.
Was it because my fortress had become the mountain homes?
Was it because it is my second embark in that world and I retired the first one? Or because I embarked on a 2x2 area?
From what I've gathered from reading this thread, it's likely the 2nd. Seems like Goblins just don't care enough anymore to attack (plus a few bugs I think), plus if your civilization was getting sieged, would you lay siege to some random dorfs a few miles away?I don't think it's that goblins don't care enough. Check out the amount of sieges that take place every year. Goblins are well up for a fight with anyone except the player most of the time.
I decided I will kill some Elves because I am bored to death by no goblins coming. There are forest retreats everywhere in my area so that should help right? Or do the other races also don't come and siege you?
I still don't understand what the issue is. I simply embarked adjacent to a goblin fortress and I got about 60 goblins per siege, twice a year, every year. The only difference I've noticed from previous versions is that you have to be near goblin sites to get invaded, and that thieves and snatchers are non-existent.
I still don't understand what the issue is. I simply embarked adjacent to a goblin fortress and I got about 60 goblins per siege, twice a year, every year. The only difference I've noticed from previous versions is that you have to be near goblin sites to get invaded, and that thieves and snatchers are non-existent.Some worlds they happily invade and in others they never/rarely seem to show up. My best guess is that the goblins have limited attention and will largely ignore your fort if they are busy raiding other places. There tend to be multiple dwarf, human, and elf civs beside your own that all may be drawing their attention. In other worlds they may already be attacking your civ before embark and so they also attack you reliably. It's unfortunately not so simple to check what each civ is up to before embark and things change in the time between world gen and embarking.
8: Nakootak, "Tormentconfined", dark fortressAnd there was no more elf civ, so it was down to dwarves, humans and gobs only.
Owner: The Larval Nightmares, goblins
Parent Civ: The Vice of Trials, goblins
lord: Ases Juggledwrung, human
296 humans
17 dwarves
13 elves
1 pale taupe devil
10128 goblins
5100 trolls
76 human prisoners
16 elf prisoners
On a previous df2014 fort in which i embarked right next to a tower when i wanted to see if undead were as unwilling or very long to decide to siege as goblins, i observed a few things :
- undead are much more willing and quicker to decide to siege you (similar to 34.11) than goblins, that's great.
- most of the undead sieges had the necromancer exiting the map rather quickly, but his undead were staying forever
Toady: ...The main thing dwarf mode gets this time around is this world continuation stuff with succession happening and your civilization not just dying out while you're playing, or whatever happens now with your guys walking on the screen and dying of old age, or I think I may have put in the thing where they just don't show up at all anymore, but you'll actually have that. You'll also be getting armies that are real. So, all the things that we're talking about with evil lieutenants and villains and all this stuff in adventure mode also applies to dwarf mode in terms of who's actually going to be showing up; you'll get people showing up with a story and a reason now, instead of just, like, the yearly goblin attack or whatever. Although, you still won't be able to respond, which is the big thing with the hill dwarves and army stuff we'll get to later.
Rainseeker: Now, will there sometimes be fortresses that never experience a goblin attack, for instance?
Toady: That is going to be something that's a lot more common now, so if you want to be a fortress that's a fortress, then you'd have to embark on the frontier, more of a border where you'd be harassed. It'll tell you about what you're getting into so you don't have to guess, but if you want to go the other direction and place yourself right in the middle of where the dwarves currently are then you're just not going to have those kinds of problems unless you invite them on yourself by digging downward, or whatever. So it'll be possible to have more control over your starting political situation, and you'll still have people to trade with that you can mess with, so if you really want to invite fighting with the elves or something like that and you want to keep squashing their caravans under drawbridges or whatever you want to do, then that'll still invite trouble, although it could be that the trouble you invite doesn't affect you specifically. If you start a war with the elves you might not be the closest settlement to the eleven border in which case you'd start a fight with one of your poor other dwarven civilizations, or whatever; you'd get the elves to attack one of your other sites.
QuoteIn current version while megabeast/undead can still come, when playing Fortress mode goblin sieges (extremely) rarely happen and sometime not at all in dozen of years of fortress running. Will this be improved in the upcoming version ? or will all those multi-species mixing in fort will make goblin siege even less likely ?There was one pathing error that has been fixed for the next version that should improve the frequencies in some cases (some mountain embarks). We'll have to see where it goes from there. The species mixing doesn't change anything.
Year 8 is finished on my fort and it was a completely boring one in regards to siege, neither goblins or humans came despite my wealth is now absurdly high, and liaison still mention that "world is the same as ever" and the civ screen confirm that goblins are still at war with us.
And speaking about wealth, still not understanding why my fort is only a barony, according to the requirements for county and duchy , i am way, way past those requirement in wealth and export
(http://i.imgur.com/Zh3mxuq.gif)
Absurdly high wealth in the sense that it's 3 times the amount i should need to have a duchy.To be fair, I was around 1.8-1.9 million dwarfbucks created and 50k dwarfbucks exported (don't trade for much honestly) before I got a Baron, so it seems a little weird how it works. Another thing that should be looked into.
Like, seriously. On my last fortress I was attacked by 2 necromancers and 20+ undead after only three months, I had barely set up the basics for the fortress, not expecting such an early attack. The second siege with another 2 necromancers and 50+ undead came before the elven caravan - so at the start of the second year.
I decided to start a new fortress in the same world after that, also to see how long it will last or how it will "develop" when the history generation takes over. I wasn't entirely convinced by the design I used either, though it appeared to be quite efficient - but hard to set up, lots of work to be put in it.
Game perspective aside, from the simulation one those enemies are there not to wait so you have time to prepare for them. But,yes, the difference between "near tower" (strong attacks soon) and "not near tower" (strong attacks usually nowhere soon) may often be too big.Like, seriously. On my last fortress I was attacked by 2 necromancers and 20+ undead after only three months, I had barely set up the basics for the fortress, not expecting such an early attack. The second siege with another 2 necromancers and 50+ undead came before the elven caravan - so at the start of the second year.
I decided to start a new fortress in the same world after that, also to see how long it will last or how it will "develop" when the history generation takes over. I wasn't entirely convinced by the design I used either, though it appeared to be quite efficient - but hard to set up, lots of work to be put in it.
That is not Fun. It just forces you to turtle, use overpowered traps, and see your first migrant waves get brutally killed.
A siege at the end of second year is fine. A siege at three months is just ridiculous.
Yeah, I was being a bit sarcastic, having two considerably big sieges within pretty much "the first year" is just too much, unless you really want a challenge - or as you put it: it forces you to turtle immediatly. Depending on what you want to do it might be interesting, but for any "normal" fortress, it's just pointless to embark near a tower.Like, seriously. On my last fortress I was attacked by 2 necromancers and 20+ undead after only three months, I had barely set up the basics for the fortress, not expecting such an early attack. The second siege with another 2 necromancers and 50+ undead came before the elven caravan - so at the start of the second year.
I decided to start a new fortress in the same world after that, also to see how long it will last or how it will "develop" when the history generation takes over. I wasn't entirely convinced by the design I used either, though it appeared to be quite efficient - but hard to set up, lots of work to be put in it.
That is not Fun. It just forces you to turtle, use overpowered traps, and see your first migrant waves get brutally killed.
A siege at the end of second year is fine. A siege at three months is just ridiculous.
... having two considerably big sieges within pretty much "the first year" is just too much, unless you really want a challenge - or as you put it: it forces you to turtle immediatly. Depending on what you want to do it might be interesting, but for any "normal" fortress, it's just pointless to embark near a tower.IIRC there was discussed addition of an option on how many sieges should hit you and Today said this will be looked at during one of the next development runs, the one which should add some starting scenarios. I am now unable to find the direct link, though. Maybe somewhere in FotF (http://www.bay12forums.com/smf/index.php?topic=140544)?
I wish Toady would implement some kind of aggressivity and playerfocus variable for the entities definitions, so you would be able to make an entity more or less peaceful (with the extreme being between "willing to send armies every month" to "nearly never send any army") and for when they're at war how much they're willing to focus their attention on player fort (extreme would be focus their army only on player forts or "nearly never go for player fort")So maybe like, [HASSIEGE:#], # being the time (in months) between every siege? So [HASSIEGE:12] would be once a year, [HASSIEGE:6] twice a year, [HASSIEGE:24] every other year, [HASSIEGE:0] never, etc.
So one could tailor the entity behaviours regarding war and siege to their liking and adjust then the game to between peaceful and siege nightmare
never saw a single goblin ambush in df2014
Either it's just buggy or it's been removed, but i find no trace of such removal in the various 40.x release changelogs.
- "hostile" thingy-man tribes you find in the caverns are actually not hostile at all , you can dance around them and .. nothing will happen, your military does not attack them either, probably another bug.
Does anyone have any suggestions for getting more ambushers/invaders? After dozen games in 40.X versions, I've written it off as boring and gone back to 34.11.
I'll embark in an area with kobold and goblin neighbors each time, and nobody every shows up? (I know I'm getting all the trivial stuff right, like fulfilling all the pop/wealth/etc requirements for the relevant civs.)
Maybe it's because I'm usually in an interesting evil biome? Are the undead killing off the ambush/snatcher and siege events?
I don't see how people are enjoying 40.24, the only visitors I ever see are more boring undead and (the very limited supply of) necromancers. The world may as well be goblin-free in this version.
You could try testing a mod that makes goblins more likely to siege your fort such as the Goblin Upgrade Mod (http://www.bay12forums.com/smf/index.php?topic=152788.0). Basically it makes goblins try to attack your fort sooner, and adds more goblin entities so that each goblin civ can try to attack your fort, rather than just one. It also makes sure late goblin sieges don't consist of mere recruits.
I don't see how people are enjoying 40.24
I don't see how people are enjoying 40.24I could point to a number of things, but I'll settle for two words: "Reanimating Biomes."
After dozen games in 40.X versions, I've written it off as boring and gone back to 34.11.
Toady mentionned there's an army pathing bug that is fixed only for the next version, regarding armies not coming in certain conditions
there's more to the game than invasions and 0.40.01 was the version that introduced the feature that happens to be the entire point of the game?
But if you wish to try to keep going at 40.24 [....] have everything else hostile to your embarks and willing to kill your dwarves, so basically you get the whole nature besieging you with the most intense desire being to destroy your dwarves.
Salvation may be coming! Plus a whole lot of interesting fortress visitors, the dynamics of your dwarves running an inn, libraries, temples, etc. Have faith! It may only be a month or two from now that the game becomes enjoyable to play again.
Honestly, I'll be happier when to found your fortress you have to actually lead a band of dwarves from the mountainhome to the site you're planing to build on. I feel like most players are embarking in regions where it's pretty darn infeasible for anything from actually inhabited areas to have pathed there, which is why they're getting fewer invaders (and probably when caravans physically move on the map they'll start getting fewer traders too). Forcing you to actually path to your fort in the first place would resolve that problem.Hopefully boats and tunnels will make certain areas more accessible. We've got the tunnels, but I don't think they do anything for armies/caravans yet.
Yay, goblin siege on rogallos!Honestly, I'll be happier when to found your fortress you have to actually lead a band of dwarves from the mountainhome to the site you're planing to build on. I feel like most players are embarking in regions where it's pretty darn infeasible for anything from actually inhabited areas to have pathed there, which is why they're getting fewer invaders (and probably when caravans physically move on the map they'll start getting fewer traders too). Forcing you to actually path to your fort in the first place would resolve that problem.Hopefully boats and tunnels will make certain areas more accessible. We've got the tunnels, but I don't think they do anything for armies/caravans yet.
It looks like PROGRESS_TRIGGER:1 (lowest possible) causes the earliest sieges to arrive about 3 or 6 years in, give or take a few. In comparison, goblins are PROGRESS_TRIGGER:3 for most things. I'm not sure whether their later progress trigger makes them arrive much, much later, but it would explain a lot.
It looks like PROGRESS_TRIGGER:1 (lowest possible) causes the earliest sieges to arrive about 3 or 6 years in, give or take a few. In comparison, goblins are PROGRESS_TRIGGER:3 for most things. I'm not sure whether their later progress trigger makes them arrive much, much later, but it would explain a lot.
How'd you find that? I thought those just corresponded to population and wealth levels. You can define what each of the progress triggers actually corresponds to in the raws, I think. I tried it once, to no avail.
It looks like PROGRESS_TRIGGER:1 (lowest possible) causes the earliest sieges to arrive about 3 or 6 years in, give or take a few. In comparison, goblins are PROGRESS_TRIGGER:3 for most things. I'm not sure whether their later progress trigger makes them arrive much, much later, but it would explain a lot.
How'd you find that? I thought those just corresponded to population and wealth levels. You can define what each of the progress triggers actually corresponds to in the raws, I think. I tried it once, to no avail.
Based on anecdotal evidence from my and others' forts, modded PROGRESS_TRIGGER:POPULATION:1 (or however it's spelled in the raws) enemies take 3-5 years to arrive. It's also possible the wealth or trade triggers are causing them to come, but as I said, it's very hard to figure out why and what causes this or can be done about it.
Especially the walls. People are complaining about how invaders can climb them; and indeed they do. But, they do so insmall groups and a squad stationed topside can trash the 1 or 2 that do at any one time.
I have, though, had invading zombies (only zombies) climb dirt walls into my fort. Man, that was a short succession fort. My turn lasted one month, we had a zombie invasion, we had no military, zombies climbed down into the courtyard, the only survivor was a child.Especially the walls. People are complaining about how invaders can climb them; and indeed they do. But, they do so insmall groups and a squad stationed topside can trash the 1 or 2 that do at any one time.I've literally never had an invader climb a wall to get at my dwarves. I've had my dwarves climb down to try to get at the invaders, but never the other way around.
it's a common problem with the current version of dwarf fortress that makes it nearly unplayable.
For example, you'll have one invasion early and a bunch of wild life showing up your first year. Then pretty soon no wild life or invasions ever occur for as long as you play. I think it has something to do with the max unit amount this game tends to get completely bogged down when you have lots of pets/people. I usually try not to embark with animals because I believe there's some sort of internal count for how many units can be on the map.
From what I've read elsewhere, the invaders also rely on natural population growth and recruitment in the current DF version, rather than armies just suddenly materializing out of nowhere; so, after a bad defeat it can take a LONG time for their army numbers to grow again.I've had a thought: The problem isn't with the population per se, seeing as Dark Pits are usually so crowded as to cause significant lag. So it would seem to be with the lack of military goblins. Might modding goblins and trolls to be naturally proficient with weapons result in larger sieges?
This might also explain the size of subsequent sieges I've experienced; in my current game, the first siege was quite large(30), then there were a few very minor sieges(2 & 5 besiegers), followed by another sizeable siege several years later.
From what I've read elsewhere, the invaders also rely on natural population growth and recruitment in the current DF version, rather than armies just suddenly materializing out of nowhere; so, after a bad defeat it can take a LONG time for their army numbers to grow again.I've had a thought: The problem isn't with the population per se, seeing as Dark Pits are usually so crowded as to cause significant lag. So it would seem to be with the lack of military goblins. Might modding goblins and trolls to be naturally proficient with weapons result in larger sieges?
This might also explain the size of subsequent sieges I've experienced; in my current game, the first siege was quite large(30), then there were a few very minor sieges(2 & 5 besiegers), followed by another sizeable siege several years later.
From what I've read elsewhere, the invaders also rely on natural population growth and recruitment in the current DF version, rather than armies just suddenly materializing out of nowhere; so, after a bad defeat it can take a LONG time for their army numbers to grow again.I've had a thought: The problem isn't with the population per se, seeing as Dark Pits are usually so crowded as to cause significant lag. So it would seem to be with the lack of military goblins. Might modding goblins and trolls to be naturally proficient with weapons result in larger sieges?
This might also explain the size of subsequent sieges I've experienced; in my current game, the first siege was quite large(30), then there were a few very minor sieges(2 & 5 besiegers), followed by another sizeable siege several years later.
I have noticed that given them natural skill in discipline and weapons doesn't make too much of difference in siege quality, sadly.
From what I've read elsewhere, the invaders also rely on natural population growth and recruitment in the current DF version, rather than armies just suddenly materializing out of nowhere; so, after a bad defeat it can take a LONG time for their army numbers to grow again.I've had a thought: The problem isn't with the population per se, seeing as Dark Pits are usually so crowded as to cause significant lag. So it would seem to be with the lack of military goblins. Might modding goblins and trolls to be naturally proficient with weapons result in larger sieges?
This might also explain the size of subsequent sieges I've experienced; in my current game, the first siege was quite large(30), then there were a few very minor sieges(2 & 5 besiegers), followed by another sizeable siege several years later.
I have noticed that given them natural skill in discipline and weapons doesn't make too much of difference in siege quality, sadly.
You could always replace the gobljn species with dragons/rocs/bronze colossi.
It should be simplicity itself. If you want them to equip weapons and armor, you'll have to go to a little more trouble, but only a little.From what I've read elsewhere, the invaders also rely on natural population growth and recruitment in the current DF version, rather than armies just suddenly materializing out of nowhere; so, after a bad defeat it can take a LONG time for their army numbers to grow again.I've had a thought: The problem isn't with the population per se, seeing as Dark Pits are usually so crowded as to cause significant lag. So it would seem to be with the lack of military goblins. Might modding goblins and trolls to be naturally proficient with weapons result in larger sieges?
This might also explain the size of subsequent sieges I've experienced; in my current game, the first siege was quite large(30), then there were a few very minor sieges(2 & 5 besiegers), followed by another sizeable siege several years later.
I have noticed that given them natural skill in discipline and weapons doesn't make too much of difference in siege quality, sadly.
You could always replace the gobljn species with dragons/rocs/bronze colossi.
Is this simple/not-buggy to do?
So have anyone got a siege in 42.01 so far ?
On my test fortress i got 2 sieges in the 2 first years,
the first was an undead siege
-
and the second was a regular one.
-
The problem is that in both case, the sieging army exited the map immediately when i unpaused without even moving inside of it.
Not sure if it's some bizarre game mechanic there or if it's another bug, so has anyone got a real siege in the 42.01 fortress so far ?
Or they were just on their way to another place and stumbled upon your fort by accident.
So have anyone got a siege in 42.01 so far ?
On my test fortress i got 2 sieges in the 2 first years,
the first was an undead siege
(http://i.imgur.com/SkHmzZ9.jpg)
and the second was a regular one.
(http://i.imgur.com/P2bMvRr.gif)
The problem is that in both case, the sieging army exited the map immediately when i unpaused without even moving inside of it.
Not sure if it's some bizarre game mechanic there or if it's another bug, so has anyone got a real siege in the 42.01 fortress so far ?