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Author Topic: Future of the Fortress  (Read 1841924 times)

TheFlame52

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Re: Future of the Fortress
« Reply #3180 on: January 01, 2016, 07:31:34 pm »

Does the number of goblins killed in a siege effect global goblin population? I very much like the idea of driving goblins to extinction just from the bodycount built by surviving sieges. However, I've noticed that goblins seem to retreat after half their number has been felled, so I'm torn between designing my trapline for maximum dead goblins and designing my trapline for killing goblins as quickly as possible, as it seems I cannot optimize for both
Use a more complicated trap, one that lures the goblins in and makes them walk out through a hall of terrifying spikes.

cochramd

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Re: Future of the Fortress
« Reply #3181 on: January 01, 2016, 07:56:02 pm »

Does the number of goblins killed in a siege effect global goblin population? I very much like the idea of driving goblins to extinction just from the bodycount built by surviving sieges. However, I've noticed that goblins seem to retreat after half their number has been felled, so I'm torn between designing my trapline for maximum dead goblins and designing my trapline for killing goblins as quickly as possible, as it seems I cannot optimize for both
Use a more complicated trap, one that lures the goblins in and makes them walk out through a hall of terrifying spikes.
Nyeh. I'm already 15 years and thousands of traps into this fortress, it's kind of late for such a project. Besides, I've already thought up 2 complex traps like that which would kill entire sieges and I've concluded that they would take way longer than any conventional trapline.

Mind you, I may have some evidence that siege kills do affect world population. In every siege with trolls and/or beak dogs I've had, the trolls and beak dogs absorb the worst casualties because they're faster and reach the trapline first. In the first 2 or 3 big sieges, there were both trolls and beak dogs. In the 2 or 3 after that, there were only beak dogs. In my most recent big siege, there were only goblins. I might very well have seriously crippled if not destroyed the enemy's entire livestock supply.
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smurfingtonthethird

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Re: Future of the Fortress
« Reply #3182 on: January 01, 2016, 09:01:30 pm »

If you want to wipe out an entire siege low-cost dig a very long and skinny path, and put a drawbridge at the start and end of the tunnel. Once all the goblins or elves are inside, flood the tunnel with water (or if you're game, magma) and drain it once they've drowned (although some of the goblin's pets still might be kicking, have your military on standby to deal with them).
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cochramd

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Re: Future of the Fortress
« Reply #3183 on: January 01, 2016, 09:42:43 pm »

I was thinking of doing it with magma to be thorough, but how on earth do you clear that out in time for the caravans? Too much work, I tell you.
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Neonivek

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Re: Future of the Fortress
« Reply #3184 on: January 01, 2016, 10:27:56 pm »

Another updates another guide I need just to play the game.

Currently tried to find bandits and completely failed.

I also spawned on top of a tree and had to jump down, luckily I only was bruised.

---

So since in the future Demigods will be genuinely semi-divine. Have you decided on the exact method the game will dole out their divine gifts? Random, player's choice, or somehow earned with direct interaction with your parent?

I do like how in essence Demigod is kind of an entirely different type of play.
« Last Edit: January 01, 2016, 10:30:08 pm by Neonivek »
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waveclaw

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Re: Future of the Fortress
« Reply #3185 on: January 01, 2016, 11:46:01 pm »


Quote from: Robsoie
While 34.11 and previous versions "spawned" sieges had often gob weapon masters, this does not happen in either df2014 or 42.x with the new "marching armies" of those versions and all the goblin sieges through the years i faced in any of my forts are always made of low skilled gob soldiers or recruits.

And considering they take 2/3 years to decide to come to your fortress in 42.01, it's important to note that the current dwarven military training can easily deliver a couple of legendary dwarves in only a couple of years by simply them sparring, transforming those gob sieges that were supposed to be threat a simple walk in the park when a single legendary dwarf can kill a dozen of those invading gobs by himself in no time.

So do you have plans to have gobs training their military skills in their dark sites the same as dwarves does in your fortress to get sieges challenging again ?

I've made note of it.


Armies can still have members with very high skills in 42.04.

In 1053 a marching army that just vistied Savotasob consisted of a lot of low-skilled goblins. some skilled marks-goblins and a single legendary goblin axeman, Sasir Gislaemoth.

My not-so legendary skilled marksdwarf and hammerdwarf squads easily dispatched the low skilled and marks-gobblins plus their trolls. 

Sasir ate through all 20 warriors with ease: mostly through head-removing ax chops.  Two taverns containing a combined 36 visiting solders then proceeded to get pasted to the fort walls.

Will siege armies ever have different goals?

That is, can they ever capture spoil such as taking animals in cages off of piles or in pastures to drag them off the map?

Right now there is only one kind of siege: kill everything that moves.  There are already normal fort thieves and several kinds of thieving wildlife. There are a few thieve related goals on the dev page.

Having to keep an army from stealing you blind on top of butchering your citizens seems very medieval. Forts also would have to be very careful about leaving stuff outside the gates.   Having a depot destroyed is inconvenient.  Having everything that was stuck on it hauled off too (by something other than a random kea or buzzard) means rethinking some fort designs.
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Max™

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Re: Future of the Fortress
« Reply #3186 on: January 03, 2016, 04:48:02 am »

So after... accidentally discovering you can use some dfhackery to put someone in a mug and hand it to them and then they drink a hole in the universe and vanish, I tried the same trick with myself and was able to successfully get myself into a mug and hand it to someone.

As the game goes "ha ha, nope" and crashes when an NPC drinks a cage which contains you, I never actually got to check and see if there were any Toadyism's included like the "there is no sunlight when you are dead" stuff. Is there a specific message if someone drinks you? I assume the usual "You have died in a cage." would pop up, but am naturally curious if there may be more.
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Vattic

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Re: Future of the Fortress
« Reply #3187 on: January 03, 2016, 11:21:57 am »

I was thinking of doing it with magma to be thorough, but how on earth do you clear that out in time for the caravans? Too much work, I tell you.
If the corridor you pump the magma into has drawbridges for a floor you can retract them and drop the magma bellow very quickly. If you drop it onto a grate over a deeper pit you can even catch the magma safe equipment.
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PTTG??

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Re: Future of the Fortress
« Reply #3188 on: January 03, 2016, 03:45:54 pm »

So after... accidentally discovering you can use some dfhackery to put someone in a mug and hand it to them and then they drink a hole in the universe and vanish, I tried the same trick with myself and was able to successfully get myself into a mug and hand it to someone.

As the game goes "ha ha, nope" and crashes when an NPC drinks a cage which contains you, I never actually got to check and see if there were any Toadyism's included like the "there is no sunlight when you are dead" stuff. Is there a specific message if someone drinks you? I assume the usual "You have died in a cage." would pop up, but am naturally curious if there may be more.

Reminds me of the dwarf who equipped most of an ikea as armor. I don't recall how effective it was, but he was definitely very slow because, you know, he was wrapped in several beds and a table or two.
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TheFlame52

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Re: Future of the Fortress
« Reply #3189 on: January 03, 2016, 05:37:48 pm »

What makes an army conquer or destroy as opposed to pillaging? It's not site type.
« Last Edit: January 03, 2016, 06:14:08 pm by TheFlame52 »
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eternaleye

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Re: Future of the Fortress
« Reply #3190 on: January 03, 2016, 06:04:12 pm »

Quote from: Japa
what compiler will you be using for the eventual 64bit DF?

Right now the plan is to use the MSVC that people suggested for Windows (2013 community, or whatever), and the test program worked with that.  I have no idea what the linux/mac configurations are or how it would work there.

IIRC, you currently do Linux compiles under Ubuntu, yes? As long as you use a 64-bit install of Ubuntu, the default compiler will be 64-bit, just as it's 32-bit on a 32-bit install. If your Ubuntu system is 32-bit, it gets a little more finicky with cross-compilation and multiarch.

One thing to be aware of - be careful using GCC 5 or newer; libstdc++ has changed its ABI and that may have painful portability consequences if you compile against the new ABI rather than the old one. GCC 5 can be made to compile against the old ABI; that requires passing -D_GLIBCXX_USE_CXX11_ABI=0 when building DF (and any C++ libraries DF links to).
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cochramd

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Re: Future of the Fortress
« Reply #3191 on: January 03, 2016, 08:06:51 pm »

Toady, did you go and make cavern creatures hyper-fertile for reasons known only to you? I've noticed that my giant olms and giant toads have twins and triplets ALL THE FUCKING TIME, and a colleague has reported the same thing happening with voracious cave crawlers.
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Button

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Re: Future of the Fortress
« Reply #3192 on: January 04, 2016, 01:22:34 am »

What makes an army conquer or destroy as opposed to pillaging? It's not site type.

I think you've got the associations mixed up. Site type tolerance is definitely involved in whether or not they'll conquer; the question is, if they won't conquer, will they pillage or destroy?

This is completely anecdotal so please take a whole spoonful of salt, but I believe it has to do with if there are any non-combatants, i.e. children, remaining. In 0.40 I ran into a site which was repeatedly pillaged until someone grew up at the site, and was then destroyed.

Edited for spelling.
« Last Edit: January 04, 2016, 10:09:41 am by Button »
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Pooky

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Re: Future of the Fortress
« Reply #3193 on: January 04, 2016, 09:59:46 am »

Toady, what are the current plans for boats? I'd love to adventure to fareaway land or make a fortress on an island that isn't completely disconnected from the rest of the world. Though I understand this implies making harbors and a loooooot of related stuff.
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Dirst

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Re: Future of the Fortress
« Reply #3194 on: January 04, 2016, 10:05:56 am »

Toady, what are the current plans for boats? I'd love to adventure to fareaway land or make a fortress on an island that isn't completely disconnected from the rest of the world. Though I understand this implies making harbors and a loooooot of related stuff.
Toady's plan appears to be start with a harbor building/zone/whatever that teleports to other harbors, maybe with a wagon-like boat, but it wouldn't actually move on screen.  Moving boats will wait for the framework that underlies moving siege engines, sliding walls, etc.

The current timeframe is "a year that starts with a 2" :)
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