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Author Topic: The forests shall burn  (Read 4402 times)

DoktaYut

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Re: The forests shall burn
« Reply #30 on: March 28, 2017, 08:17:52 am »

I hope there aren't any requirements for sending your dwarves elsewhere, because the thing I really want to try out is, after a werecreature visit that infects one or more dwarves, just sending the infected to some place belonging to someone you particularly dislike.
That way you get rid of that particular problem (which can be a big hassle when you're just starting out and couldn't even kill the original were) and make sure some civ that displeases you suffers. Hell, it might not even piss them off; after all, all they know is they got attacked by night creatures.
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HydraKnight

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Re: The forests shall burn
« Reply #31 on: March 28, 2017, 10:27:38 am »

Then we can get return sieges from the settlement we infected with people infected by the same were-creature disease! Lots of FUN!!
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Maul_Junior

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Re: The forests shall burn
« Reply #32 on: March 30, 2017, 01:22:00 am »

Then we can get return sieges from the settlement we infected with people infected by the same were-creature disease! Lots of FUN!!

EXACTLY.

An attacking force arrives, and you wait until the weres transform.

And rip their OWN ARMY to shreds.

:D
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Shonai_Dweller

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Re: The forests shall burn
« Reply #33 on: March 30, 2017, 03:53:25 am »

Then we can get return sieges from the settlement we infected with people infected by the same were-creature disease! Lots of FUN!!

EXACTLY.

An attacking force arrives, and you wait until the weres transform.

And rip their OWN ARMY to shreds.

:D
Unless it's all of them. At which point you're screwed.
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Maul_Junior

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Re: The forests shall burn
« Reply #34 on: March 30, 2017, 05:56:17 am »

Then we can get return sieges from the settlement we infected with people infected by the same were-creature disease! Lots of FUN!!

EXACTLY.

An attacking force arrives, and you wait until the weres transform.

And rip their OWN ARMY to shreds.

:D
Unless it's all of them. At which point It's a lot more Fun.

Fixed that for you.
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omada

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Re: The forests shall burn
« Reply #35 on: March 30, 2017, 09:36:44 pm »

Well, the last devlog confirms we can start wars now. Interesting: is it possible to attack only visible sites like villages and forest returns? Toady said "nothing fighty" in one of his posts earlier but seems it is not longer a issue. Can we raid mummy tombs or beast lairs? Can we raid *SPOILERS* and bring certain metal items to fortress in order to melt later? In any case, new update will give us a ton of new possibilities. In last versions, I had problems with lack of sieges, but now I can start wars with all civilizations available (maybe even dwarven civilizations? I'm not certain).
You could start a war with another dwarvern civ, but unless Toady changes dwarf civ behaviors they won't come to attack you. Dwarf civs don't attack anyone for some reason.

Maybe they don't attack us. But in a world i genned there was a dwarven kingdom with just one site that got attacked by the goblins, got really pissed and just attacked the goblins back.

I think i can find the legends again, they just won against one tower and begin attacking the demon itself (they lost all the battles but with few losses and they just kept going)



In my own experience, and you could say from a unmodded experience too, is that the dwarves are pretty strong (fight's aren't really calculated on metal vs metal) in having decent lifespans to learn their craft

A 1000 wide human army may invoke catastrophic losses upon itself, but will eventually overwhelm a 250 strong dwarven army as swarm tactics often works better.

In a siege inside your map, our dwarves won't have to fight all the horde of humans because, traps and dwarven shit.

In worldgen aren't the battles fought in a series of  1 vs 1 without the metal? So that means that 1 legendary dwarven could beat 1000 humans with a cooper sword in it's hands right?

 Okay, after 1000 humans with mediocre skills it's more probably that a bad roll could happen and he/she can get a stupid death by a weak peasant with just dabbling kick, but the death wouldn't be because they outnumbered the dorf.

Unless a dwarf can get tired in a W.G battle. Or get enough small bruises?
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FantasticDorf

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Re: The forests shall burn
« Reply #36 on: March 31, 2017, 02:54:19 am »

Interesting additional factor is that tactics (which from legends viewer is learnt after campaigns & raiding etc) improves the efficiency in which you fight in worldgen. So its forseeable if you raid successfully a lot you'll get some Sun Tzu's in there with people gaining a long experience of fighting possibly being master tacticians if a player fortress puts them to good use, has a little luck and provides proper escort.

Whether it will branch off into writing books about the subject is speculative. Not quite omada, i think skill vs skill checks is relevant but mostly its RNG since purely the fact that dwarves can lose, additionally nobody knows how war animals are calculated (though there are some obviously more effective than others as giant butterflies don't do much against cave dragons)
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bloop_bleep

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Re: The forests shall burn
« Reply #37 on: March 31, 2017, 04:00:34 pm »

A problem I see with this new feature is the discrepancy between player fortress armies and worldgen armies. Armies in worldgen are numbered by the thousands, while a player fortress usually can't have more than 200 dwarves in total.
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johiah

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Re: The forests shall burn
« Reply #38 on: March 31, 2017, 04:20:48 pm »

Make it so you can eventually control an entire nation, but have less control over individual forts. Perhaps the only way to interact with your places are to send liaisons and use mandates to accomplish your goals?
Urist McNoble has passed a mandate: 20 able bodied men
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Shonai_Dweller

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Re: The forests shall burn
« Reply #39 on: March 31, 2017, 05:13:04 pm »

A problem I see with this new feature is the discrepancy between player fortress armies and worldgen armies. Armies in worldgen are numbered by the thousands, while a player fortress usually can't have more than 200 dwarves in total.
Squads are not meant to be armies (except in the technical sense that a wandering bard is an "army"). That's why you can't send them to war (raiding is not invading).

Armies (when they're eventually implemented) will involve recruiting from the surrounding dwarf populations (above and below ground). We're a long, long way from that yet. These squads are the first tiny step.

In the new release, groups of npc adventurers will quest for artifacts. Your squads are the equivalent of them. So there's no discrepancy (except that, right now, npc groups don't rescue children - hopefully will be added during the minor updates phase for consistency).
« Last Edit: March 31, 2017, 05:17:08 pm by Shonai_Dweller »
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Dunamisdeos

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Re: The forests shall burn
« Reply #40 on: March 31, 2017, 06:45:36 pm »

I have no ill intentions towards the people of elf-land whatsoever.


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klefenz

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Re: The forests shall burn
« Reply #41 on: March 31, 2017, 11:21:13 pm »

We will be able to steal the Sacred Sock from the elves so they send sieges (maybe?) to recover it.

Shonai_Dweller

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Re: The forests shall burn
« Reply #42 on: March 31, 2017, 11:27:28 pm »

We will be able to steal the Sacred Sock from the elves so they send sieges (maybe?) to recover it.
Or thieves and spies.
Get that rack oiled, there's a traitor elf in our midst and a hundred suspects to get through. :)
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FantasticDorf

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Re: The forests shall burn
« Reply #43 on: April 01, 2017, 06:51:34 pm »

Not painful enough, drop the bridge on them.

But do it slowly to atomise them, one inch at a time.
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TD1

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Re: The forests shall burn
« Reply #44 on: April 02, 2017, 07:25:52 am »

We could just elftimate which one it is by looking for pointy ears.

The truly cunning would get aesthetic surgery, though...
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