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Author Topic: Fixing Instant Kills and Siege attacks  (Read 1094 times)

NTJedi

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Fixing Instant Kills and Siege attacks
« on: July 11, 2018, 12:40:40 pm »

I have recently returned to this game, but remember a problem where any enemy would instantly be killed if a boulder, ceiling or roof landed on top of the enemy.  In cases where it’s a titan, dragon or other huge enemy the enemy should survive.  Is there any way to change this function where it only does X amount of damage instead of killing instantly?

Also have battles been improved where invaders sometimes attack the fort walls?  Ideally if we have forts than our enemies should attack with siege weapons like catapults, ballistas, battering rams, trebuchets, etc, etc, . 
« Last Edit: July 11, 2018, 12:42:41 pm by NTJedi »
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PatrikLundell

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Re: Fixing Instant Kills and Siege attacks
« Reply #1 on: July 11, 2018, 03:41:16 pm »

Cave-ins kill everything caught beneath, but dropping a boulder is not a cave-in, while dropping a floor/wall is. I believe cave-ins can be turned off, which leads to things being suspended in the air, I think. However, if you don't want cave-ins to kill critters, simply don't use cave-ins to do so. House rules are common among DF players, in order to tailor the challenge to your desires.

Improved sieges are still in the future, see the dev page (http://www.bay12games.com/dwarves/dev.html). Some minor siege improvements may get in during the current development arc, but definitely not all of it.
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Shonai_Dweller

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Re: Fixing Instant Kills and Siege attacks
« Reply #2 on: July 11, 2018, 04:29:58 pm »

Cave-ins kill everything caught beneath, but dropping a boulder is not a cave-in, while dropping a floor/wall is. I believe cave-ins can be turned off, which leads to things being suspended in the air, I think. However, if you don't want cave-ins to kill critters, simply don't use cave-ins to do so. House rules are common among DF players, in order to tailor the challenge to your desires.

Improved sieges are still in the future, see the dev page (http://www.bay12games.com/dwarves/dev.html). Some minor siege improvements may get in during the current development arc, but definitely not all of it.
Waiting for the hilarity of invaders killing themselves with cave-ins as they try to dig into your fortress... :)
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NTJedi

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Re: Fixing Instant Kills and Siege attacks
« Reply #3 on: July 11, 2018, 05:33:49 pm »

Cave-ins kill everything caught beneath, but dropping a boulder is not a cave-in, while dropping a floor/wall is. I believe cave-ins can be turned off, which leads to things being suspended in the air, I think. However, if you don't want cave-ins to kill critters, simply don't use cave-ins to do so. House rules are common among DF players, in order to tailor the challenge to your desires.

Improved sieges are still in the future, see the dev page (http://www.bay12games.com/dwarves/dev.html). Some minor siege improvements may get in during the current development arc, but definitely not all of it.

Thanks for the information.  I wish I could use planned and unplanned cave-ins with them having logical results instead of having them off. I know the bee hives and honey system were based on information from an actual expert... wish cave-ins were more accurate instead of being deadly overkill.

Definitely eager to see the smart enemies with siege attacks... it’s badly needed for challenging players on better fort designs.  Examples:
Diggers, Ankhegs, = attacking underground forts and farms
Stone giants throwing rocks at walls, catapults = attacking towers or groups of soldiers
Trebuchets and Titans = attacking major walls from far distances
and machines or creatures which use fire to attack wooden structures or groups of dwarves
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Shonai_Dweller

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Re: Fixing Instant Kills and Siege attacks
« Reply #4 on: July 11, 2018, 05:50:54 pm »

Cave-ins kill everything caught beneath, but dropping a boulder is not a cave-in, while dropping a floor/wall is. I believe cave-ins can be turned off, which leads to things being suspended in the air, I think. However, if you don't want cave-ins to kill critters, simply don't use cave-ins to do so. House rules are common among DF players, in order to tailor the challenge to your desires.

Improved sieges are still in the future, see the dev page (http://www.bay12games.com/dwarves/dev.html). Some minor siege improvements may get in during the current development arc, but definitely not all of it.

Thanks for the information.  I wish I could use planned and unplanned cave-ins with them having logical results instead of having them off. I know the bee hives and honey system were based on information from an actual expert... wish cave-ins were more accurate instead of being deadly overkill.

Definitely eager to see the smart enemies with siege attacks... it’s badly needed for challenging players on better fort designs.  Examples:
Diggers, Ankhegs, = attacking underground forts and farms
Stone giants throwing rocks at walls, catapults = attacking towers or groups of soldiers
Trebuchets and Titans = attacking major walls from far distances
and machines or creatures which use fire to attack wooden structures or groups of dwarves
Siege engines are part of the "Not planned for this time" group. And traps. They're both probably coming in Moving Fortress Parts (and ships). Which is currently planned for after Starting Scenarios (law, politics and society). So...several Big Waits yet.
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Dunamisdeos

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Re: Fixing Instant Kills and Siege attacks
« Reply #5 on: July 11, 2018, 06:12:56 pm »

Constructed things like walls turn into their base components when falling, so those should not insta-kill (though the damage they do tends to be ridiculously awesome severe).

You have to drop sections of terrain on things to guarantee instant erasure from existence.
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PatrikLundell

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Re: Fixing Instant Kills and Siege attacks
« Reply #6 on: July 12, 2018, 04:09:20 am »

Constructed things like walls turn into their base components when falling, so those should not insta-kill (though the damage they do tends to be ridiculously awesome severe).

You have to drop sections of terrain on things to guarantee instant erasure from existence.
Cave-ins do not atom smash, "only" kill, as the body still remains, as do any items.
I've killed quite a few titans with cave-ins using constructed floors, but it might be that they've always smashed through natural floors (frequently made out of soil), and it might be that I haven't been unlucky enough to have any survive. It's true the components of the floors/walls ended up at the bottom, though.
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Werdna

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Re: Fixing Instant Kills and Siege attacks
« Reply #7 on: July 12, 2018, 02:25:23 pm »

Thanks for the information.  I wish I could use planned and unplanned cave-ins with them having logical results instead of having them off. I know the bee hives and honey system were based on information from an actual expert... wish cave-ins were more accurate instead of being deadly overkill.

If you want to simulate something more realistic, may I suggest dropping a cave-in next to the targets... I've always found the chaos of nearby units being knocked about, stunned, and covered in dust pretty good.
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PatrikLundell

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Re: Fixing Instant Kills and Siege attacks
« Reply #8 on: July 13, 2018, 03:27:40 am »

Thanks for the information.  I wish I could use planned and unplanned cave-ins with them having logical results instead of having them off. I know the bee hives and honey system were based on information from an actual expert... wish cave-ins were more accurate instead of being deadly overkill.

If you want to simulate something more realistic, may I suggest dropping a cave-in next to the targets... I've always found the chaos of nearby units being knocked about, stunned, and covered in dust pretty good.
That works against targets that are weak enough that you don't need to use a cave-in against them... FBs/titans are no-stun, though.
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