Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Forcing Sieges?  (Read 2074 times)

iii22

  • Bay Watcher
    • View Profile
Forcing Sieges?
« on: August 16, 2020, 02:49:43 pm »

I know dfhack doesn't work since the armies have yo actually path to your fortress, but I heard that you can mess with a world's save files to force a siege to come to your fort. Can somebody explain how to do this? And does the same apply to theives and ambushes?
« Last Edit: August 16, 2020, 03:56:39 pm by iii22 »
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Forcing Sieges?
« Reply #1 on: August 16, 2020, 04:36:20 pm »

If Dfhack can't do it, no "messing about with the game files" will generate a siege for you.

Just embark near goblins. And lower their siege triggers if you want them to come early. (See wiki on entity modding). Or raid them to override the triggers.
Logged

iii22

  • Bay Watcher
    • View Profile
Re: Forcing Sieges?
« Reply #2 on: August 16, 2020, 07:29:58 pm »

But this guy from this thread ( http://www.bay12forums.com/smf/index.php?topic=164680.0 ) managed to make a dfhack hack that can cause sieges by taking control of moving armies or something. And in the third post of this thread ( http://www.bay12forums.com/smf/index.php?topic=161765.0 ) a guy says that there is files for when a civ sends a siege that could be modified.
« Last Edit: August 16, 2020, 07:33:59 pm by iii22 »
Logged

Shonai_Dweller

  • Bay Watcher
    • View Profile
Re: Forcing Sieges?
« Reply #3 on: August 16, 2020, 08:31:52 pm »

But this guy from this thread ( http://www.bay12forums.com/smf/index.php?topic=164680.0 ) managed to make a dfhack hack that can cause sieges by taking control of moving armies or something. And in the third post of this thread ( http://www.bay12forums.com/smf/index.php?topic=161765.0 ) a guy says that there is files for when a civ sends a siege that could be modified.
Yes, siege triggers. That's not "forcing a siege" as Dfhack may or may not be able to do (no idea, it was you who said it couldn't be done).

https://dwarffortresswiki.org/index.php/DF2014:Entity_token

Just edit raw\objects\entity_default.txt with a text editor and change any of the options you want (guide to what you can set things to in the above link).

Goblin settings start at [ENTITY:EVIL].

You can set sieges to come according to population number (default is 80, way too high in my opinion) and wealth levels
(switched off by default, I find it more fun if they're used) for each civ individually.

For a start PROGRESS_TRIGGER_POP_SIEGE for goblins is set to 3 (population 80). Change it to 1 or 2 (population 20 and 50 respectively).

Or raid someone. That overrides the triggers.

None of the above raw changes will "force" a siege though. If there's no goblins in your world, or they're busy being killed by everyone else, they won't come. Embark close to goblin and necromancer sites for the highest chance of Fun.

(Necromancers don't care about your population or wealth, they'll come when they feel like it, sometimes much earlier than you'd like).

(Or use Dfhack as the people in your links say. If it actually works, it's likely to make your game highly unstable).
« Last Edit: August 16, 2020, 08:47:45 pm by Shonai_Dweller »
Logged

PatrikLundell

  • Bay Watcher
    • View Profile
Re: Forcing Sieges?
« Reply #4 on: August 17, 2020, 01:24:37 am »

Well, it might be possible to identify armies sent out by a particular enemy and then change their target site (which might also require replacing the path info). Lots of maybes, buts, and messing with poorly understood structures that may well result in just a failure or some kind of corruption. Note that there are many kinds of "armies" (most of which are unidentified) and sieges seem to be associated with at least three different kinds with tenuous connections to each other for reasons unknown.

It's far better to use the in-game means Shonai_Dweller mentioned.
Logged