Dwarf Fortress > DF Modding

Siegers stay at spawn.

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Raphite1:
   My custom civ showed up to siege as expected, but just stayed in a swirling pack where they spawned, and never approached the fortress. They have some tags like [CURIOUSBEAST_EATER], [CURIOUSBEAST_ITEM], [CURIOUSBEAST_GUZZLER], and [MISCHIEVIOUS] which I suspect may be the problem, but when I save, remove those tags, and resume, the already-spawned invaders don't behave any differently.

Creature:
Spoiler (click to show/hide)[CREATURE:VELOCIRAPTOR]
   [NAME:velociraptor:velociraptor:velociraptor]
   [TILE:'v'][COLOR:3:0:0]
   [GLOWTILE:'"'][GLOWCOLOR:4:0:1]
   [MODVALUE:2][BONECARN]
   [CAN_LEARN][CAN_CIV][liKES_FIGHTING][NOFEAR]
   [CANOPENDOORS][LOCKPICKER]
   [CURIOUSBEAST_EATER][CURIOUSBEAST_ITEM][CURIOUSBEAST_GUZZLER]
   [MISCHIEVIOUS]
   [GRASSTRAMPLE:0]
   [PREFSTRING:cleverness]
   [PREFSTRING:stunning ambushes]
   [BODY:HUMANOID:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:LONG_NECK:THROAT:SPINE:BRAIN:MOUTH]
   [SIZE:3][DAMBLOCK:0]
   [trAPAVOID]
   [ATTACK:MAIN:BYTYPE:STANCE:kick:kicks:6:8:PIERCE][ATTACKFLAG_WITH]
   [ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]
   [CHILD:1][liTTERSIZE:8:10][CHILDNAME:velociraptor hatchling:velociraptor hatchlings]
   [FAT:1]
   [DIURNAL]
   [STANDARD_FLESH]
   [HOMEOTHERM:10067]
   [LAYERING:100]
   [SWIMS_INNATE][SWIM_SPEED:900]
   [SPEED:500]
   [PERSONALITY:ANGER:25:75:100]
   [PERSONALITY:IMMODERATION:50:75:100]
   [PERSONALITY:EXCITEMENT_SEEKING:0:60:100]
   [PERSONALITY:CHEERFULNESS:0:40:90]
   [PERSONALITY:ALTRUISM:0:25:50]
   [PERSONALITY:MODESTY:0:40:90]
   [PERSONALITY:SYMPATHY:0:25:50]
Entity:
Spoiler (click to show/hide)[ENTITY:VICIOUS]
   [CREATURE:VELOCIRAPTOR]
   [trANSLATION:GOBLIN]
   [DIGGER:ITEM_WEAPON_PICK]
   [TOY:ITEM_TOY_AXE]
   [INSTRUMENT:ITEM_INSTRUMENT_DRUM]
   [CURRENCY:COPPER:1]
   [CURRENCY:SILVER:5]
   [CURRENCY:GOLD:15]
   [SELECT_SYMBOL:WAR:NAME_WAR]
   [SUBSELECT_SYMBOL:WAR:VIOLENT]
   [SELECT_SYMBOL:BATTLE:NAME_BATTLE]
   [SUBSELECT_SYMBOL:BATTLE:VIOLENT]
   [SELECT_SYMBOL:SIEGE:NAME_SIEGE]
   [SUBSELECT_SYMBOL:SIEGE:VIOLENT]
   [SELECT_SYMBOL:ROAD:NAME_ROAD]
   [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]
   [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]
   [SELECT_SYMBOL:WALL:NAME_WALL]
   [SELECT_SYMBOL:REMAINING:EVIL]
   [CULL_SYMBOL:ALL:DOMESTIC]
   [CULL_SYMBOL:ALL:FLOWERY]
   [CULL_SYMBOL:ALL:HOLY]
   [CULL_SYMBOL:ALL:PEACE]
   [CULL_SYMBOL:ALL:NEGATOR]
   [CULL_SYMBOL:ALL:GOOD]
   [ABUSE_BODIES]
   [SPHERE_ALIGNMENT:WAR:512]
   [ART_FACET_MODIFIER:GOOD:0]
   [ART_FACET_MODIFIER:EVIL:512]
   [FRIENDLY_COLOR:3:0:1]
   [DEFAULT_SITE_TYPE:CITY]
   [liKES_SITE:RUIN]
   [TOLERATES_SITE:RUIN]
   [CAN_HAVE_MILITARY_SITE_LEADER]
   [START_BIOME:ANY_GRASSLAND]
   [START_BIOME:ANY_SAVANNA]
   [START_BIOME:ANY_SHRUBLAND]
   [BIOME_SUPPORT:ANY_WETLAND:1]
   [BIOME_SUPPORT:ANY_DESERT:2]
   [BIOME_SUPPORT:ANY_FOREST:3]
   [BIOME_SUPPORT:ANY_OCEAN:1]
   [BIOME_SUPPORT:ANY_LAKE:1]
   [BIOME_SUPPORT:MOUNTAIN:2]
   [BIOME_SUPPORT:ANY_GRASSLAND:4]
   [BIOME_SUPPORT:ANY_SAVANNA:4]
   [BIOME_SUPPORT:ANY_SHRUBLAND:4]
   [BIOME_SUPPORT:ANY_RIVER:1]
   [PROGRESS_TRIGGER_POPULATION:1]
   [PROGRESS_TRIGGER_PRODUCTION:1]
   [PROGRESS_TRIGGER_TRADE:1]
   [ACTIVE_SEASON:SPRING]
   [ACTIVE_SEASON:SUMMER]
   [ACTIVE_SEASON:AUTUMN]
   [ACTIVE_SEASON:WINTER]
   [MAX_STARTING_CIV_NUMBER:100]
   [START_GROUP_NUMBER:10]
   [MAX_POP_NUMBER:10000]
   [MAX_SITE_POP_NUMBER:300]
   [RELIGION:ANY_APPROPRIATE_POWER]
   [BEAST_HUNTER]
   [SCOUT]
   [PERMITTED_JOB:MINER]
   [PERMITTED_JOB:HUNTER]
   [PERMITTED_JOB:FISHERMAN]
   [PERMITTED_JOB:BUTCHER]
   [PERMITTED_JOB:TRADER]
   [WORLD_CONSTRUCTION:TUNNEL]
   [ETHIC:KILL_ENTITY_MEMBER:PERSONAL_MATTER]
   [ETHIC:KILL_NEUTRAL:ACCEPTABLE]
   [ETHIC:KILL_ENEMY:ACCEPTABLE]
   [ETHIC:KILL_ANIMAL:ACCEPTABLE]
   [ETHIC:KILL_PLANT:ACCEPTABLE]
   [ETHIC:TORTURE_AS_EXAMPLE:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_INFORMATION:ACCEPTABLE]
   [ETHIC:TORTURE_FOR_FUN:ACCEPTABLE]
   [ETHIC:TORTURE_ANIMALS:ACCEPTABLE]
   [ETHIC:TREASON:PUNISH_CAPITAL]
   [ETHIC:OATH_BREAKING:PERSONAL_MATTER]
   [ETHIC:LYING:PERSONAL_MATTER]
   [ETHIC:VANDALISM:PERSONAL_MATTER]
   [ETHIC:TRESPASSING:PERSONAL_MATTER]
   [ETHIC:THEFT:PERSONAL_MATTER]
   [ETHIC:ASSAULT:PERSONAL_MATTER]
   [ETHIC:SLAVERY:PERSONAL_MATTER]
   [ETHIC:EAT_SAPIENT_OTHER:PERSONAL_MATTER]
   [ETHIC:EAT_SAPIENT_KILL:PERSONAL_MATTER]
   [ETHIC:MAKE_TROPHY_SAME_RACE:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_SAPIENT:ACCEPTABLE]
   [ETHIC:MAKE_TROPHY_ANIMAL:ACCEPTABLE]
     If there's an obvious error, I'd rather avoid the tedious process of removing tags and waiting for a siege, one by one.

Shoe:
It could be a pathing problem. Do other sieges work?

Tcei:
Is there a path into your fortress, or at least to a dwarf or  bait animal outside? If they dont have a way to path to your dwarves they wont budge normally

Raphite1:
The path isn't blocked, but there are lots of trees and boulders on the map . . . maybe enough to make their pathing algorithm go haywire. Guess I'll just keep everything the same and wait to see if their next siege works correctly.

Edit: I also approached them with some military dwarves. When the dwarves got close the siegers ran up and attacked them, but after the siegers killed the dwarves they went back to milling around their spawn point.

darkflagrance:

--- Quote from: Raphite1 on November 21, 2009, 04:47:42 pm ---The path isn't blocked, but there are lots of trees and boulders on the map . . . maybe enough to make their pathing algorithm go haywire. Guess I'll just keep everything the same and wait to see if their next siege works correctly.

Edit: I also approached them with some military dwarves. When the dwarves got close the siegers ran up and attacked them, but after the siegers killed the dwarves they went back to milling around their spawn point.

--- End quote ---

Don't humans in vanilla also do this? I believe they wait outside your fortress for awhile before finally charging. Dwarves in the Cat Mod do this as well. On the other hand, I know that Orcs charge immediately; you can check their entry in the Orc mod or the Dig Deeper mod to see what's different.

Trees and boulders don't present any kind of path-finding barrier for siegers.

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