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Author Topic: Do civs that live in caves seige?  (Read 985 times)

Huesoo

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Do civs that live in caves seige?
« on: December 27, 2009, 11:36:14 am »

Title. Does anybody know?
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DwarfOfDefeat

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Re: Do civs that live in caves seige?
« Reply #1 on: December 27, 2009, 12:06:31 pm »

yes, the kolbolds will siege you and humanoid will just attack hopeing to take your food just remember if you have a raider party of ratmen chargeing there doing it for there younge -.-thats why you set up cage traps and then capture them force them to breed and then tame them and then *poof* ratmen allies. also kobolds live in caves and steal from you if you let them steal they send archer parties and there not fun BUT if you are ablee to start on a map with a kolbold cave they ally you (there hard to find) and they will give you all there "clutter" without having to hurt them :D and come out to defend your place against goblins and will attack the elf traders or humans  (if there at war) hope this helped!
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Ieb

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Re: Do civs that live in caves seige?
« Reply #2 on: December 27, 2009, 12:19:40 pm »

If they have the SIEGER tag, sure. Can't see why they wouldn't siege under those conditions.

There is of course the fact that they'd have to survive through worldgen. I have gotten to the conclusion, on personal observation, that civ's that live in cave's don't expand during worldgen. They live in that one cave as long as they can, until some civ comes and stomps them. Many kobold civ's have vanished because the human's got tired of getting their junk stolen.
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Huesoo

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Re: Do civs that live in caves seige?
« Reply #3 on: December 27, 2009, 01:00:55 pm »

Thanks Ieb I was also thinnking about that.
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GrafZeppelin

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Re: Do civs that live in caves seige?
« Reply #4 on: December 27, 2009, 01:23:08 pm »

[SIEGER] isn't required for sieges, in fact, they will siege more often if they DON'T have [SIEGER], because [SIEGER] is what makes them stand around the edge of your map and wait several months before proceeding.

Instead, the easiest way to get sieges is to have no special tags at all ([SKULKING], [BABYSNATCHER], [SIEGER], [AMBUSHER], [ITEM_THIEF], etc) and for the creature, remove [INTELLIGENT], and have something like this:

Code: [Select]
[CAN_CIV][CAN_LEARN][LIKES_FIGHTING]
[INTELLIGENT] adds [CAN_CIV][CAN_LEARN][CAN_SPEAK], so you don't need all of them.

Without [CAN_SPEAK] they won't be able to "form treaties or communicate" and will be hostile to all civs.