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Author Topic: More destructive seiges  (Read 1835 times)

PsyberianHusky

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More destructive seiges
« on: December 27, 2009, 12:07:49 pm »

Pardon me if this is has been brought up in any way shape or incarnation, but I think we all realize its hard to keep track of everything that has been thrown out  and suggested.

I was wondering if Toady had plans to make seigers use more destructive techniques. E.G. tunneling into the fort, building catapults and hailing fire into your fort, using mythical creatures as an air transport.

The problem I see is that making your fort inaccessible and laying a bunch of traps is way to effective to be fun, and as much fun as self imposed challenges are e.g. no traps  I want to feel like all the fortifications I build have meaning .

I want enemys to be able to smash more then doors, I want my fort to be entirely wrecked from a good siege.


Is this kinnda thing possible, and is it planned to be added to fortress when it is finished,and if not why not? 
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Foehamster

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Re: More destructive seiges
« Reply #1 on: December 27, 2009, 12:20:43 pm »

Its already in the development goals, but it never hurts to describe as vividly as possible a vision of what you'd like to see.

Goblins appear at the map edge and form ranks as they plod towards your keep.  A messenger blows a horn and relays the commander's demands: 100000☼ in goods must be paid in tribute.  Urist McCrossbowman halts his demands mid sentence...
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PsyberianHusky

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Re: More destructive seiges
« Reply #2 on: December 27, 2009, 01:03:56 pm »

Well I know the trick behind this is gonna be path finding AI, and there is going to need to be a simple system that applies to a wide variety of context however it would be cool if the computer could fill in the blanks to how to get into your fort. However I have little knowledge of programing so I have little idea of what this would entail, however it would be cool if the goblins could see you had a 4 z high wall, and then create a 4 z high siege tower and use it to scale the wall, I am still in favor of constructions being breakable too, it would make the material used more important as well, and combined with the more detailed cave ins planned it could mean that a poorly designed point in your defense could cost you the game.
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Footkerchief

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Re: More destructive seiges
« Reply #3 on: December 27, 2009, 01:49:54 pm »

Pardon me if this is has been brought up in any way shape or incarnation, but I think we all realize its hard to keep track of everything that has been thrown out  and suggested.

It's been brought up, yeah.  Searching Suggestions for "siege" yields too many relevant threads to link.  Here's a sampling from the first page of results:
http://www.bay12games.com/forum/index.php?topic=41331.0
http://www.bay12games.com/forum/index.php?topic=29283.0
http://www.bay12games.com/forum/index.php?topic=27247.0
http://www.bay12games.com/forum/index.php?topic=22962.0
http://www.bay12games.com/forum/index.php?topic=28660.0
http://www.bay12games.com/forum/index.php?topic=23879.0
http://www.bay12games.com/forum/index.php?topic=28846.0

I know it's a lot to ask, but you should at least skim over these and other siege-related threads.  When there are so many prior suggestions around, Toady gains much more from new suggestions that build on top of them rather than just restate them.

As for Toady's own plans for sieges, he discussed those in great detail in DF Talk #2.  You can read the relevant part of the transcript here.
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Andeerz

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Re: More destructive seiges
« Reply #4 on: December 28, 2009, 11:09:18 pm »

<3's for Toady.  :3~~~~~~<3 *chu*

I'm very pleased that Toady intends to put in digging during sieges among other tactics for AI to assail static defenses.  Also, it appears the pathfinding issues associated with digging during sieges seem surmountable.  At the very least, Toady seems optimistic about it...  That's enough to satisfy me.
« Last Edit: December 28, 2009, 11:11:39 pm by Andeerz »
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PsyberianHusky

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Re: More destructive seiges
« Reply #5 on: December 29, 2009, 05:27:57 am »

<3's for Toady.  :3~~~~~~<3 *chu*

I'm very pleased that Toady intends to put in digging during sieges among other tactics for AI to assail static defenses.  Also, it appears the pathfinding issues associated with digging during sieges seem surmountable.  At the very least, Toady seems optimistic about it...  That's enough to satisfy me.

The one problem is I keep imaging like 50 different tunnels being drilled into my base if I do not leave the front doors wide open,  I already have a defense in mind(magma fortress membrane anyone?) for this scenario but I hope it doesn't just become the path finding making shortcuts at the easiest point.
I also think the kinnda enemy should dictate digging should defiantly take enough time  that I can create a raiding party to counteract it.

If any of you have played cortex command you may understand that I have a pre-envisioned nightmare scenario in my head.
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Footkerchief

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Re: More destructive seiges
« Reply #6 on: December 29, 2009, 05:33:55 am »

The one problem is I keep imaging like 50 different tunnels being drilled into my base if I do not leave the front doors wide open,  I already have a defense in mind(magma fortress membrane anyone?) for this scenario but I hope it doesn't just become the path finding making shortcuts at the easiest point.
I also think the kinnda enemy should dictate digging should defiantly take enough time  that I can create a raiding party to counteract it.

If any of you have played cortex command you may understand that I have a pre-envisioned nightmare scenario in my head.

The tunneling issue got about 350 posts' worth of discussion in the "[For or Against] Tunnelers units" thread, including all the points you made, the rebuttals to those points, and the counter-rebuttals.  Your best chance of making a useful contribution begins with skimming that thread.
« Last Edit: December 29, 2009, 05:36:59 am by Footkerchief »
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