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Author Topic: Dealing with attack orders & caged (+other "unreachable") enemies?  (Read 624 times)

yaymeh

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At the moment, for me the worst thing about invasions is that the enemies are always spread over multiple z-levels, hard to find and every time I order to kill one (or multiple ones using the rectangle selector), the targeted unit walks into a cage trap so my soldiers just stand there in the middle of the battle staring at the cage in confusion ("oh, no valid reachable target - let's ignore everything else that's trying to kill me and just stand here!")...

Any hints on how to make those fights less of a PITA?

edit: OH COME ON SOLDIERS! Now freaking 2 of you are LITERALLY SITTING ON (the same tile as) one Reptile Man each, there is NOTHING else around and nothing else targeted by the kill order, no traps, no walls, just the middle of a cage and all 9 of you are saying "no valid reachable target" while they try to scratch you! :/
« Last Edit: February 19, 2014, 06:01:36 am by yaymeh »
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Larix

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Re: Dealing with attack orders & caged (+other "unreachable") enemies?
« Reply #1 on: February 19, 2014, 06:58:01 am »

Use station ("m"ove) orders in large battles, esp. when traps are involved.

Military ordered to go to a station will make their way to the ordered location and will automatically charge every hostile unit they notice. Once a foe has been slain, they'll also stay in place and wait for other enemies to approach.

Kill orders seem to take precedence over the normal "attack all enemies" protocol, and can screw up dwarfs royally in case of caged targets: the unit still exists, still resides in a reachable tile and still is hostile, but cannot be attacked while in a cage. You often have to cancel a kill order to get stuck military to actually notice nearby dangers again. They can also take a while to acquire a fresh target once the object of a kill order has been vanquished. Move orders are a very indirect combat control, but avoid most problems with kill orders in large confrontations.
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