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Author Topic: Potential reason for Siege rarity in 40.xx  (Read 2592 times)

NeatHedgehog

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Re: Potential reason for Siege rarity in 40.xx
« Reply #15 on: February 02, 2015, 02:27:52 pm »

What version are you playing ? Siege rarity was a thing before 40.20 due to a bug.

Seems like there is something else at play. I'm on 40.24. I am neighbors with goblins because I wanted plenty of chances to play with them, but I have only received a single siege in five years, and I've had 100+ dwarves for over three years (had some big migrant waves).
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Detros

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Re: Potential reason for Siege rarity in 40.xx
« Reply #16 on: February 02, 2015, 03:18:03 pm »

What version are you playing ? Siege rarity was a thing before 40.20 due to a bug.
It was repaired in 40.23.
Toady, 12/22/2014: "I've sorted out the "camp forever" errorlog message many of you have probably seen. Once dwarf/adventure mode began, there was a misflagging that caused various armies to lose their way. It doesn't directly affect invaders camping between marches, but armies lost to the bug (on their way home, for instance, or attacking villages) wouldn't be available for invasions later."
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Burts

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Re: Potential reason for Siege rarity in 40.xx
« Reply #17 on: February 02, 2015, 03:34:35 pm »

Anyways, my fortress is currently at 54 dwarves , and i set all the progress triggers to 1, meaning that sieges can come as soon as i hit 20 pop. Second year, no sieges yet.

Interestingly enough, theres also a necromancer tower nearby. No sieges from him yet, either.

I would expect they will eventually come. I will report my findings here. As i've said, my world consists of one large goblin civ, a bunch of ruins, a necromancer tower, and my fortress. So goblins should theoretically come very soon, because there is nobody else to attack. I will report my findings here and hopefully we can do some !!science!! on the way armies actually work. When i checked legends viewer, it seems that the goblins had been busy creating new dark pits and reclaiming old lost ones.


Keep in mind that the usual requirement for sieges was 80 population, yet some people claim to get sieges in their first or second year... It's truly weird..



EDIT : Okay, i THINK i figured something out. Basically the reason sieges could be rare is because in order for goblins to siege you they need to get in contact with your fortress first. Usually goblins got in touch with your fortress by sending snatchers and ambushes first. Those are gone, so it possible has something to do is that the goblins don't know about your fortress until something happens. I have no idea how or what or anything more but this could be the reason. More !!science!! needs to be done.
« Last Edit: February 03, 2015, 03:13:18 pm by Burts »
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Burts

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Re: Potential reason for Siege rarity in 40.xx
« Reply #18 on: February 06, 2015, 04:17:05 pm »

Ok sorry for double post but i think i got it.


Basically, in order for goblins to siege you you need a minimum population of 80. Now in previous versions, once you hit a population of 80, goblin sieges would just generate out of thin air.

Now, they need to march to your fortress. So in order for goblins to start marching their army towards you, your fortress needs to have a population of 80. Most forts get a population of 80 in their third year, which usually when the first siege happens as well. Now, since goblin armies need to march towards you, on big worlds in can take a *very* long time.

If you want faster sieges, go the entity files in the raws and look for progress triggers for goblins and set them all to 1. I think what needs to be done is Toady needs to remove the population requirement for sieges completely.

Also, consider playing on a pocket world so armies wont take forever to march to your fort.
« Last Edit: February 06, 2015, 04:19:24 pm by Burts »
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