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Author Topic: Warring with multiple goblin civs = seasonal sieges?  (Read 721 times)

tonnot98

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Warring with multiple goblin civs = seasonal sieges?
« on: April 09, 2020, 12:54:05 pm »

I'm unsure if sieges are meant to be this common, but after pissing off not one, but five different goblin civs, I'm now on the receiving end of sieges every season change now. Does an increase in the number of warring civs increase the amount of sieges you should get in a year? Also, a separate but related question, how do I speed up the looting of goblinite and disposal of corpse-stuff from my trap hall? I'm barely able to start picking up and atom smashing teeth by the time next season's siege comes in, even with a dedicated caste of haulers.
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Bumber

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Re: Warring with multiple goblin civs = seasonal sieges?
« Reply #1 on: April 09, 2020, 01:04:38 pm »

Build an atom-smasher in the trap hall to reduce hauling time? You could also drop stuff down a shaft (that you cover with a retracting bridge) and sort it out later.
« Last Edit: April 09, 2020, 01:06:10 pm by Bumber »
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PatrikLundell

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Re: Warring with multiple goblin civs = seasonal sieges?
« Reply #2 on: April 09, 2020, 02:12:39 pm »

Yes. Goblins are active in every season, and every season enemies randomly decide if and where they want to send sieges. If multiple enemies decide to besiege you I think the one that reach you first is the one you'll usually see, while the others normally reach your site, see that it's already under siege, and go back home.

I had a curious case where a necro tower appeared to do a hello/goodbye siege where a single unit showed up and disappeared immediately after the game was unpaused. Shortly thereafter the neighborhood gobbos showed up for a siege, and shortly after that, one of my dorfs running for cover discovered two stealthed necros from the first siege (unfortunately they weren't massacred by the gobbos, but left the map unmolested).
I've seen 5 attempts to besiege my fortress at the same time at an embark with 7 necro towers and one gobbo civ, using DFHackery to find the army commanders.

Thus, you're lucky if you're not besieged in any one season, and it's a decent year if you've got one siege free season.

One thing you can do to catch up is to just turtle and do the cleanup (and possibly a bit of rest on top of that). Apart from that, you'd need to decimate their numbers to the point at which they aren't able to attack you any more. That's probably not possible with 10000 strong dark fortresses, but if a civ consists of only smaller holdings it might be possible. Conquering the weakest civ's sites might work to gradually reduce your number of effective enemy civs to 4.

If you're going to make a mess out of the enemy forces, I'd suggest some kind of industrial scale semi automated atom smashing or magma burning of the invaders and their equipment. Magma will burn most of the stuff, meaning that only the good stuff (iron) remains, but also requires the traps to be fully magma safe.
Also note that with the volume of invaders you're likely to process, loss of some of the goblinite to atom smashing doesn't really matter, as you're going to get more metal than your fortress is likely to be able to process (let alone used), via the goblinite home delivery service.
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Sarmatian123

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Re: Warring with multiple goblin civs = seasonal sieges?
« Reply #3 on: April 09, 2020, 03:55:34 pm »

Simple. Make bridge at entrance of the trap hall. Do not let new batch of invaders, until you finished cleaning.

Dwarfy. Make bridge with long under ground passage, so you can close the bridge after last invader. Make them all run through your traps' hall. Do not let any return with siege experience back. Drain attacker sites from goblins, trolls and beak dogs to minimum. I think the sieges stop if a given goblin location reaches bellow 20-50 population. Then make them pay dearly. Send your squads out on "kill them all" conquests. :D No sieges ever again...
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tonnot98

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Re: Warring with multiple goblin civs = seasonal sieges?
« Reply #4 on: April 09, 2020, 05:35:16 pm »

Simple. Make bridge at entrance of the trap hall. Do not let new batch of invaders, until you finished cleaning.

Dwarfy. Make bridge with long under ground passage, so you can close the bridge after last invader. Make them all run through your traps' hall. Do not let any return with siege experience back. Drain attacker sites from goblins, trolls and beak dogs to minimum. I think the sieges stop if a given goblin location reaches bellow 20-50 population. Then make them pay dearly. Send your squads out on "kill them all" conquests. :D No sieges ever again...
I've actually been trapping them in the trap room with a draw bridge, and sending in my military, trapping them between more traps (including caged trogs) and angry steel-clad blenders. I've emptied several dark pits of their population this way, but it's definitely not sustainable.
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Not sure if dying of old age is an honor or a shame for weaponmasters. On the one hand, it means they never got the opportunity to die in glorious battle. On the other hand, it means nothing could beat them in glorious battle.
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Sarmatian123

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Re: Warring with multiple goblin civs = seasonal sieges?
« Reply #5 on: April 09, 2020, 06:42:00 pm »

Simple. Make bridge at entrance of the trap hall. Do not let new batch of invaders, until you finished cleaning.

Dwarfy. Make bridge with long under ground passage, so you can close the bridge after last invader. Make them all run through your traps' hall. Do not let any return with siege experience back. Drain attacker sites from goblins, trolls and beak dogs to minimum. I think the sieges stop if a given goblin location reaches bellow 20-50 population. Then make them pay dearly. Send your squads out on "kill them all" conquests. :D No sieges ever again...
I've actually been trapping them in the trap room with a draw bridge, and sending in my military, trapping them between more traps (including caged trogs) and angry steel-clad blenders. I've emptied several dark pits of their population this way, but it's definitely not sustainable.

If you feel like 120+40 is too low number for one siege, then you can change it in init/d_init.txt to some greater number, which your computer can handle.
If you keep killing invaders and attacking their sites (these without demons) with military trained migrants, then it is.
You can set higher population also for that reason. Just keep the breeding pairs of Dwarves in fortress.
[POPULATION_CAP:256]
[STRICT_POPULATION_CAP:320]
[BABY_CHILD_CAP:128:1000] //this one also affects animal breeding programs, so 64 for Dwarves and 64 for animal husbandry lol

Certainly with my cage setup, I was dealing once with 2 sieges in just one season. I kind of embarked next to Dark Tower. I drained that Dark Tower from trolls and goblins, so fast that I was considering even to wall caged gobbo prisoners in, so goblins won't disappear from that map.
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