Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Change one line in mission reports for no-batle raze missions  (Read 326 times)

Orange-of-Cthulhu

  • Bay Watcher
    • View Profile
Change one line in mission reports for no-batle raze missions
« on: September 19, 2023, 04:36:24 am »

I did a lot of razing missions to sites with <10 inhabitants with the result "Your dwarves search the site and found nothing."

Aparently the inhabitants can hide and avoid combat. (I can tell they're there because when I occupy the site and the squad is added th the site the <10 becomes <20.)

I think for the player the message "you found nothing" is confusing in a counterproductive way - you're just not sure what happened. Did the mission even work, is the world map info inaccurate, is the site is deserted? You get the same when sending missions to actually deserted sites, and I think the messages should be different.

I suggest changed the line it to "You found signs of activity, but no inhabitants" so as to indicate clarly that what happened was that there's somebody there, but they managed to evade the squad. Like they find hot ashes but don't find who made the fire.

It changes the situation from a bare "wtf!" to a more juicy "omg those suckers are hiding, I will get them later!" or something like that. Also prevents players thinking it's a bug.

There's also a line "They rampaged through the site." I find that line a bit silly in the case when the inhabitants hide. I imagine it a bit like a western with drunken cowboys riding around like YEE-HAW through a ghost town. I suggest changing it to "They torched it before leaving" or something like that.
Logged

FantasticDorf

  • Bay Watcher
    • View Profile
Re: Change one line in mission reports for no-batle raze missions
« Reply #1 on: September 22, 2023, 08:26:09 am »

The terminology is loose, because goblins actually antagonize civ-sites with the [ABUSE_BODIES] token so to avoid the implications of atrocitites, dwarves act in that way running around breaking things, maybe breaking into places to cause trouble but they don't feed anybody to wild animals, drown or crucify them sort of graphically like goblins do.
 
In the same way, you can raze bandit forts and 1 site civilization civs successfully from the missions screen (a forest retreat on fire, smoking pits, crumbled castles, etc they have their own sprite) and with their largely historical only site occupation they'll be knocked out for a little bit, until someone else or the same group re-occupy. It only affects larger multi-site civs, since the affiliations of site government and civilization are different.
Logged