Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Sieges stopped  (Read 1534 times)

Urist McShire

  • Bay Watcher
    • View Profile
Sieges stopped
« on: May 14, 2014, 11:53:23 pm »

I know that I have Invasions turned on, because I've been getting them in other forts, but one fort that I've been working on for a while has simply stopped getting them altogether. I haven't seen hide nor hair of a kobold, goblin, Titan, or Megabeast in over two years now. I know I have plenty of wealth because this volcano of mine is rich throughout most levels with gold. So much so that I've constructed several hundred gold statues and churned out dozens of bins full of crafts, toys, instruments, and goblets out of the stuff, and built a solid gold road leading straight to my Trade Depot over the self-defence chasm I dug out in front of my walls. Even so, nobody's been coming by.

Does it have something to do with me having over 400 dwarves in my fortress and about 90+ serving full-time military posts? Am I just too strong for anything short of HFS for the Goblins and Megabeasts to even bother stopping by? I ask this because when I copied the save and experimented with letting them tantrum spiral and kill each other until I had only about forty dwarves left )\(including a migrant wave that arrived mid-spiral), I started getting invaded again and received an excuse to start pulling levers.
Logged

FrankMcFuzz

  • Bay Watcher
  • Accomplished Cat Cooker
    • View Profile
Re: Sieges stopped
« Reply #1 on: May 15, 2014, 01:12:58 am »

There is no measurement of strength to stop sieges. As far as I know, there's no precise counter that actually records one's fort strength.

Are you getting all 3 trader races? You could be in an unreachable location if you get only dwarves (I know you said they started coming again, but I'm just checking) which would stop the sieges.
Logged
Urist cancels rest injury: Too injured

smurfingtonthethird

  • Bay Watcher
  • Legendary Shitposter
    • View Profile
Re: Sieges stopped
« Reply #2 on: May 15, 2014, 02:01:05 am »

Two things could be happening.

One, you're experiencing very slow death by FPS. You're still getting the sieges, it's just that the framerate ingame is slowing down, so you have to wait forever for one to rock up.

Two, you live a good distance away from the goblins, and they'll take their sweet time getting to you.
Logged
RIP Moot ;-;7 Sigtext!

GavJ

  • Bay Watcher
    • View Profile
Re: Sieges stopped
« Reply #3 on: May 15, 2014, 03:12:19 am »

I think you solved your own problem there with that mention of HFS
Logged
Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

nzybwnb

  • Bay Watcher
    • View Profile
Re: Sieges stopped
« Reply #4 on: May 15, 2014, 03:35:06 am »

Perhaps there's a hidden feature that turns off sieges if you have too many dwarves, to stop the game from lagging out and crashing? I haven't heard of it before but I don't think a lot of people have 400+ dwarves.
Logged

slothen

  • Bay Watcher
    • View Profile
Re: Sieges stopped
« Reply #5 on: May 15, 2014, 07:06:44 am »

If you hurt the gobbos too badly, such as kill a law-giver or general, they might leave you alone for a couple years.
Logged
While adding magma to anything will make it dwarfy, adding the word "magma" to your post does not necessarily make it funny.
Thoughts on water
MILITARY: squad, uniform, training
"DF doesn't mold players into its image - DF merely selects those who were always ready for DF." -NW_Kohaku

Urist McShire

  • Bay Watcher
    • View Profile
Re: Sieges stopped
« Reply #6 on: May 15, 2014, 12:36:52 pm »

I think I might have killed a law-giver during their last siege, so that could be it, but about the HFS I already ran a separate simulation where I opened the pit after drafting over a hundred more dwarves and stuffed them all plus 40+ war dogs at a single choke point coming up, and slaughtered all of them with only a loss of about twelve dwarves and thirteen dogs or so. 200+ dwarves and 40+ dogs versus ~120 demons, and I won easily. Goblins still aren't showing even to ambush, and all three races are coming by each year to trade.
Logged

PDF urist master

  • Bay Watcher
  • Born from cold iron
    • View Profile
Re: Sieges stopped
« Reply #7 on: May 15, 2014, 01:03:16 pm »

Enjoy the spoils of hell. if your dwarves can kill hell, then goblins aren't even a challenge anymore.
Logged
We are not evil by choice, but evil by necessity.

GavJ

  • Bay Watcher
    • View Profile
Re: Sieges stopped
« Reply #8 on: May 15, 2014, 03:08:02 pm »

Aw no don't just kill them! Well most of them for FPS but not all!

Clothe your fortress in mosquito fiend silk socks and smoking jackets, and let your dwarves relax with a nice steam bath house, courtesy of an aquifer and an inferno fiend the next floor down, etc.
Logged
Cauliflower Labs – Geologically realistic world generator devblog

Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

FrankMcFuzz

  • Bay Watcher
  • Accomplished Cat Cooker
    • View Profile
Re: Sieges stopped
« Reply #9 on: May 15, 2014, 06:16:20 pm »

If you hurt the gobbos too badly, such as kill a law-giver or general, they might leave you alone for a couple years.

This. Goblins left me alone for 18 months after their law-giver died.
Logged
Urist cancels rest injury: Too injured