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Author Topic: Why play .40 when sieges/threats are (as I understand it) not working well?  (Read 1766 times)

Button

  • Bay Watcher
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There's no lack of invaders. The real problem is that many regular invaders will run away at the first sight of blood.

If anyone has a solution to that, I am all ears.

Mod goblins to have a natural skill in discipline.
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I used to work on Modest Mod and Plant Fixes.

Always assume I'm not seriously back

vjek

  • Bay Watcher
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... Titans are definately not disabled, Get absolutely no invaders for 8 years then BAM Flying fire breathing hill titan snail. ...
I just took down a web-launching, crystalline, triple-horned Titan. They're definitely around
Question for you two, did the Titan path into the fort immediately, as they did in 34.11?  Or did they hang around the edges like squads/undead do now, upon arrival?

GavJ

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... Titans are definately not disabled, Get absolutely no invaders for 8 years then BAM Flying fire breathing hill titan snail. ...
I just took down a web-launching, crystalline, triple-horned Titan. They're definitely around
Question for you two, did the Titan path into the fort immediately, as they did in 34.11?  Or did they hang around the edges like squads/undead do now, upon arrival?

Titans (and lots of other things) routinely hung around the edges for me in 34.11. I think that's an unrelated bug (or feature?) to the version changes.
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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.

ComatosePhoenix

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... Titans are definately not disabled, Get absolutely no invaders for 8 years then BAM Flying fire breathing hill titan snail. ...
I just took down a web-launching, crystalline, triple-horned Titan. They're definitely around
Question for you two, did the Titan path into the fort immediately, as they did in 34.11?  Or did they hang around the edges like squads/undead do now, upon arrival?

I couldn't tell to be honest, It went for a pasture first and burned down the forest chasing a sheep. then it got in the front door while I was trying to barricade it out.

also it was apparently only 4 years I thought I had that fort much longer.
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Nasty

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I've had goblin and undead mobs hang around the edges. Out of four undead sieges I haven't seen one path properly. Out of eight or so goblin and bandit sieges maybe two have gotten stuck. I've had a lot of trouble siting a fort that gets attacked regularly also. I've just had some luck in the latest version by genning a world with increasrd sites, and settling in between a dwarven and goblin civ who were at war with one another, and both very built up. I'm one tile from the nearest pit and adjacent to a friendly fort. I had an ambush my first summer just before the drawbridges were properly linked. Fortunately three of the eight goblins freaked out after killing some wildlife and the remainder contented themselves with ninjaing a horse from my pasture by the entry stairs. I've repelled another attack since then and its only the start of the second year.

Does anyone know what's wrong with defend burrows orders yet? I would love to have them back in my schedule. Do people use patrol instead with any luck? With ambushes around I definately could use some eyes on the ramparts to make sure I get the gates closed in time...
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SmileyMan

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Mine was having a lot of fun killing some migrants and animals, so I'm not sure if it was pathing to the fortress, since my swordsdwarves got to it.  Probably not, to be honest.
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In a fat-fingered moment while setting up another military squad I accidentally created a captain of the guard rather than a militia captain.  His squad of near-legendary hammerdwarves equipped with high quality silver hammers then took it upon themselves to dispense justice to all the mandate breakers in the fortress.  It was quite messy.

Agent_Irons

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Sieges have always been a little patchy. In .34 I had wizard and white tigerman sieges just sit on the edge of the map daring me to come near them (I did not, wizards are mean).

In .40 I've had *very* early goblin sieges (siege banner and everything) decloak right on top of me. They may have been bandits? Or something?
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Psieye

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There's no lack of invaders. The real problem is that many regular invaders will run away at the first sight of blood.

If anyone has a solution to that, I am all ears.

Mod goblins to have a natural skill in discipline.
Mod goblins to have no eyes. Or [NOFEAR]. Not sure if any of these 3 would be completely effective but they're a good start.
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Military Training EXP Analysis
Congrats, Psieye. This is the first time I've seen a derailed thread get put back on the rails.

Rum

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the wizards/tigermen probably had the sieger tag which iirc only humans have in vanilla.  The sieger tag causes sieges to linger around the map edge for a few months before pathing to your fortress.  Also those goblins were probably bandits if they came stealthed

I havent seen much of the goblins in this version.  (none actually)  I wonder if this is because im playing on year 5 worlds for the most part where the goblins arent even at war with anyone yet. 

Has anyone actually seen 100+ sieges we got as of yesterversion?
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Verjigorm

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I have seen 20ish goblin sieges.   They also had no problem pathing into my undefended fort and killing everything. 
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