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Author Topic: Goblin sieges: too wimpy  (Read 2904 times)

Dunamisdeos

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Goblin sieges: too wimpy
« on: April 05, 2012, 02:58:18 am »

Is there a way to mod goblin sieges so that they are more severe? My extremely unnessesary defensive setup is unstrained by the current 5-6 squads + trolls default.
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1v0ry_k1ng

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Re: Goblin sieges: too wimpy
« Reply #1 on: April 05, 2012, 03:27:51 am »

if you mean more severe in SIZE, not really. You could make them come much earlier, but I'm not sure that is what you are asking for.

Goblins are more like a placeholder challenge than a real one at any rate. For unmoddded DF difficuty, consider the Orc mod.. adds an Orc civ that functions like stronger, more competent goblins: http://www.bay12forums.com/smf/index.php?topic=105373.msg3121488#msg3121488

Naryar

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Re: Goblin sieges: too wimpy
« Reply #2 on: April 05, 2012, 03:43:33 am »

Go Fortress Defense.

Dunamisdeos

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Re: Goblin sieges: too wimpy
« Reply #3 on: April 05, 2012, 03:45:33 am »

Well.... I don't want to abandon my enourmous fort to regen a world with orcs =( DEFINATELY putting that in next world though.

::EDIT::
What other race mods are out there that add races but don't change other things? That's unclear. What I mean is this Orcs mod just adds another civilization to worldgen and lets it run rampant, which is exactly what I want. Are there, say, Dark Elf mods? Centaurs? When I do a search I get approximately 9.9 bagillion results. Which ones would you recommend?
« Last Edit: April 05, 2012, 03:52:50 am by dunamisdeos »
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Fishybang

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Re: Goblin sieges: too wimpy
« Reply #4 on: April 05, 2012, 04:45:41 am »

Id say mod your on race to siege you. I just made it so Roc men siege me :D Now thats fun!
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1v0ry_k1ng

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Re: Goblin sieges: too wimpy
« Reply #5 on: April 05, 2012, 05:43:48 am »

What other race mods are out there that add races but don't change other things? That's unclear. What I mean is this Orcs mod just adds another civilization to worldgen and lets it run rampant, which is exactly what I want. Are there, say, Dark Elf mods? Centaurs? When I do a search I get approximately 9.9 bagillion results. Which ones would you recommend?

you'll mostly find the mods that add civs also overwrite files and add lots of new stuff/change the base game.

If you are willing to engage in some light modding, its not difficult to extract races from these packaged mods and put them in standalone form to work with unmodded DF. The Warhammer Mod is a pretty good choice for this.

Dohon

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Re: Goblin sieges: too wimpy
« Reply #6 on: April 05, 2012, 05:57:00 am »

The easiest mod for adding just more civs is the Fortress Defense Mod. Just download, open up the package and just copy the civs you want. The readme has all the info you need.

Here's the link:

http://www.bay12forums.com/smf/index.php?topic=62874.0
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1v0ry_k1ng

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Re: Goblin sieges: too wimpy
« Reply #7 on: April 05, 2012, 06:09:28 am »

most of the fortress defense races are pretty ridiculous, though  :P

robertheinrich

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Re: Goblin sieges: too wimpy
« Reply #8 on: April 05, 2012, 06:17:10 am »

You could simply make goblins and trolls a bit faster. That way they would be a much bigger threat because it boosts their dps.
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Rhenaya

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Re: Goblin sieges: too wimpy
« Reply #9 on: April 05, 2012, 06:21:55 am »

another challenge would be my drow mod togather with orc mod maybe, while actually a bit weaker and not as tough like goblins and dwarves, they are very very agile, and use all the kinky weapons and armor you need to surpress other races.

but if you made a super strong defence, the only way to make tough enemys would be trap avoid invaders or something like that... and with the right drawbridge/magma combined supertraps not even those are a problem...
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Deon

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Re: Goblin sieges: too wimpy
« Reply #10 on: April 05, 2012, 01:34:29 pm »

Quote
Well.... I don't want to abandon my enourmous fort
If you don't want to start a new world, the only option for you is to mod goblins.

Make them faster. Give them iron skulls. Make their bites spread infection which turns dwarves mad. There's a hundred of options.
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robertheinrich

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Re: Goblin sieges: too wimpy
« Reply #11 on: April 05, 2012, 02:00:51 pm »

Quote
Make their bites spread infection which turns dwarves mad.

Do armed goblins bite? I have yet to see a siege where goblins come with wrestlers.
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Deon

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Re: Goblin sieges: too wimpy
« Reply #12 on: April 05, 2012, 02:17:30 pm »

Give them breath attacks which do the same, or make them to shoot plasma bolts. There're hundreds of options.
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GavJ

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Re: Goblin sieges: too wimpy
« Reply #13 on: April 05, 2012, 03:41:16 pm »

Yeah, goblins can be plenty badass on their own.  You can also make them physically larger, tougher, possibly make them into trapavoiders and/or building destroyers (I think that is in creature not entity), in addition to the numerous good "iron skeleton" and syndrome suggestions above.
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bombzero

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Re: Goblin sieges: too wimpy
« Reply #14 on: April 05, 2012, 04:37:23 pm »

give them an iron skeleton and steel flesh, also throw in a vapor attack.... have fun with your army of whats basically FBs...
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