I'm really enjoying this so far, I approve of all the changes to it. Although this fort will probably die out due to me forgetting about the changes made to raiding, I triggered a drowen siege that was led by a shadowsniper who oneshot my Uruk Ronin militia captain and the rest of his squad (one shot to the torso each). Somehow a miner pierced his skull, so the rest of the siegers left. I now have 2 orcs left alive, both unable to walk and bleeding out. Holding on for a migrant wave. The raiding changes definitely make for great !FUN!
Thank you so much for the feedback, and I'm glad the raiding is more interesting! Did they retaliate on the first raid you made, or did it take a little while?
That sounds like a badass shadowsniper. What were your orcs clad in?
I'm very aware that orcs (and maybe Warlocks, as traditional trade partners) need an intermediate enemy, since humans/drow/elves/dwarves all have access to steel, and orcs have neither hill orcs (rusty steel) nor goblins (rusty iron) to fight against. I don't know if it's just me, or if the game doesn't show them, but the other races (antmen, batmen, gremlins, and very often automatons) don't seem to survive worldgen for me.
Options could be nerfing elves (to have ironwood instead of mithril), modifying another race, or adding a new one. Ideas and feedback are definitely appreciated, although any changes will need to be run by Meph as well, since they'd likely be world-altering.
One thing I'd *love* to do is code my own ambushes and sieges. That way I can have enemies follow you back and arrive at the drydock itself (which also means it makes more sense to collect a band of warriors as a raiding party), but it also means I can spawn existing races but with less badass equipment. (Eg: raiding human villages results in the local militia arriving, who have makeshift equipment, whereas raiding human cities results in full-on human sieges with steel armour and cannon.)
I haven't checked how Meph does the colosseum code to spawn hostile enemies; I seem to recall it's a spawn-and-transform arrangement. However I'm *sure* there's an enemy-bit somewhere that I can access via DFHack, so it may be possible to make a script that spawns hostiles directly.
Many thanks again!
~ T