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Author Topic: The consequences of war  (Read 1316 times)

Urist Sonuvagimli

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The consequences of war
« on: January 14, 2014, 04:53:41 am »

Dwarf fortress Locunrimtar have just fended off the most ferocious siege on my memory. In fact, 3 screens of invaders made it a full-scale international inasion. There were notable events, that could have far reaching consequences I'd like to enqure about.

WARNING: Lots of text. Do not open if you dont feel like reading.
Spoiler (click to show/hide)

I've paused the game at this point and would like to clarify some points. Some of the events were underlined, and I'd really like to hear what are the consequences of those. The events are outlined below for your convenience, or if it was TLDR:

1."In the meantime, siege engineer fired a ballista, skewering 2 gobins and 1 caravan guard"
2."Elite goblin crossbowman and Axeman have fled"
3."mauled an unprotected Dwarven trader to death."

And especially, the general. Who was he?  Such ammount of punishment taken... Was he a forgotten beast? What will happen after his death? Wiki claims the sieges will be over...

Thakyou in advance.





« Last Edit: January 14, 2014, 04:58:37 am by Urist Sonuvagimli »
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ancistrus

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Re: The consequences of war
« Reply #1 on: January 14, 2014, 05:09:34 am »

Pick any world you generated. Look into Legends. Somewhere near the beginning of the list of the historical figures, after megabeasts, forgotten beasts and titans, there will be a few demons. These demons escape the underworld and gain status in human (pretending to be gods) or goblin civilizations.
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Garath

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Re: The consequences of war
« Reply #2 on: January 14, 2014, 11:10:20 am »

I don't think firing a balista counts as agression, so no loyalty cascade. Don't worry about killed traders. The caravan will leave without trading and be a bit smaller than before, but your own civ won't attack you

goblins fleeing won't have much effect, caravan guards fleeing isn't an issue for you either

I don't know if the sieges will stop, but if the general was responsible for taming an animal that they are riding into battle, they won't be able to use it anymore. If he'd been the one to go out into the world and tame elkbirds, no more elk bird cavalry for the goblins.
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Cocoprimate

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Re: The consequences of war
« Reply #3 on: January 14, 2014, 12:10:29 pm »

I can confirm that sieges keep coming after the death of their leaders. My dwarves killed the goblin king in a siege (he too was a demon). After that, if I check the civ list and choose the goblin civ, I get "this civilization has no important leaders". But I still get regular sieges.
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The story of Aban Diamondtowns the Charms of Society, dwarf legend, and his descent into the depths. (SPOILER)
http://www.bay12forums.com/smf/index.php?topic=79229.0

Urist Sonuvagimli

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Re: The consequences of war
« Reply #4 on: January 14, 2014, 04:50:51 pm »

If he'd been the one to go out into the world and tame elkbirds, no more elk bird cavalry for the goblins.
Well that is a good news and bad news. Mostly bad I guess - meat industry would suffer. Would they still be able to come, say, on cave crocs?

My dwarves killed the goblin king in a siege (he too was a demon).
Are adamantine-dwelling demons just as tough? If yes, then by Armok's beard... 4 full squads had trouble beating the pig to death...
« Last Edit: January 14, 2014, 04:54:39 pm by Urist Sonuvagimli »
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Garath

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Re: The consequences of war
« Reply #5 on: January 14, 2014, 07:29:48 pm »

If he'd been the one to go out into the world and tame elkbirds, no more elk bird cavalry for the goblins.
Well that is a good news and bad news. Mostly bad I guess - meat industry would suffer. Would they still be able to come, say, on cave crocs?

My dwarves killed the goblin king in a siege (he too was a demon).
Are adamantine-dwelling demons just as tough? If yes, then by Armok's beard... 4 full squads had trouble beating the pig to death...

If he was also the one who tamed the cave crocs, nope. You could check legends (copy the save folder and abandon there to view it without abandoning your fort) to see who tamed what in that civ.

Demons are tougher than FBs usually, they have a few extra immunities and abilities. In this case, my guess is that the 'bloated body' protected him from serious injury just as fat layers do on dwarfs, but more efficient. Also an important point, if he was wearing any clothing, those would have offered immense protection because the thickness of it scales up with body size. It would have protected him from serious internal damage such as cut arteries. Regular demons don't wear clothing, so would be easier to seriously damage.
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Rohain

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Re: The consequences of war
« Reply #6 on: January 14, 2014, 07:58:41 pm »

I believe you will still have sieges.  They will likely simply choose a new leader who will continue to pester you, though you did slay a historical figure who probably has a reasonable amount of importance in the world. 
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Garath

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Re: The consequences of war
« Reply #7 on: January 14, 2014, 09:23:49 pm »

I believe you will still have sieges.  They will likely simply choose a new leader who will continue to pester you, though you did slay a historical figure who probably has a reasonable amount of importance in the world.

historical figures/leaders currently only emerge during worldgen and at your fort, so no, once the general is gone, there will be no new general, ever. The next big update should fix this.
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

CaptainLambcake

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Re: The consequences of war
« Reply #8 on: January 14, 2014, 09:59:34 pm »

next update will have a persistent world, for now, you won't be attacked by mounted goblins anymore.  you could always piss off elves and humans for more meat.  also, fleeing goblins won't return, again, next update they may return or something.
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You wake up in (suddenly) your room not somewhere Armok knows where. Travels in deserts and goblin forests turned up to be a dreams borned by procreation of your autistic imagination.

Urist Sonuvagimli

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Re: The consequences of war
« Reply #9 on: January 14, 2014, 11:25:36 pm »

for now, you won't be attacked by mounted goblins anymore.  you could always piss off elves and humans for more meat.  also, fleeing goblins won't return, again, next update they may return or something.

Confirmed. 3 sieges came so far, no mounts whatsoever. Not even toads. Also, looks like the loss of a leader was a serious hit for local goblin civ, as their subsequent sieges are miserable in comparison, and get ground to dust by traps.
Yet the pig leader anaged to hurt the fort from beyond the grave. Remember all that poison blood he had? It is now everywhere. All livestock have rotten alive (Nightmare fuel). Some floor tiles were built to prevent further contamination, yet, I'd really like to know ho to clean it off the walls. Oh, have a nice river btw:

Spoiler (click to show/hide)
You'd think it's just red sand. You're wrong.

The gray-colored tiles are covered in goo. All that poison is now splattered all over the river banks, fishermen got infected. Well, at least now medidwarves are GrandMaster surgeons.
« Last Edit: January 14, 2014, 11:33:07 pm by Urist Sonuvagimli »
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Urist Sonuvagimli

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Re: The consequences of war
« Reply #10 on: January 14, 2014, 11:29:55 pm »

 :(
« Last Edit: January 14, 2014, 11:32:06 pm by Urist Sonuvagimli »
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Urist Sonuvagimli

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Re: The consequences of war
« Reply #11 on: January 15, 2014, 02:10:35 am »

Nevermind the goo, I've managed to flood the yard and get it all drained down into the aquifier. Now, about a half of general's army ended up in cages:



Prisoners of war are granted the noble opportunity to die fighting at the arena grounds. Too bad most of them forget honor and just run around while getting riddled with bolts like a pin cushion. In the good old day of 40< dwarves, I used the following method:

1.Construct 2-4 cages with prisoners at the arena.
2.Link them to the lever.
3.Station marksdwarves behind the fortifications
4.Pull the lever.

As you can see, this method is inappropriate in case of nearly hundred prisoners. Is there any more efficient way to let them onto the arena? I have read about pitting, yet havent tried due to concern that creatures might escape their cage while being hauled to the pit. Could you please clarify? Thanks!

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Chaia

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Re: The consequences of war
« Reply #12 on: January 15, 2014, 03:23:17 am »

You can safely pit all of them, only snatchers, thiefs and master thiefs can escape the pitting progress.

Wiki "Mass-Pitting" for examples how to do it, pretty simple.
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Garath

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Re: The consequences of war
« Reply #13 on: January 15, 2014, 07:23:43 am »

you can also build just one cage, link it to the lever, and stuff all the goblins inside it.
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.

Urist Sonuvagimli

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Re: The consequences of war
« Reply #14 on: January 15, 2014, 07:33:56 am »

you can also build just one cage, link it to the lever, and stuff all the goblins inside it.

What the... Does it work? Or are you just trying to make my gaming experience more !FUN!?
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