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Author Topic: For now, sieges should always fail instead of always succeeding.  (Read 2390 times)

Leatra

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #15 on: November 03, 2014, 08:44:47 am »

I just thought of one massive problem: if they always failed, after 100 years at most, there would be no megabeasts.
Yeah, it sucks with both methods. But this invasion problem only starts happening after world gen, so if invasions always fail, that megabeast problem would come up much later and have less effect on the world than always successful invasions.

With the way things are right now. I think it's worse. (Image taken from here)

Yeah, I'm not really playing anymore because of this. Not much point in a persistent world that won't survive the first fortress.
I think I'll end up going back to v34 but I can't bring myself to stop playing this version. So many cool features :D I might try to completely remove the goblins from the game but I don't know the first thing about modding.
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StagnantSoul

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #16 on: November 03, 2014, 08:53:08 am »

That's the simplest thing possible- entity gile, then find goblins, and click delete. It's not even modding.
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pisskop

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #17 on: November 03, 2014, 09:10:29 am »

Ill never understand.  I have zero problems with goblin rampages. . . :|

---

As in, they dont do them, but also that what they do do isnt excessive.  I find that, afa dwarves go, a percentage of the civs die out or are on their way when I stop worldgen at about 150-200 years.  Maybe 20% of them.
« Last Edit: November 03, 2014, 09:12:24 am by pisskop »
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Leatra

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #18 on: November 03, 2014, 09:22:44 am »

Invasions work normally during world gen. Only after world gen they always succeed.
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Dirst

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #19 on: November 03, 2014, 11:45:38 am »

If invasions always fail after a certain point (at the transition from worldgen to living world), it does beg the question why would anyone send out an invading army.

I'll take Toady's word for it that getting battles to work post-worldgen is hard, but I don't get why the worldgen battle engine can't be used.
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smjjames

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #20 on: November 03, 2014, 12:15:25 pm »

If invasions always fail after a certain point (at the transition from worldgen to living world), it does beg the question why would anyone send out an invading army.

I'll take Toady's word for it that getting battles to work post-worldgen is hard, but I don't get why the worldgen battle engine can't be used.

Yeah, like for example a gamesave where I was in a dwarven civ who's last outpost was in an isolated mountain valley cut off from the rest of the world and the goblin civ kept sending armies, or rather they seem to have sent armies on the march twice. Never could find the armies themselves though.
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Timeless Bob

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #21 on: November 12, 2014, 04:23:21 am »

I've found a simple solution to the certainty of goblin world domination: The 40.xx goblins have no religion other than the slade tower clown who drives them, so my thought was that goblins were the nearest cavern race to the slade tower that could provide a slave population for the demon.  But what about the other cavern races?  The olm-men, the reptile-men, the ant-people and the cave-swallow men, (ect...)?  I just take all of the cavern races in the "entity_default" file and add them to the "ENTITY:EVIL" race description
Spoiler (click to show/hide)

 then also add the "Goblin" race to the "ENTITY:SUBTERRANEAN_ANIMAL_PEOPLES" description.

Now we have Cave-swallow men civs attacking amphibian-man evil civs and goblin civs attacking both of those as well.  The Slade-tower Clowns now compete with each-other as well as the rest of the world, which thins out their numbers quite a bit and the ages reflect the race numbers a bit better.

However, post-world gen sieges happening off-screen are rather disappointing in that they don't use the same basic engine as the one used for game gen history mode calculations.  An "army on the move" could so easily be an encounter following a set path from A to B once the "invasion" event is generated, with tiles per day set up as the speed of the slowest unit and then just scheduling each further step completed as a calendar scheduling function.  I mean, we could assume that such and such an army invades such and such a place, then calculate the travel time of the slowest unit in the army for this event and schedule it to happen that many seasons forward.  Adventure mode could use a probability chart based on the ration between an adventurer's "sneak" skill and the individual with the highest "observation" skill (or an average of those skill levels) as the chance that they could sneak through the army in Quick-travel mode.  Otherwise, the character (and companions) are discovered and an encounter is called with the surrounding eight squares plus the encounter square, that contain an "army".  Each square contains a squad of soldiers or a supply wagon or whatever, (btw: none of those wagons will move while fighting is going on, so we don't have to worry about those - they're just window dressing.) By thinning out the actual numbers of an army, the adventurers and companions can decrease the strength of the attacking force or demoralize them.  This whole "forever sleeping in a tent" and therefore easily murdered thing is pretty bogus.
« Last Edit: November 12, 2014, 04:37:04 am by Timeless Bob »
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Putnam

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #22 on: November 12, 2014, 02:45:47 pm »

Alternatively, play 0.40.16, where this whole problem was fixed.

StagnantSoul

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #23 on: November 12, 2014, 06:56:24 pm »

That too. But convoluted solutions are always great. 
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Quote from: Cptn Kaladin Anrizlokum
I threw night creature blood into a night creature's heart and she pulled it out and bled to death.
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Quote from: NJW2000
If any of them are made of fire, throw stuff, run, and think non-flammable thoughts.

Bumber

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #24 on: November 12, 2014, 07:37:38 pm »

In all fairness, he posted that 9 hours before the update was out.
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Dirst

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Re: For now, sieges should always fail instead of always succeeding.
« Reply #25 on: November 13, 2014, 04:36:39 pm »

In all fairness, he posted that 9 hours before the update was out.
But he's Timeless Bob.  Surely nine hours were no obstacle.
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Just got back, updating:
(0.42 & 0.43) The Earth Strikes Back! v2.15 - Pay attention...  It's a mine!  It's-a not yours!
(0.42 & 0.43) Appearance Tweaks v1.03 - Tease those hippies about their pointy ears.
(0.42 & 0.43) Accessibility Utility v1.04 - Console tools to navigate the map
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