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Author Topic: 0.40.xx Goblins  (Read 3629 times)

Uronym

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0.40.xx Goblins
« on: November 06, 2014, 09:51:31 pm »

I get the impression that I am not alone; I have started several forts in the new version, and none of them have been visited by goblins at all, even in rich forts that last many years. There are more than enough kobolds and necromancers to go around, but those are not really very entertaining, what with zombies being invincible killing machines and kobolds being kobolds.

Presumably, the troubles come from the new world army movements, but the question is, has anyone had a fortress in the new version that has been attacked by an appreciable number of goblins, and if so, do we know anything about how? I have heard that the placement of the fort matters a great deal now, to the point that even if the goblins are on your neighbors list and at war with you, you might never see them.
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What I think we're saying is we need dwarves to riot and break things more often.

utunnels

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Re: 0.40.xx Goblins
« Reply #1 on: November 06, 2014, 10:09:45 pm »

Is sixty an appreciable number? I'm playing .40.13 currently.
I got the siege on the 8th year (there was some smaller ones before).
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Uronym

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Re: 0.40.xx Goblins
« Reply #2 on: November 06, 2014, 10:22:45 pm »

Is sixty an appreciable number? I'm playing .40.13 currently.
I got the siege on the 8th year (there was some smaller ones before).

Of course; sixty is a lot more than zero.

What I am wondering is if it depends on the position of your fort. Does it need to be near goblin settlements? Perhaps between the dwarven and goblin civilizations? Didn't Toady say something to that effect a while back?
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What I think we're saying is we need dwarves to riot and break things more often.

utunnels

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Re: 0.40.xx Goblins
« Reply #3 on: November 06, 2014, 10:30:56 pm »

I did embarked near goblins.
In fact, my first fortress ended up in a goblin camp or such so I had to reclaim.

But that didn't seem to affect how soon they attacked. Actually I didn't see any goblins listed in the c menu until the 5th or 6th year.
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The troglodyte head shakes The Troglodyte around by the head, tearing apart the head's muscle!

Risen Asteshdakas, Ghostly Recruit has risen and is haunting the fortress!

Codyo

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Re: 0.40.xx Goblins
« Reply #4 on: November 07, 2014, 12:03:43 am »

I think distance to goblin territory is a big modifier now from what others report. Since being besieged relies on real armies marching across the map. Who could attack other targets on their way over
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Max™

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Re: 0.40.xx Goblins
« Reply #5 on: November 07, 2014, 01:23:00 am »

Well, I've been trying to get my neighbors to attack me, apparently they were humans and then taken over by elves, the elves still won't try to attack, but I've got a few gob civs within 10 map squares of me, which has led to my current collection of bodies:
Spoiler (click to show/hide)
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Col_Jessep

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Re: 0.40.xx Goblins
« Reply #6 on: November 07, 2014, 05:06:21 am »

The necromancers made it to my fortress in the first winter with ~20 zombies.
The area is infested with werelizards and I got 6 of them over the years, 2 in the first year.
Forgotten beasts and semi-megabeasts came to visit frequently after the werelizards in the region were sorted out.



The goblins needed more than a decade to cross the map. First there were only 6 or 8 bowmen scouts, probably from smaller settlements in the area. The next year they came with 16 goblins and the year after with over 50 goblins and roughly 10 trolls. Winter is upon me now in the year 16 of Woundtorment and I can't wait to see what year 17 will bring. Hopefully more goblins and maybe finally the king.
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nekoexmachina

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Re: 0.40.xx Goblins
« Reply #7 on: November 07, 2014, 05:35:59 am »

Right part of world map disappears after embark in .14; .15 should fix that.
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Eidako

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Re: 0.40.xx Goblins
« Reply #8 on: November 07, 2014, 05:37:19 am »

(version 40.13)

The world at the beginning of time:
Spoiler (click to show/hide)
The most active goblin civilization is The Entangled Dungeon in the north. My parent civilization is The Mechanical Clasps in the southwest.

The world as of year 120, five years before settling my fort:
Spoiler (click to show/hide)
The civs had spread a bit, the other dwarf civilization thriving even though they were next door to The Entangled Dungeon. Human necromancers built a tower southwest of The Mechanical Clasps.

In 125, my fort Greenwall was created a few tiles east of the necromancer tower.

In 127, The Entangled Dungeon went crazy with invasions, taking over most of The Mechanical Clasps's sites despite the significant distance and rugged mountains in between.

Greenwall was invaded by the goblins in 128 twice, once in 129, and again in 130. Roughly 62 goblins and 64 non-wild trolls have been caged or killed, excluding the vast number of undead that have attacked. Some 60-100 goblins have escaped.

The world as of year 130:
Spoiler (click to show/hide)
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Uronym

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Re: 0.40.xx Goblins
« Reply #9 on: November 07, 2014, 12:11:46 pm »

The goblins needed more than a decade to cross the map. First there were only 6 or 8 bowmen scouts, probably from smaller settlements in the area. The next year they came with 16 goblins and the year after with over 50 goblins and roughly 10 trolls. Winter is upon me now in the year 16 of Woundtorment and I can't wait to see what year 17 will bring. Hopefully more goblins and maybe finally the king.

That is an interesting theory. Perhaps they send goblins just like they used to, but there is a "lag" of however long it takes the goblins to reach your site? Still, that can't explain how necromancers can reach your fortress by the first year if they are the furthest neighbor on the list. Perhaps the goblins are more reluctant, even taking into account the travel delays, whereas the necromancers are quite eager and set out to attack your fortress immediately?

(maps and stuff)

It looks like your fortress is in the middle of dwarf territory; yet, you were attacked by goblins? It looks like that particular goblin civilization is quite large and powerful, despite the youth of the world.
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What I think we're saying is we need dwarves to riot and break things more often.

Slogo

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Re: 0.40.xx Goblins
« Reply #10 on: November 07, 2014, 03:55:50 pm »

Goblins want to send snatchers/ambushers first which may account for the delays. I think with the new moving armies and some of the other changes the ambushers and snatchers can often die out or not make it to your fort. In early 40.xx goblins would siege early at times because they had no ambushers and they wanted to send something, but Toady fixed that in one of the versions. So now I think if they don't have any snatchers/ambushers to send... they send nothing. So at times you can be stuck waiting for a goblin army to actually decide to raid you.

Nercos have no raiders really so it's not surprising they just up and siege you right off the bat.

Uronym

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Re: 0.40.xx Goblins
« Reply #11 on: November 07, 2014, 04:08:45 pm »

So, if you wanted to get more/earlier goblins, would embarking right next to goblin sites, or at least close to their civilizations, help? Does it help to be between the large goblin civilizations and their targets? Do we know how they choose to attack your site? Can we monitor world army movements in any way?
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What I think we're saying is we need dwarves to riot and break things more often.

Skullsploder

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Re: 0.40.xx Goblins
« Reply #12 on: November 07, 2014, 04:42:44 pm »

Surely having every site belonging to your civ taken over by the gobs except yours should get them to turn their attention to you? I has a 40.xx fort with an exported wealth in the millions, the lone remaining site of my civ, and yet the gobs still only came in single ambush squads.
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Col_Jessep

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Re: 0.40.xx Goblins
« Reply #13 on: November 07, 2014, 06:28:47 pm »

Maybe goblins just show up later now. It took 13 years for the first attack in Woundtorment but at least then the goblins showed up frequently.
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BastiBasti

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Re: 0.40.xx Goblins
« Reply #14 on: November 07, 2014, 07:04:52 pm »

I hope someone makes a hotfix for this in DF hack or something; at the moment it just seems ridiculous to have more then 5 years to prepare for sieges, it just seems to make the game too relaxed imo without looming threat of goblin invasions. Also, a lack of goblins for test subjects and goblinite is a bummer too...
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