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Author Topic: Mounts, Horsemanship, and Sieges  (Read 2520 times)

Iminyourhouse

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Mounts, Horsemanship, and Sieges
« on: November 09, 2014, 07:52:22 pm »

I think it would be cool if your dwarfs could have mounts. They would increase speed depending on the mount and the level of horsemanship the dwarf has. When you go to a dwarfs prefrences under e: work animals would be m: mounts. Mounts would be 1. What other civilizations can ride and 2. Equines, line horses, donkeys, and mules. I also think it would be cool to add a new siege mechanic-Attacking other civilizations.  In the civilizations menu you could press S while selecting the civilization to siege. It would ask if you were sure and if you said yes it would ask you what squads you want to bring. It would take you to the other civilizations base with all your soliders on the edge and you could attack the elfs/humans/goblins/dwarfs with the standard kill command.
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Witty

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Re: Mounts, Horsemanship, and Sieges
« Reply #1 on: November 09, 2014, 08:59:15 pm »

Well, AI problems are the main reason mounts haven't been added for fortress mode yet. Buuut, to me personally it just seem undwarfy to have my stocky axe lords ride into battle on a horse. Having multiple dwarves ride a single large creature on a harness like the southrons in LotR seems much more appropriate. But that's just my preference.

Being able to siege other sites has been suggested for many years. The latest release has made another major step towords that end goal, but it's still many releases away.
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Iminyourhouse

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Re: Mounts, Horsemanship, and Sieges
« Reply #2 on: November 09, 2014, 09:04:37 pm »

Thats true. My miners like to starve in the holes they dig :P
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StagnantSoul

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Re: Mounts, Horsemanship, and Sieges
« Reply #3 on: November 09, 2014, 09:06:29 pm »

Many works of literature have dwarves riding on massive animals. I even did some writing myself, wherein one dwarven tactic had three dwarves on one giant boar: one up front, stearing the beast while holding a large shield out front, one in the middle, holding a spear, so he can stab at people as the boar turns or stops, and a dwarf on the back, with a crossbow or hand cannon, shooting approaching targets. I can't see this being very effective past certain situations, as this was normally a defensive measure for them. I can see it happening in Dwarf Fortress though, along with dwarves on basically any mount. Imagine an axe lord charging into battle on an iron clad cave dragon? I can see nothing dwarfier than charging into battle on cave dragons and draltha.
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GavJ

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Re: Mounts, Horsemanship, and Sieges
« Reply #4 on: November 10, 2014, 03:05:09 am »

What AI problems? If they suck at riding things (skill), then they move around unpredictably, not too difficult AI. Otherwise they move just like everyone else, but there's a war animal in the same tile to help fight, that's pretty much all you need.

Already on the list though.
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StagnantSoul

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Re: Mounts, Horsemanship, and Sieges
« Reply #5 on: November 10, 2014, 03:07:55 am »

It's already done for sieges. All we need is a mount-dismount option, quite like pushing a minecart, but on the same tile, with the skill of the rider determining how much meandoring the animal does. Doesn't sound too impossible.
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mate888

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Re: Mounts, Horsemanship, and Sieges
« Reply #6 on: November 10, 2014, 06:41:30 pm »

Thats true. My miners like to starve in the holes they dig :P
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Witty

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Re: Mounts, Horsemanship, and Sieges
« Reply #7 on: November 10, 2014, 08:58:41 pm »

What AI problems? If they suck at riding things (skill), then they move around unpredictably, not too difficult AI. Otherwise they move just like everyone else, but there's a war animal in the same tile to help fight, that's pretty much all you need.

Already on the list though.

The issue is who controls the mounted together units. The mount, or the rider? There are already many issues associated with invader mounts, and the problem would only increase if it was made possible in fortress mode. I mean, Toady can of course resolve these issues. But that's the main reason they're not currently implemented for player use.
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Chimerat

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Re: Mounts, Horsemanship, and Sieges
« Reply #8 on: November 18, 2014, 08:41:03 am »

Thats true. My miners like to starve in the holes they dig :P
Yeah. I get this...a lot.

Even when I didn't accidentally forget to give them a ramp/stairs to the surface.  >:(
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GavJ

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Re: Mounts, Horsemanship, and Sieges
« Reply #9 on: November 18, 2014, 02:02:21 pm »

Quote
The issue is who controls the mounted together units. The mount, or the rider?
High skill = the rider
Low skill = the mount
Medium skill = they periodically trade off, and achieve a weighted average of time spent in control depending on how much skill.

Not too complicated. Just re-calculate who is in control every 50 ticks or so.
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Dwarf fortress in 50 words: You start with seven alcoholic, manic-depressive dwarves. You build a fortress in the wilderness where EVERYTHING tries to kill you, including your own dwarves. Usually, your chief imports are immigrants, beer, and optimism. Your chief exports are misery, limestone violins, forest fires, elf tallow soap, and carved kitten bone.

Naryar

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Re: Mounts, Horsemanship, and Sieges
« Reply #10 on: December 11, 2014, 10:30:26 am »

isn't that included in the army arc ?

I agree in overall. I feel dwarves are an infantry-heavy civilization (especially that they are subterranean) but cavalry gives an army such an advantage on most flat terrain that isn't a forest... not to mention the marching speed boost.

At least, mounted infantry or marksdwarves should be in. Giant badger mount = faster infantry even if they don't fight on it.

Magistrum

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Re: Mounts, Horsemanship, and Sieges
« Reply #11 on: December 12, 2014, 07:37:33 am »

Yeah, about the AI... The invaders actually don't control nothing, the mounts do their pathing without input from anyone, like they would without riders, makes some fun situations with amphibians,  fire-immune and others.
I think it's just a matter of time, since it's on their objectives list.
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Naryar

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Re: Mounts, Horsemanship, and Sieges
« Reply #12 on: December 12, 2014, 10:04:11 am »

Yeah, about the AI... The invaders actually don't control nothing, the mounts do their pathing without input from anyone, like they would without riders, makes some fun situations with amphibians,  fire-immune and others.
I think it's just a matter of time, since it's on their objectives list.

Too bad cave dragons are not immune to magma. Else !!hilarity!! would happen if you had a magma moat and goblins siege you with cave dragon mounts.

Deboche

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Re: Mounts, Horsemanship, and Sieges
« Reply #13 on: December 13, 2014, 10:59:50 am »

There's that gigantic thread about realistic battle strategy that would be available for dwarves and a case could be made for dwarves not needing mounts at all due to their amazing ability to control the terrain.

Flying mounts on the other hand would be very useful.
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Scoops Novel

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Re: Mounts, Horsemanship, and Sieges
« Reply #14 on: December 16, 2014, 12:31:12 pm »

There's that gigantic thread about realistic battle strategy that would be available for dwarves and a case could be made for dwarves not needing mounts at all due to their amazing ability to control the terrain.

Flying mounts on the other hand would be very useful.

Link please, i made one just like this
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