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Author Topic: No attacks... at all.  (Read 5646 times)

Revenant342

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No attacks... at all.
« on: May 06, 2015, 08:21:24 pm »

I'm on year 4 in my new fort, and I have had zero attacks.  By anything.  No semi-megas, no FBs, no goblin ambushes, no snatchers, not even a kobold thief.  This is very odd to me, as my fortress wealth is over 1 million.  I'm not within range of a goblin site, but I am on the mainland with access to dwarf and human caravans, and in previous versions I'd get snatchers and ambushes even with no goblin neighbors, just not sieges. 

Is this just a DF2014 thing? I'm used to getting a minotaur or two by year one and kobolds as early as the first season.  My only previous 2014 fort got tons of kobolds but no goblins up to year 4 even in range of a goblin civ.  What gives?
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Dunamisdeos

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Re: No attacks... at all.
« Reply #1 on: May 06, 2015, 08:41:46 pm »

You have to be within range of a hostile civ for it to send things like invasions. As far as semi/megabeasts go, that should happen regardless. Pretty sure kobolds are omnipresent too, so that's weird.
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utunnels

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Re: No attacks... at all.
« Reply #2 on: May 06, 2015, 08:51:17 pm »

Retire and check populations. Maybe they died out?
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Skuggen

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Re: No attacks... at all.
« Reply #3 on: May 07, 2015, 01:31:10 am »

Sieges have weakened a lot with DF2014 (except undead ones). Only times I've reliably gotten attacked was when I put my fort almost on top of a goblin fortress. You could try pissing off the humans and see if they send some playmates :)
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Revenant342

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Re: No attacks... at all.
« Reply #4 on: May 07, 2015, 05:04:12 am »

I always thought sieges should be a lot *tougher* in .34...  why'd Toady nerf them?
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Skuggen

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Re: No attacks... at all.
« Reply #5 on: May 07, 2015, 05:17:44 am »

Unintended, I think. Before, sieges were just generated and the invaders popped into existence at the border of your embark area. Now they have to travel from their home and the participants are taken from the existing world population.
So if the only available troops at the nearby goblin fortress are two geriatric grandmothers and a toddler, that's what you get. And if there's a beast lair between your fort and theirs, a single invader might show up and promptly bleed to death from injuries sustained en route.
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Diamond

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Re: No attacks... at all.
« Reply #6 on: May 07, 2015, 05:19:41 am »

It's a somewhat predictable and unfortunate side effect of world activation. Armies are drawn from site population and have to travel now, instead of being generated on your map.
You can always try making a new hostile civ that reproduces and grows really fast. I use slightly tweaked tigermen from Fortress Defence mod with somewhat reliable, yet inconsistent, results.
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Revenant342

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Re: No attacks... at all.
« Reply #7 on: May 07, 2015, 06:31:48 am »

Wouldn't that Civ then stand a good chance of wiping everyone else out in worldgen, then?
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Sylon

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Re: No attacks... at all.
« Reply #8 on: May 07, 2015, 07:32:29 am »

To add to what has been said, the world in DF2014 actually continues with whatever they were doing as you play through the seasons and build up your fort. This means that, for example, if a civ is at war with another civ, they will continue to fight each other even after you start playing.

I ran into the same problem as you did, embarking right in the middle of two dark fortresses, belonging to two different goblin civs, both of which were at war with mine (I checked using Legendsviewer). 4 years into the game, and all I've had was a piddling little siege of about a dozen goblins in the fourth year which my legendary military swept away. One of the dark fortresses has ~3000 population, while the other has ~6000 population. The issue, as I found out after looking through the timeline in Legendsviewer, was that the goblins were busy beating up other civilisations.

During the four years I spent building up my fort, the goblins of The Singed Tick (to my south), together with the Human civilisation The Kingdom of Earth, waged a great war against the elves of The Renowned Sparkle, conquering many of their forest retreats.  Meanwhile, the Equal Seductions, the goblin civ to my north, pulled off a massive invasion of the Kingdom of Earth's core holdings, capturing over a dozen hamlets.

Further south, in a completely unrelated war, the southern goblins of The Incinerated Evil invaded the elves of The Petals of Continent. In 177, when I started, they were a burgeoning minor civilisation with 10 holdings and several hundred elves located within the central jungles. By 182, 4 years into the game, they had been reduced to a single settlement and a mere 68 elves. Between the two invasions of the elven homelands, the elves went from a pair of civilisations slightly smaller than their human and goblin neighbours, to a handful of settlements on the brink of extinction.

So what I meant to say, was that the diplomatic situation between civilisations pre-embark can vastly change the amount of sieges and raids you get. If the nearby goblins are at war with some other civilisation, they might decide to go after them instead of you.

I suspect that for maximum siege-related fun, it is best to generate a pocket world, then generate multiple worlds until you get one where the goblins manage to wipe out all the other civs and can turn their full attention onto yours. Goblin fortresses generally have several thousand population, so you don't have to worry about running out of goblins for quite a while. I have yet to actually try this out, though.

Also, get Legendsviewer. It gives Legends Mode a proper interface, and even comes with an interactive map with cities and towns and all that on it. It helps with roleplaying a lot.
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AceSV

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Re: No attacks... at all.
« Reply #9 on: May 07, 2015, 08:27:36 am »

I've been playing a mod game with 4 or 5 other civs within range.  I've been trying to start wars with them by seizing their goods and slaying their merchants, but after several years of this practice, they don't seem to care.  The goblins sent some lackluster offensives, but I'm trying to start World War D over here.  Any advice on starting wars with non-goblins? 
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NCommander

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Re: No attacks... at all.
« Reply #10 on: May 07, 2015, 08:51:40 am »

Five years on a fort, no goblins aside from a vampire law giver goblin (who has shown up twice). Lots of kobolds. Some FBs. :(.

Maybe they'll seige me some day.
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Diamond

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Re: No attacks... at all.
« Reply #11 on: May 07, 2015, 12:52:50 pm »

I've been playing a mod game with 4 or 5 other civs within range.  I've been trying to start wars with them by seizing their goods and slaying their merchants, but after several years of this practice, they don't seem to care.  The goblins sent some lackluster offensives, but I'm trying to start World War D over here.  Any advice on starting wars with non-goblins?
Murdering diplomats was always the best option. But I haven't seen a human diplomat in 40.24, now that you mention it. Elves keep bugging me constantly though, and I am somewhat inclined to murder them, but I need these exotic animals for my current fortress.
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SyrusLD

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Re: No attacks... at all.
« Reply #12 on: May 07, 2015, 01:32:02 pm »

My fortress Urnproblems just started year 7 now. Having modded the game to have multiple entities for every race around, I have 2 human civs, 2 elf civs and 2 goblin civs in range of my fort. So far I had one Elf siege (while not being at war with either of the two?) and 4 or 5 Goblin sieges, if which the last or the one before that had about 100 Goblins and Trolls with it.
Besides that I had several Wereanimal attacks and one Roc had a strong desired to become a prepared meal.


I only played adventure mode in the previous version, but considering that I have two enemy civs around, 4 or 5 sieges isn't very much I'd think.
For me it is enough though, especially due to the severe stress caused by the clean up...


EDIT:
I also got Kobolds in range - they only showed up twice. "They" meaning "one Kobold" each time.
The world I play in has more than 5 times the megabeast it normally has...

Also ... for some reason the Savage Tropical Ocean I got right at my door has not had a single non-vermin lifeform in it in all the seven years I've been there.
« Last Edit: May 07, 2015, 01:37:07 pm by SyrusLD »
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infrequentLurker

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Re: No attacks... at all.
« Reply #13 on: May 08, 2015, 09:53:32 pm »

Also ... for some reason the Savage Tropical Ocean I got right at my door has not had a single non-vermin lifeform in it in all the seven years I've been there.

This is a bit third hand knowledge, but I remember reading another post where someone mentioned one reason this happens.  The water animal spawns and land animal spawns count against the same limit, and there tend to be many more types of land animals, and more space for them, so many more of those will tend to spawn, then linger as they do. Try a massive pest control campaign against all terrestrial critters to give the aquatic ones more opportunities for tge rng to pick them to spawn.  Now, this may be flat out wtong, but hey, worst case scenario?  You dump the remains into the ocean and watch lots of things approach from that side of the map, right?
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Putnam

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Re: No attacks... at all.
« Reply #14 on: May 12, 2015, 04:14:30 am »

It's a somewhat predictable and unfortunate side effect of world activation. Armies are drawn from site population and have to travel now, instead of being generated on your map.
You can always try making a new hostile civ that reproduces and grows really fast. I use slightly tweaked tigermen from Fortress Defence mod with somewhat reliable, yet inconsistent, results.

Also, AFAIK they actually need a proper reason to siege now instead of "are the conditions met? siege time".
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