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Author Topic: [solved] ending siege  (Read 3128 times)

Elderon

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[solved] ending siege
« on: October 28, 2017, 12:37:54 pm »

What, siege limit is only 160 units? Better change that to random number and forget about it.
*12 game years later

oh..
Spoiler (click to show/hide)

oh, no...
Spoiler (click to show/hide)

sooo, is there way to stop siege? I could try dfhack command exterminate but I don't have iron ore on map so getting goblinite for free would be massive cheating in my book. Have any of you heard of some method that would make living enemies vanish while leave dead ones (with their equipment) intact?
 
« Last Edit: October 28, 2017, 06:28:40 pm by Elderon »
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PatrikLundell

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Re: ending sieg
« Reply #1 on: October 28, 2017, 02:36:20 pm »

Well, you can use Goatmaan's method of just running DF in the background while doing other things.

I believe there are flags in units indicating whether they're inbound or fleeing, and the "head for the forest" flag sometimes works on bugged idle overstaying visitors. These things are just general ideas, and not anything that can just be applied as a command, though.
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Elderon

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Re: ending sieg
« Reply #2 on: October 28, 2017, 06:18:02 pm »

Thanks, I started checking flag option, as you suggested, which lead to exile script that was taken out of new dfhack version. If you delete
Code: [Select]
local targetUnit=dfhack.gui.getSelectedUnit()
if targetUnit == nil and args[2] ~= 'all' then
local targetUnit = df.unit.find(tonumber(args[2]))
end
and
Code: [Select]
u.relations.following = nilscript works again.
There is still siege, but all invaders have left and fps is back to normal :)
« Last Edit: October 28, 2017, 06:24:30 pm by Elderon »
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nuget102

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Re: ending sieg
« Reply #3 on: October 29, 2017, 01:09:42 am »

Thanks, I started checking flag option, as you suggested, which lead to exile script that was taken out of new dfhack version. If you delete
Code: [Select]
local targetUnit=dfhack.gui.getSelectedUnit()
if targetUnit == nil and args[2] ~= 'all' then
local targetUnit = df.unit.find(tonumber(args[2]))
end
and
Code: [Select]
u.relations.following = nilscript works again.
There is still siege, but all invaders have left and fps is back to normal :)

Wasn't there a script for ending sieges as well? Think it was break siege or some such?
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The fort where filth melts your skin! (updated 4/9/15)

Curiosity killed the cat.
Satisfaction brought it back.

Elderon

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Re: ending sieg
« Reply #4 on: October 29, 2017, 04:42:08 am »

--

Wasn't there a script for ending sieges as well? Think it was break siege or some such?

If there is, then I miss it. There was one script that forces siege to start, probably with small edit it is possible to make opposite effect, though that conversation (and probably whole thread) is more appropriate in modding board
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nuget102

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Re: [solved] ending siege
« Reply #5 on: October 29, 2017, 11:54:46 am »

That's true. You can't get new sieges while the tag is active can you?
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The fort where filth melts your skin! (updated 4/9/15)

Curiosity killed the cat.
Satisfaction brought it back.

Elderon

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Re: [solved] ending siege
« Reply #6 on: October 29, 2017, 01:47:29 pm »

That's true. You can't get new sieges while the tag is active can you?
I was worried that siege tag will be broken but it soon disappear and next year new siege came, so everything seems to work fine
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PatrikLundell

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Re: [solved] ending siege
« Reply #7 on: October 29, 2017, 02:00:45 pm »

I assume the same civ cannot send another siege while one is ongoing. As far as I understand it's possible for other civs to barge in with their own sieges while you're besieged by others, though.
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