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Author Topic: make visitors not come or leave during sieges  (Read 1300 times)

behelit

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make visitors not come or leave during sieges
« on: July 24, 2020, 06:48:33 pm »

It's annoying when your have 50 visitors walking straight into the jaws of a sieg
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TheLifeOfRyanB

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Re: make visitors not come or leave during sieges
« Reply #1 on: July 25, 2020, 10:47:34 pm »

But it is also funny when an intelligent undead spearmaster takes on the entire invasion force and wins.

Also I had a hydra arrive during a siege, who tried to fight a visiting undead scholar who was leaving the map, but the guy kept waving his hands and causing the hydra to throw up from each of its seven heads in turn. He eventually beat the hydra to death with his hands without taking a single scratch, all while 280 invaders were trying to get in my fortress (unsuccessfully).

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PatrikLundell

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Re: make visitors not come or leave during sieges
« Reply #2 on: July 26, 2020, 02:47:16 am »

The fun from some extremely rare absurd situations (that I've never encountered) by no ways make up for tedium of cleaning up the mess.
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Leonidas

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Re: make visitors not come or leave during sieges
« Reply #3 on: July 26, 2020, 08:46:48 am »

The player should have much more control over visitors and merchants entering and leaving. It should be like a ship entering a harbor. You need permission to enter, and to leave. And while you're in the harbor, you're under the authority of the harbormaster.
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Starver

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Re: make visitors not come or leave during sieges
« Reply #4 on: July 26, 2020, 11:16:16 am »

When they set off to you, they probably don't know. When they're close enough to see you having raised the "I'm sorry, we're experiencing some technical issues, please walk away and try again later" banner, they're probably within sight of your foe's reguard scouts (off-map abstracted one, at least). I think they're going to walk into trouble (or, as with those examples, walk in with trouble).

I could see departures being curtailed/reversed. Assume they would be safer going back to where they were departing from as soon as they spot  the incoming danger - possibly they see it before you get on-map signs and re-arrive to herald the problem. And you get to choose whether to keep/re-open their entry or make/keep closed those turtle-shell drawbridges and perhaps force them to plea/flee at that point.

A little more intelligence (or pretend-intelligence) might not go amiss. Don't show up two tiles away from the nasty thing(s) that you've managed to keep from moving too far away from one particular edge-point. Tactically delay their arrival (but still exist) while they resolve their situation by circling around the off-map edge to somewhere more suitable, chance of being overcome anyway, without showing up at all, chance of over overcoming the same threat, perhaps drawing on-edge forces away ("Some of the Vile Force Of Darkness depart, looking distracted", but then who next reappears?), a chance they'll remove themselves from the incoming queue as they move onto the jext trade stop, back to report to the Mountainhome or just randomly go and look for a slivghtly less infested-with-undead-siegers Library site...

Plenty of things to do, but you shouldn't expect a procession of immigrants/whoever just be hardcoded to not even consider arriving. Could use a version of the Off-Site Raiding code, except set up with no input from the Overseer, maybe?
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Shonai_Dweller

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Re: make visitors not come or leave during sieges
« Reply #5 on: July 26, 2020, 04:51:44 pm »

The Better Sieges updates mention better AI that can see it's walking into a trap based on the splattered remains of everyone that entered the trap corridor before and consider a better way. Seems that visitors could figure this out before they reach your site in the same way.

Adventurers can see if a place is surrounded by hostile forces before they reach a site, visitors should be able to do so too (and maybe go fetch help if they're part of your civ or an alliance, that might be a nice addition).
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