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Author Topic: Bad timing  (Read 898 times)

EvilCheerio

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Bad timing
« on: August 13, 2008, 11:49:54 pm »

   It feels like every time a caravan comes on screen, they are assaulted by an ambush, or followed by a couple thieves, depending on how many years i am in. This is kinda a pain cause i never get to use my traps, i have to put my soliders on the line. Does anyone else have this happen to them. I'm tempted to just let the caravans fight for themselves and try to make it to the safety of my base.
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Delicious wine biscuits
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hexrei

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Re: Bad timing
« Reply #1 on: August 14, 2008, 12:02:59 am »

I'm 14 years into my current fortress and my caravan buddies have fought off the only goblin incident that happened without loss. I don't see leaving them to fend for themselves to be a big problem. Even if they were killed, wouldn't you just be able to salvage their stuff and pay them for it next time?
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Eita

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Re: Bad timing
« Reply #2 on: August 14, 2008, 12:07:52 am »

Let the caravans die. Your only problem is that they might get off the map.
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Christes

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Re: Bad timing
« Reply #3 on: August 14, 2008, 12:11:25 am »

I'm 14 years into my current fortress and my caravan buddies have fought off the only goblin incident that happened without loss. I don't see leaving them to fend for themselves to be a big problem. Even if they were killed, wouldn't you just be able to salvage their stuff and pay them for it next time?

Caravans will be taken out by a decent siege.  If they get killed, I believe they will sent less next time.
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Haven

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Re: Bad timing
« Reply #4 on: August 14, 2008, 12:38:01 am »

You could always try and force a single wagon path to your fort, covered in traps and guard towers. But yeah, ambushes are triggered by caravans. Seiges less so. And if the human liason dies, they declare war, so do try and make sure he gets there in one piece... Or don't, if you want to really stress test your traps.

And the caravan guard can take care of kobolds no problem. They can probably weather a single ambush of melee goblins, but more than one's pushing your luck.
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hexrei

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Re: Bad timing
« Reply #5 on: August 14, 2008, 12:54:43 am »

!!!! I drowned a human liaison in my water trap and they didnt declare war. But they declare war on me if an unrelated goblin tribe attacks? geez, they really need to work on their placement of blame.
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Haven

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Re: Bad timing
« Reply #6 on: August 14, 2008, 01:32:11 am »

Hm... Well, it came with the Army Arc (39a I think), so either that was before, or they're inconsistant. Though I guess it'd be tough to prove you didn't throw him to the goblins...
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EvilCheerio

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Re: Bad timing
« Reply #7 on: August 14, 2008, 01:45:32 am »

Well, i'll just make sure to send a group of marksdwarves to escort them next time, but this time they came in the same area, so i didn't even get a split second to get the escort there before they were ambushed.They just ran like hell, it's a good thing the goblins horrible shots. They took out one of my marksdwarves though, which really isn't that bad considering i have a decent sized army.

   Poor Faceless Mcexpendable, we hardly new ye. I bet my hunter could have single handedly taken out the group, i love that guy.
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foop

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Re: Bad timing
« Reply #8 on: August 14, 2008, 07:59:47 am »

My last four or five caravans have come accompanied by goblin ambushers, usually with at least two sizeable packs of hand-to-hand and missile specialists.  Some of the convoys have been almost wiped out, with a few wounded survivors straggling off the edge of the map.

It's got to the stage where, when I see the caravan announcement, I order my civilians inside and put my military on duty.
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Granite26

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Re: Bad timing
« Reply #9 on: August 14, 2008, 12:38:51 pm »

I've found that it's extremely useful to control the paths that the caravans can use to get to you.  Goblins, etc path to dwarves.  The Caravan paths to your trade depot.  So if there is only one path to your depot, but many paths to dwarves (I.E. put in a 'back' door that can be gotten to from anywhere), they won't spawn in the same spots.