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Author Topic: Sappers in warfare  (Read 13971 times)

DG

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Re: Sappers in warfare
« Reply #30 on: September 19, 2008, 12:31:40 pm »

I don't mind the difficulty increase imposed by enemies being allowed to dig, I'm more worried about the ugliness of random excavations doting my map and goblins ruining ore and gem deposits before I have the chance to mine them. Sure, you can rewall the tunnels they dig but it would look messy. I don't think (hope) I'm (not) the only one who's bothered by such trivial things. I'd prefer it if the idea of enemies tunneling was abstracted away so that an entrance would show up somewhere underground in your fortress ("The fortress has been breached! Force them back!") and the enemies could enter via it up until you defeat them which would make the entrance disappear to indicate that you've blocked it back up. That way you can have the random danger of enemies "mining" into your fort for surprise attacks without the ugly messiness of them leaving actual tunnels behind. Besides, if you give them the ability to tunnel then you may as well let them undermine and collapse a fortress completely without ever having to attack a dwarf, just to be fair.

Speaking of abstract solutions, that might be a viable way to improve sieges. For every year that an enemy besieges your fortress cumulative penalties can apply. "Lokem Mansionbucket has been depressed by the oppressive siege lately." Or something like that. Moods can steadily deteriorate, especially for dwarves with personalites more prone to pessimism or anxiety. Or you can abstract it further and set it so that dwarves begin to work more slowly or even fight less effectively dependent on how long the fortress has been under siege. There are many things that can be done and luckily Toady is very good at thinking outside of the square.
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LegacyCWAL

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Re: Sappers in warfare
« Reply #31 on: September 19, 2008, 01:40:25 pm »

I don't mind the difficulty increase imposed by enemies being allowed to dig, I'm more worried about the ugliness of random excavations doting my map and goblins ruining ore and gem deposits before I have the chance to mine them. Sure, you can rewall the tunnels they dig but it would look messy. I don't think (hope) I'm (not) the only one who's bothered by such trivial things. I'd prefer it if the idea of enemies tunneling was abstracted away so that an entrance would show up somewhere underground in your fortress ("The fortress has been breached! Force them back!") and the enemies could enter via it up until you defeat them which would make the entrance disappear to indicate that you've blocked it back up. That way you can have the random danger of enemies "mining" into your fort for surprise attacks without the ugly messiness of them leaving actual tunnels behind. Besides, if you give them the ability to tunnel then you may as well let them undermine and collapse a fortress completely without ever having to attack a dwarf, just to be fair.

Like you, I also wouldn't particularly mind the difficulty imposed by dig-capable enemies.  Also like you, I'm worried about something else, in my case how much of a coding nightmare it would be to make them able to do so with anything even remotely resembling intelligence.  Trying to make them able to deal with even the simplest "non-standard-issue" defenses could be virtually impossible.

Speaking of abstract solutions, that might be a viable way to improve sieges. For every year that an enemy besieges your fortress cumulative penalties can apply. "Lokem Mansionbucket has been depressed by the oppressive siege lately." Or something like that. Moods can steadily deteriorate, especially for dwarves with personalites more prone to pessimism or anxiety. Or you can abstract it further and set it so that dwarves begin to work more slowly or even fight less effectively dependent on how long the fortress has been under siege. There are many things that can be done and luckily Toady is very good at thinking outside of the square.

Yeah, I was just thinking that.  Combining stacking unhappy thoughts from prolonged sieges with goblins sticking around indefinitely would go a long ways towards getting rid of the so-called "strategy" of just locking the doors and ignoring the goblins.  Actually bothering to fight the goblins becomes a lot more attractive when the alternative is a guaranteed eventual tantrum spiral.
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Tormy

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Re: Sappers in warfare
« Reply #32 on: September 19, 2008, 03:37:41 pm »

I don't mind the difficulty increase imposed by enemies being allowed to dig, I'm more worried about the ugliness of random excavations doting my map and goblins ruining ore and gem deposits before I have the chance to mine them. Sure, you can rewall the tunnels they dig but it would look messy.

Yeah understandable. This is why Ive suggested the option to turn on/off this "feature" in the .ini if Toady plans to implement something like this.
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Guy Montag

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Re: Sappers in warfare
« Reply #33 on: September 19, 2008, 04:13:04 pm »

I think digging enemies would be a little too much. I like DG's idea of having underground-launched assaults be abstracted to a different type of seige all together.

A "breach" hole opens up in a random exterior wall or floor of your fortress, and Antmen or whom ever comes pouring out. That would be a interesting challenge if it opens up in your main meeting area or dining room.

I think seigers need a method of traversing moats, and a method of decontructing/ destroying constructed walls. I think naturally mined walls should be inpenetrable in the case of a seige.

If dwarf children can deconstruct a wall, and any dwarf in "freak-out" mode can topple buildings, I think goblins should too. I think any normal goblin should beable to unlock/ kick down doors, after a decent delay, depending on its quality and material, and trolls should be able to destroy closed drawbridges and even constructed walls. Seigers that constructed seige engines that actually damaged walls would be nice maybe... if you had an above-ground fort. Invaders should beable to construct ramps to get over walls too.

I'm not sure what is possible, or what Toady plans on doing, but if the Army Arc is going to have seigers drawn from actual standing armies, I think it would be kinda goofy to have 90% of the Goblin civilization exterminated at your 3x30 tunnel lined with traps, or having them run out of soldiers from 2 or 3 failed seiges... it would make the unmodified game even less challenging and alot more boring.

Not to mention the way goblin towers, and human towns are laid out, with zero defense, depopulating the world would be a insanely easy goal.
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Proteus

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Re: Sappers in warfare
« Reply #34 on: September 19, 2008, 05:03:00 pm »

I don't mind the difficulty increase imposed by enemies being allowed to dig, I'm more worried about the ugliness of random excavations doting my map and goblins ruining ore and gem deposits before I have the chance to mine them. Sure, you can rewall the tunnels they dig but it would look messy. I don't think (hope) I'm (not) the only one who's bothered by such trivial things. I'd prefer it if the idea of enemies tunneling was abstracted away so that an entrance would show up somewhere underground in your fortress ("The fortress has been breached! Force them back!") and the enemies could enter via it up until you defeat them which would make the entrance disappear to indicate that you've blocked it back up. That way you can have the random danger of enemies "mining" into your fort for surprise attacks without the ugly messiness of them leaving actual tunnels behind. Besides, if you give them the ability to tunnel then you may as well let them undermine and collapse a fortress completely without ever having to attack a dwarf, just to be fair.

Like you, I also wouldn't particularly mind the difficulty imposed by dig-capable enemies.  Also like you, I'm worried about something else, in my case how much of a coding nightmare it would be to make them able to do so with anything even remotely resembling intelligence.  Trying to make them able to deal with even the simplest "non-standard-issue" defenses could be virtually impossible.

There would be a method that might be moderately easy to implement and would come without too much digging from the side of the goblins:

We restrict it to goblins diging into fortress rooms that are directly benath the fortress (and maybe only those that are in soil).

Lets assume every goblin (or maybe just specialist members of the goblin force like sappers/dwarves) has a detection range for subterranean structures (maybe because they hear the noises from directly beneath the surface).
As soon as, during walking on the map, they encounter a room or corridor one z-level below the surface (for example a dwarven farm), they assemble their whole army above this room and afterwards dig out a ramp in one of the tiles above this room, so that the ceiling of this room is breached and the goblins also have a valid path into the room.
 
This would be much easier to implement, as the digging behavior is just a reaction on the detection of one of your dwarves underground structures and they would just have to assemble and dig at the tile where they first detected the room.
The goblins wouldn´t have to become dwarves 2.0 and learn everything about digging tunnels, but just would have to dig a simple hole in the ground.
And it would lead to the players becoming more carefully with the placement of farms in soil tiles directly below the surface ;)
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LegacyCWAL

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Re: Sappers in warfare
« Reply #35 on: September 19, 2008, 05:41:58 pm »

I can think of several problems with that, most of them involving using pointless rooms unconnected to the fort as traps.  Others involving turning your farms into a ballista-packed deathtrap.

Basically, there's just too many problems that have to be overcome for digging to even start to work.  Every time I've seen somebody think up a solution for one problem, that very same solution opens up three or four MORE problems.  Then handling those problems opens up even more problems on top of it.
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Tormy

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Re: Sappers in warfare
« Reply #36 on: September 19, 2008, 05:55:21 pm »


Like you, I also wouldn't particularly mind the difficulty imposed by dig-capable enemies.  Also like you, I'm worried about something else, in my case how much of a coding nightmare it would be to make them able to do so with anything even remotely resembling intelligence.  Trying to make them able to deal with even the simplest "non-standard-issue" defenses could be virtually impossible.

Well I dont know anything about coding, but here we go:
The AI knows the exact layout + location of your fortress. Everything should be linked to pathfinding....since the AI knows the layout of your fortress, it should choose out a random z level [depends on the number of z levels of the fortress itself] + entry point location and the AI units should start to dig a tunnel towards that point. I think its quite simple isnt it? Basically the AI is going [digging] from X point to Y point, its like pathfinding.


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Earthquake Damage

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Re: Sappers in warfare
« Reply #37 on: September 19, 2008, 07:25:01 pm »

I can also understand that some players wouldnt like it, the "difficulty level" of DF would be harder if something like this would've been added...so perhaps an option in the .ini to turn this feature on/off could work like a charm.

You forget that some people are "builders" and hate to see hours of careful construction ruined.

Speaking of abstract solutions, that might be a viable way to improve sieges. For every year that an enemy besieges your fortress cumulative penalties can apply. "Lokem Mansionbucket has been depressed by the oppressive siege lately." Or something like that. Moods can steadily deteriorate, especially for dwarves with personalites more prone to pessimism or anxiety. Or you can abstract it further and set it so that dwarves begin to work more slowly or even fight less effectively dependent on how long the fortress has been under siege. There are many things that can be done and luckily Toady is very good at thinking outside of the square.

I like how you think.  Take the existing thought system to add an incentive to fight off siegers.
« Last Edit: September 19, 2008, 07:29:32 pm by Earthquake Damage »
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Inindo

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Re: Sappers in warfare
« Reply #38 on: September 19, 2008, 07:38:52 pm »

I don't like the idea of having random breaches in your defenses.  This makes it impossible for a skilled player to prevent sappers (such as the magma sandwiched between two walls diagram someone drew earlier) or intercept them before they get to the fortress.

As for digging AI, it should be particularly straightforward.  Dig down to a random Z-level, then dig towards random spot in the fortress on that Z-level, with normal path finding around damp/hot/other obstructing tiles.
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LegacyCWAL

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Re: Sappers in warfare
« Reply #39 on: September 20, 2008, 01:33:26 am »

Look, all the work that would have to go into sappers wouldn't do any more good than just letting goblins walk over moats and actually take trolls along.  If anything, digging would make things worse because in a tunnel, the goblins couldn't bring their numbers to bear as effectively.  Ever read the story of Horatius at the Bridge?  Multiply that by a steel-clad champion and three hundred goblin chunks.

Most of the more recent suggestions would end up that way as well.  Dig down to a random z-level and head for the fort?  Urist McDeathbringer trots out, goes down the hole, and slaughters everybody because they can't gang up on him.  Or a miner goes out, digs a little tunnel of his own, and floods the goblins' tunnel, killing them all in their own oh-so-clever attack route.
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Tormy

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Re: Sappers in warfare
« Reply #40 on: September 20, 2008, 05:52:58 am »

Look, all the work that would have to go into sappers wouldn't do any more good than just letting goblins walk over moats and actually take trolls along. 

Just a little note:
I dont understand that why are you talking about goblins only? What about Humans or Elves? What about modded in races? Something like digging into the fortress should not be limited to goblin race only.

  If anything, digging would make things worse because in a tunnel, the goblins couldn't bring their numbers to bear as effectively.  Ever read the story of Horatius at the Bridge?  Multiply that by a steel-clad champion and three hundred goblin chunks.


Do you really think so? Surprise attacks can be very interesting. Once you realize that the invaders dug into your fortress, probably dozens of enemies will be inside already if we talk about a big sieging force.
« Last Edit: September 20, 2008, 05:56:45 am by Tormy »
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Weev

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Re: Sappers in warfare
« Reply #41 on: September 20, 2008, 12:27:32 pm »

Do you really think so? Surprise attacks can be very interesting. Once you realize that the invaders dug into your fortress, probably dozens of enemies will be inside already if we talk about a big sieging force.

Remember, that we the player can see everything.  If "Siege" comes up, and the goblins disapere, I can bet that a player can hit spacebar, and search for the tunnel. 
If it works like an ambush, It would be completely broken, and there would be no way to defend against it, and it could ruin forts completely, without much of a chance to come back.  That's not what the siege is suppose to do.  It's suppose to make it difficult due to lack of resources from outside your fort.  Wood, Outside farms, ect.  The mentality of putting sappers into the game is to try and make your dwarves sally outside your fort to defeat the invaders, NOT make the invaders a unstoppable force.

If siege's could enter your fortress at will, Why go underground?  Why not just have a open town like the humans do?  That way your forces could rally quickly, and you can easily relocate structures and farms without a problem. 
The answer is simple. We're dwarves. F^#$  those tall bastards, we dig deep into the sound earth, We make it so those silly giants have to stoop to our level to get in.  We negate numbers with small corridors and Superior  skill.   We are masters of the earth, and we will not tolerate those who wish to uproot us.

/rant
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Inindo

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Re: Sappers in warfare
« Reply #42 on: September 20, 2008, 12:35:47 pm »

Look, all the work that would have to go into sappers wouldn't do any more good than just letting goblins walk over moats and actually take trolls along.  If anything, digging would make things worse because in a tunnel, the goblins couldn't bring their numbers to bear as effectively.  Ever read the story of Horatius at the Bridge?  Multiply that by a steel-clad champion and three hundred goblin chunks.

Most of the more recent suggestions would end up that way as well.  Dig down to a random z-level and head for the fort?  Urist McDeathbringer trots out, goes down the hole, and slaughters everybody because they can't gang up on him.  Or a miner goes out, digs a little tunnel of his own, and floods the goblins' tunnel, killing them all in their own oh-so-clever attack route.
Miner starts digging, while rest of the seige clusters around the tunnel entrance, defending it.  Miner randomly goes up or down a Z-level every so often to keep you guessing which Z-level to put your army, in case you find him.  As soon as the miner hits Fortress, he begins to widen the entrance as fast as he can before he's forced to retreat.  Seige only goes down the hole once the miner hits fortress.  This solves the concerns you addressed.
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LegacyCWAL

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Re: Sappers in warfare
« Reply #43 on: September 20, 2008, 02:10:07 pm »

Look, all the work that would have to go into sappers wouldn't do any more good than just letting goblins walk over moats and actually take trolls along. 

Just a little note:
I dont understand that why are you talking about goblins only? What about Humans or Elves? What about modded in races? Something like digging into the fortress should not be limited to goblin race only.
For the same reason everybody else is talking about goblins only: goblins are so synonymous with attacking your fortress that saying "goblin sappers" might as well be saying "siege-accompanying sappers".

  If anything, digging would make things worse because in a tunnel, the goblins couldn't bring their numbers to bear as effectively.  Ever read the story of Horatius at the Bridge?  Multiply that by a steel-clad champion and three hundred goblin chunks.


Do you really think so? Surprise attacks can be very interesting. Once you realize that the invaders dug into your fortress, probably dozens of enemies will be inside already if we talk about a big sieging force.

Like Weev said, a great big screen saying "WE'RE BEING ATTACKED!" isn't exactly subtle, regardless of whether or not the attackers are visible.

Now, if you want to talk about putting sappers in ambushes, go ahead and do so.  But since nobody has done so, your point is irrelevant.

Look, all the work that would have to go into sappers wouldn't do any more good than just letting goblins walk over moats and actually take trolls along.  If anything, digging would make things worse because in a tunnel, the goblins couldn't bring their numbers to bear as effectively.  Ever read the story of Horatius at the Bridge?  Multiply that by a steel-clad champion and three hundred goblin chunks.

Most of the more recent suggestions would end up that way as well.  Dig down to a random z-level and head for the fort?  Urist McDeathbringer trots out, goes down the hole, and slaughters everybody because they can't gang up on him.  Or a miner goes out, digs a little tunnel of his own, and floods the goblins' tunnel, killing them all in their own oh-so-clever attack route.
Miner starts digging, while rest of the seige clusters around the tunnel entrance, defending it.  Miner randomly goes up or down a Z-level every so often to keep you guessing which Z-level to put your army, in case you find him.  As soon as the miner hits Fortress, he begins to widen the entrance as fast as he can before he's forced to retreat.  Seige only goes down the hole once the miner hits fortress.  This solves the concerns you addressed.

The whole point of a "siege tunnel" or whatever is that the attackers go down in it.  So when such a tunnel is dug, one of three things happen:

1) All the attackers go with the sapper.  In this case, the scenario I described happens: bloodbath in the tunnel.

2) All the attackers stay at the entrance*.  In this case, the tunnel does literally nothing for them.  Thus a whole ton of time and effort will have been spent doing absolutely nothing, when it could have been spent doing something productive.  Like, say...anything.

3) Some of the attackers go with the sapper, some of the attackers stay at the entrance.  In which case both scenarios happen at once: one set of up/down stairs lets defenders be right where the breakthrough is no matter what z-level it's on, resulting in a bloodbath at that end, with the rest of the troops being irrelevant to the discussion.

*(by stay at the entrance, I mean don't go down the tunnel, one way or another.  Hang out aboveground by the entrance, hang out a couple tiles inside, go attack the old-fashioned way, whatever.)




Let me try to put my feelings another way: basically, the big problem I have with this sort of siege-tunnel is that it's a solution without necessarily diagnosing the problems.  As I see it, the problems with sieges are this:

1) Walls and/or moats make a siege irrelevant.  Lock the doors, plant some plump helmets, and wait for them to get bored and leave.
2) Traps are overpowered.
3) Fortifications make Marksdwarves overpowered.
4) Champions will utterly massacre ten times their number without a scratch.

The way to fix the current problems with sieges is to reduce or nullify each of these problems.  There are lots of solutions to these problems, many of which have been suggested time and time again, and all these solutions are a lot simpler than trying to create an AI that can actually dig sapper tunnels worth a damn:

1) DG's idea of making sieges cause unhappy thoughts.  Wall-breaking/crossing + moat-bridging.
2) Nerf traps in some way (for which there are as many different suggestions as there are posters).
3) Siege engines to knock away fortifications.  Bolt-resistant attackers (such as siege towers).  Outright nerfs to ranged weapons.
4) Make champions harder to get.  Make goblins not suck (seriously, unarmored, non-elite wrestlers versus ☼steel☼-clad axedwarves?).


Now tell me that it would be simpler to write an entirely new AI routine that not only works, but that can deal with terrain that even experienced players have trouble with than doing these things would be.  And tell me how making sappers instead of these sorts of things would help when digging is impossible, such as when there's an aquifer.
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Koji

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Re: Sappers in warfare
« Reply #44 on: September 20, 2008, 04:00:46 pm »

Invaders should at least be able to tunnel through dirt.

Dwarves dig through stone way too fast, as it is, but that's necessary for gameplay purposes. Maybe goblins should dig much more slowly, as dwarves are the undisputed masters of mining, and on an invasion, won't even bother with stone as it would take too much time, money, effort, and leave them open to an assault.

If they were smart enough to bring catapults, they should be able to smash through walls that are only one layer of stone thick. Maybe the "damage" they cause could be specially designated, and your dwarves could afterwards put things back to the way they were without leaving ugly exposed space everywhere.

Invaders should also be smart enough to not flood the entire world. Maybe if they brought woodcutters they could bridge moats and build ladders, though. That would be funny to see.
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