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Are you for or against units that can dig to your fortress ?

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Author Topic: [For or Against] Tunnelers units  (Read 64471 times)

LordNagash

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Re: [For or Against] Tunnelers units
« Reply #120 on: December 25, 2008, 05:13:48 am »

I thought about this some more, and I think I realise what the problem is - everyone is thinking about this feature in a vacuum, instead of how it will relate with other planned features.

If you took the game as it is right now and just added tunnelers then yeah, I agree, that would suck. Goblins tunnel in, all your military stand around instead of going to where they need to be, everyone gets killed. But think about it in the future.

In the future, they'll have to support the tunnels they are digging to avoid collapse. That means bringing supplies for propping and shoring, if you've clear-cut the trees as many people do. And then you've got lighting. Nobody, not even goblins, can see in absolute darkness. This is going to mean they have to bring torches as well.

So now they can start digging the tunnel. But that much soil has to go somewhere (at least if things go that way). So the big piles of dirt that are outside your fortress are probably going to be a clue that there are sappers on the way.

Speaking of clues, mining makes a lot of noise. Surely there are going to be dwarves hearing that coming through the walls, giving you an idea of where the goblins are going to break through. Using the improved military control, you station your squad there. The entire goblin army is probably going to have some difficulty squeezing through that one hole.

But do they even make it through the hole? Once you know where they're coming from, you could dig your *own* tunnels underneath, with deliberately poor support beams. Then when the entire goblin army, clad in full iron armour, tries to walk through the tunnel your tunnels underneath collapse, burying the unfortunate invaders alive. Not to mention the possibilities of dropping water, magma, boiling oil, rocks or whatever into the tunnels.

And then finally you have the aesthetics issue. Well, after the goblins are all dead you remove the support beams from their tunnels (or set them on fire or something) and bam! - no more tunnels.

In conclusion, I think people need to think about this as the future feature it will be, rather than as a right-now issue.
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Neonivek

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Re: [For or Against] Tunnelers units
« Reply #121 on: December 25, 2008, 07:25:35 am »

IMO, siege machines will be an headache to program, considering the variety of fort (totaly burrowed fort with just one stair to reach the surface, fort on the side of a mountain, above-ground fort, fort with towers / castles, underwater fort, etc..

Yeah but that is one hurdle that needs to be crossed.
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Jisaan

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Re: [For or Against] Tunnelers units
« Reply #122 on: December 25, 2008, 07:26:37 am »

First of all, I voted against. To elaborate, I voted against in a poll that appeared to be suggesting invaders who are capable of digging permanent tunnels that act in exactly the same way as those dug by a dwarf, with no prerequisite additions to the game being mentioned.

I do realize that at some future date, we may be able to build unsmoothed walls, hide revealed tiles, or otherwise repair the scar left by the suggested invaders. If a similar poll should be made at such a date, I may very well vote in favor. But until then, I oppose it.

Alternatively, if the suggestion included details that made it a bit more appropriate to the current game, I would probably support it. Most of the alternate suggestions I've heard have been reasonable. Conditions as to when it should be implemented, or with what other features, would also be enough make me reconsider.

Finally, what might be closest to this topic's intent, is a poll in which it is explicitly stated that we are voting in favor of or against the possibility of implementing this feature, or some variation thereof, some time in the future, at which point additional changes to the game may or may not have been made. This would require a third poll option however, something like 'That depends'. Of course, such an option would render the entire poll pointless, since the majority of people would choose it. I certainly would.

On an entirely different note, I get the feeling that my previous writing was a bit overly hostile. I apologize if that's the case, but since I voted based on an idea that I dislike, it's a bit frustrating to see that a lot of people apparently voted in favor despite agreeing with me, justifying it with ideas that are totally unrelated to the question.

Of course, it's nice to see alternative ideas, especially since those ideas are almost always better than the original, but there's the unfortunate fact that it's a poll... And my side is losing. What's worse is that it's in the suggestions forum, so I feel as if there's some danger of the suggestion being implemented based off votes cast by people who actually oppose the basic idea. I don't imagine that's very likely, for various reasons, but it's an instinct of sort I suppose.

As for what I DO support... First of all, siege equipment. Nothing particularly fancy; battering rams for destroying doors, floodgates, drawbridges and such, ladders that borrow ramp code to climb over walls, some sort of makeshift bridge to traverse moats... Basically tactics that counter our primary methods of defense instead of bypassing them.

After those are implemented, and supposing they still aren't sufficient, then I can understand adding enemies capable of digging. Within limits, I would hope. It's not like sieges in the real world were routinely ended by digging through a hundred meters of bedrock to pop up behind the enemy's walls.

And there should definitely be some way of removing the tunnels without collapsing half the mountain, whether that's by constructed walls, a 'collapse' event triggered by the end of the siege, or the destruction of CPU constructed pillars doesn't much matter to me, so long as there's absolutely no evidence that the tunnel was ever there.

Really though, the most important thing is the ability to defend against it without spending fifteen years creating a complete magma moat that englobes the entire bottom half of your fort. Retaining current indestructible walls should be sufficient, though I suppose there are other ways of doing it that would probably work out better in the end.
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Tormy

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Re: [For or Against] Tunnelers units
« Reply #123 on: December 25, 2008, 07:50:40 am »

Quote
"Somehow I just can't picture a trebuchet, catapult, or cannon doing much damage to the side of an entire mountain."

A lot of Forts are not built into the side of the mountain and some that do have a considerable front outside.

That is true sort of.....but lot of forts what the players are making are built inside the mountain anyway = Siege engines will be basically useless most of the time against the player's starting fortress at least. Civs with the siege engine technology will have a huge advantage vs. humans or elves for example [or against any "above ground" civs].
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Dakk

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Re: [For or Against] Tunnelers units
« Reply #124 on: December 25, 2008, 12:17:03 pm »

Quote
"Somehow I just can't picture a trebuchet, catapult, or cannon doing much damage to the side of an entire mountain."

A lot of Forts are not built into the side of the mountain and some that do have a considerable front outside.

That is true sort of.....but lot of forts what the players are making are built inside the mountain anyway = Siege engines will be basically useless most of the time against the player's starting fortress at least. Civs with the siege engine technology will have a huge advantage vs. humans or elves for example [or against any "above ground" civs].


Very true, whats the point in bring a heckload of catapults that could take down the great wall of china, if your enemy's fort is inside a mountain side made of granite? Or worse, underground.
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LegacyCWAL

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Re: [For or Against] Tunnelers units
« Reply #125 on: December 25, 2008, 12:25:47 pm »

I thought about this some more, and I think I realise what the problem is - everyone is thinking about this feature in a vacuum, instead of how it will relate with other planned features.

This is a very good point, and relates to something that I've noticed about many suggestions on the board: they're treated as a cure-all for something, when they shouldn't be.  They should be treated as part of the solution.

Tunnelers won't fix the problems of easy sieges because just like any other single tactic, it's easy to counter even if the AI is competent at it.  Even if implemented perfectly, there need to be other aspects to making sieges more difficult, rather than just saying "letting the goblins make tunnels will make everything just perfect!"
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Pilsu

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Re: [For or Against] Tunnelers units
« Reply #126 on: December 25, 2008, 01:23:56 pm »

Well it's an underground fortress, I don't think it should be trivial to get in

Eventually we'll be able to play properly as other races, I imagine dwarves would be the easy mode


It's just the kind of game where you have to challenge yourself, no way around that
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TettyNullus

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Re: [For or Against] Tunnelers units
« Reply #127 on: December 25, 2008, 09:48:27 pm »

I'm for the tunneling, it'd be more of a challenge. Though I agree with those that want it to be settable in the ini.txt. And built structures be deconstructed rather than destroyed outright, and that tunnelers are... well, noticible, considering how much effort and noises it'd create. As for those complaining about messy looks, what the heck? Terrian features and mishaps tend to be pretty damn messy  ;D And I agree with the suggestions that tunneling animals have limit to what they can dig through, and that rock-drilling critters be rare or nonexistental in vanilla game.

Making sieges more sensible and invaders smarter sounds like better priority at the moment, and making constructed walls and floors engravable would help with the aftermath for those that relies on engraving for value. Filling in would make sense for smaller tunneling animals, but collpases would make more sense for bigger animals, and sieging armies. As for armies, it'd have to be for fairly wealthy fortresses, since it wouldn't make sense to spend so much effort digging out fortresses that's only got few rocks in it as opposed to masterwork fancies.
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Bryan Derksen

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Re: [For or Against] Tunnelers units
« Reply #128 on: December 26, 2008, 01:46:21 am »

In upcoming versions of DF, dwarves will get permanent scars from the wounds they suffer in combat. Why shouldn't fortresses also get permanent scars from the wounds they suffer in sieges? I'm one of the sort of player who really loves building an elegant fortress, and hates digging out natural stone when I don't have to - IMO constructed walls are akin to scar tissue. But that just adds to the character in some cases. It's neat being able to switch to dig mode and see the "ghost" of an old corridor that used to punch through a series of rooms.

As an addendum that would perhaps make this more palatable, I would very much like to see constructed walls be engraveable. Perhaps only block walls, to finally make it worthwhile to use blocks instead of rough stone. I think it'd be kind of neat to take a tour of a dwarf fortress and have the grizzled veteran pointing out the patches of reinforced wall that conceal entrances to old sapper tunnels. Even better if the wall is engraved with the scene of the battle that was fought on that very spot.
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Timst

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Re: [For or Against] Tunnelers units
« Reply #129 on: December 26, 2008, 07:03:26 am »

Jisaan : Well, I know the question - and the answers - of this poll are a bit rude. But the problem is, every time there's a dicussion about tunnellers, people argue on how it will destroy the fortress design and how it's natural to use tunnels against an underground fortress, and in the end there's never a clear agreement on this feature. The aim of this poll is to clearly show if people are opposed or in favor of this idea. It will surely be more accurate if I added one or more answer (something like "Yes if..." "Only if.." etc.), but you said it : It would render the whole poll unusable.

Silverionmox

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Re: [For or Against] Tunnelers units
« Reply #130 on: December 26, 2008, 08:24:14 am »

The biggest problem is the total unreliability of the military. Let the goblins breach a wall now and then, fine, but you need to be able to respond to that. If you send soldiers there, 2/3 will be eating or sleeping, and when  they arrive one by one the goblins are long gone. Even more importantly, you need to be able to tell your citizens to stay away from the breach. With a non-breached fortress you can use the stay inside order for that, but once they're inside you have no control over the situation anymore. So that's effectively a death sentence for 5-6 random citizens, and you can't do anything but watch.

So, before tunnelers we need:
- a responsive military
- a flexible way to control the movement of citizens during military conflicts.
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Tormy

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Re: [For or Against] Tunnelers units
« Reply #131 on: December 26, 2008, 09:32:48 am »

The biggest problem is the total unreliability of the military. Let the goblins breach a wall now and then, fine, but you need to be able to respond to that. If you send soldiers there, 2/3 will be eating or sleeping, and when  they arrive one by one the goblins are long gone. Even more importantly, you need to be able to tell your citizens to stay away from the breach. With a non-breached fortress you can use the stay inside order for that, but once they're inside you have no control over the situation anymore. So that's effectively a death sentence for 5-6 random citizens, and you can't do anything but watch.

So, before tunnelers we need:
- a responsive military
- a flexible way to control the movement of citizens during military conflicts.


What we need is an "alarm system", which has been suggested many times before.
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Timst

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Re: [For or Against] Tunnelers units
« Reply #132 on: December 26, 2008, 10:43:27 am »

Remember : Tunnellers doesn't need to be invisible. If they have a 3-screen-long area to mine out, you can see where (and when) they will arrive.

Royal Surveyor

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Re: [For or Against] Tunnelers units
« Reply #133 on: January 19, 2009, 08:23:01 pm »

So, according to researcher Simon James at the University of Leicester, Persians used crude chemical warfare (BBC link) in a siege at Dura, in modern-day eastern Syria. 

I would absolutely love to see something like this in Dwarf Fortress eventually.
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Xonara

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Re: [For or Against] Tunnelers units
« Reply #134 on: January 20, 2009, 02:47:26 am »

The idea is good, but it sure as hell isn't going in the way current sieges work. Like everyone else has said, there's no way to efficiently and reliably coordinate your dwarves during a siege. Currently the only way to reliably defend your fortress is have a single defensible entrance you can make sure your dwarves don't stray too close to. Having the enemy coming from somewhere you didn't expect them to is devastating because of these things. I would know this from experience, aka HFS, the "fiery" kind.

What we need first is for regular, non sapper sieges to be deadly, as I'm sure sapping would be an advanced phase of a siege the siegers would only resort to if they were confident they weren't doing enough harm by cooping you up. Once water is required to make booze having it cut off due to poisoning would cripple your fort. Once wooden constructions burn properly it'd be completely inferior to stone for defense purposes, the siegers could attempt to start fires and weaken structures or just cause general mayhem. Of course dwarves should be able to put out fires, but that would only make greek fire more interesting.

Sapping would only be an advanced stage of sieges, say after 5-10 sieges or so. One possible explanation for the super fast miners in DF is the idea that dwarves just plain kick ass at mining, and all other races are completely inferior in this field. Except, perhaps, goblins. Other than the goblins, most races would be laughably slow when mining through stone, and you could always reinforce critical areas with metal walls or traps. Plus, sapping would be a hit or miss kind of thing and the siegers could only guess where possible underground entry points could be, making the entire operation implausible if they weren't skilled miners.

I can imagine spies or saboteurs and assassins being employed in the game. Kobolds would be likely candidates for this, not only could the kobolds if they felt the need, the goblins could snatch kobold babies and use them for similar purposes when they grow older. Humans are good candidates for miners but I can't imagine them having the resources to infiltrate a dwarven fortress with anything other than major bribery. Imagine, you're a dwarf down on your luck and this human offers you a fortune to pretend to be an immigrant in a fortress they're not on good terms with so you can obtain information on it for them. Then there's the elves, which are poor candidates for mining but would be the best for spying. Why? Their little animal informants, of course. We need to ditch omniscience in sieges.

And as for the aesthetics issue, we really need some ways other than engravings to decorate walls. Cave paintings, tapestries, hung trophies, studded walls, whatever, something that'll work on constructed walls so I don't have to build a new legendary dining room because it's so riddled full of holes only 1/5 of the original engravings remain. We could completely forget those and just have an option to make massive blocks at a mason's shop big enough for a standard engraving that we could use to build walls. The haul times would be cruel but I wouldn't be complaining when my legendary dining room isn't even legendary anymore.
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