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Author Topic: Sieges, Oh yes. Sieges.  (Read 1805 times)

Bovinepro

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Sieges, Oh yes. Sieges.
« on: February 22, 2008, 05:28:00 am »

It seems to me, that sieges simply don't... well... they aren't epic enough. A 4-wide hallway filled with weapon traps will stop any siege.

ANY. siege.

And what do the siegers do? Well, they regroup, and march right back into the traps!  ;)

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vanarbulax

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Re: Sieges, Oh yes. Sieges.
« Reply #1 on: February 22, 2008, 05:59:00 am »

I'm in two minds about this I do think that there should be the option of siegers to breach defenses but at the same time I want the player to be able to not trigger these thoughts of events. If a person wants to remain relatively peaceful and wall themselves of from the world then they should be able to. I reckon that these types of attacks should only be retribution if the player goes and attacks a civilization or only when your a fully fledged fortress.
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Sean Mirrsen

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Re: Sieges, Oh yes. Sieges.
« Reply #2 on: February 22, 2008, 06:01:00 am »

Wait until at least the third release of the army arc. Then you may have a lot more eventful sieges. And I think the Rogue profession will appear somewhere in that period, so traps won't be that much of a problem. For attackers.  :)
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Deathworks

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Re: Sieges, Oh yes. Sieges.
« Reply #3 on: February 22, 2008, 06:22:00 am »

Hi!

Personally, I am one of the peaceful types. This is why the current merchant - trap bug is kind of annoying me. Until then, my fortresses always had their entrances weapon-trapped for as many layers as possible and as soon as possible so I wouldn't need a real military (only occasional archers to hunt down really annoying animals).

Personally, I think if you want to make the game more challenging, there is no one forcing you to use deadly efficient trap corridors. You can impose on yourself some standards, like using none of the default traps, no simple moats or flooding corridors. Instead, you put up a house rule expecting you to make do with fortifications (which I found to be quite deadly for the defenders in the past) and lever-linked doors.

As for moats, in fantasy stories, I think there is a tendency towards the goblin horde theory: hundreds of goblins swarming the defenses and eventually filling the moats and traps with corpses over which the survivors climb to reach the effectively breached defenses. Just a random thought on this.

Deathworks

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Tyrving

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Re: Sieges, Oh yes. Sieges.
« Reply #4 on: February 22, 2008, 06:31:00 am »

quote:
Originally posted by Deathworks:
<STRONG>Personally, I am one of the peaceful types.</STRONG>

This statement struck me as a bit funny, considering your name. Anyway, I agree that a more peaceful type of fortress should be possible, but it shouldn't be as simple as plopping down a bunch of weapon traps. I think that invaders should, eventually, be able to bypass or disable traditional traps. The player who does not wish to have a large military would be challenged to create a more elaborate defense system.

Or not. A simple pressure-plate linked bridge that drops gobbos into a x-deep pit could work quite effectively, and is fairly simple to build. Or spikes set to repeat in the halls. Or a maze of fortifications that is also lined with repeating spikes, and if anyone makes it to the end, a pressure plate triggers and drops them into a pit... Well, anyway, you get the idea.

Thallone

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Re: Sieges, Oh yes. Sieges.
« Reply #5 on: February 22, 2008, 07:46:00 am »

My suggestion would be to require that traps not exceed a certain density, in other words, no trap can be in a square adjacent to another trap, or possibly no more than x traps per nxn square. (read: 3 traps per 3x3 sqare, or some other similar method) by doing this, it requires traps be placed so that , for the most part, it is possible to get through, but not likely to. However, I do agree that this should more be a house rule than a game rule.

An example of no adjacent traps might look something like this:

code:

T=trap
+=open space
w=wall
WWWW+T+wwww
wwww+++wwww
wwwwT+Twwww
+++++++++++
T+T+T+T+T+T
+++++++++++
+T+T+T+T+T+
+++++++++++
wwwwT+Twwww
wwww+++wwww
wwww+T+wwww

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Kontraband

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Re: Sieges, Oh yes. Sieges.
« Reply #6 on: February 22, 2008, 08:25:00 am »

That is a good Idea Thallone, i also like the idea of the massive goblin armys.  A golbin horde may not be able to conquer your fotress but a large force of goblins may block your ability to leave your fortress cutting your off completly from the surface and forcing you to be entirly self suficent and entirly sub terranian.  I think this would be a nice idea.  If a goblin seige came along and sat on your fort in vast numbers and wouldnt leave untill completly wiped out.  No more wood, no more trade.  eventuly u would have to break out somehow.  Players may mine out into a plateu and build seige engines or train a mass of hammer dwarfs and ruch oiut at the gobo's.  Also the idea of the gobo's having seaige engines i liked but not the idea of gobo's being able to mine.  This would ruin many a fort to the frustration of a great many players.
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Mikademus

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Re: Sieges, Oh yes. Sieges.
« Reply #7 on: February 22, 2008, 09:12:00 am »

Hmm, massive gobling armies... Anyone for a game of "Roguelike: Total War"?
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sorbius

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Re: Sieges, Oh yes. Sieges.
« Reply #8 on: February 22, 2008, 09:16:00 am »

You already solved your problem of easy seiges.  stop. building. traps. and they get alot harder when you have to actually fight the goblins.
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Quift

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Re: Sieges, Oh yes. Sieges.
« Reply #9 on: February 22, 2008, 09:57:00 am »

quote:
Originally posted by sorbius:
<STRONG>You already solved your problem of easy seiges.  stop. building. traps. and they get alot harder when you have to actually fight the goblins.</STRONG>

2 sword champions in good enough armor can wipe out about 50 goblins without much hussle. only wayone of them dies is if they step into a pond...

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Eagle of Fire

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Re: Sieges, Oh yes. Sieges.
« Reply #10 on: February 22, 2008, 11:34:00 am »

The only reason why I rely on traps for defense is quite simple: a single goblin archer can kill or outright wound and stop at least half my attacking force before any melee combat is even near engagement.

Balance the fights, I'll be happy to fight. Remove traps and I don't really know what I'd do to simply survive...

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sorbius

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Re: Sieges, Oh yes. Sieges.
« Reply #11 on: February 22, 2008, 12:07:00 pm »

marksdwarves?
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DuncanFrost

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Re: Sieges, Oh yes. Sieges.
« Reply #12 on: February 22, 2008, 12:09:00 pm »

In the future, goblins will be able to dig.
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Kontraband

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Re: Sieges, Oh yes. Sieges.
« Reply #13 on: February 22, 2008, 12:16:00 pm »

Wells thats the power of missile weapons,  if u dont beleive me read about agincourt.  missile weapons are the bollocks and i dont think this should be toned down.  So the best thing to do i build your own :.  Massive armys of goblins would be uber 300 + gobo's with 30 or so trolls.  To spice the gobo's up 1 in every 15 could be a champion or some such thing.
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Kagus

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Re: Sieges, Oh yes. Sieges.
« Reply #14 on: February 22, 2008, 12:32:00 pm »

Somehow, I doubt even an english longbowman could completely pierce through both lungs, the heart, and the kidneys with a single shot fired at the front of a creature from a hundred yards away.
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