Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: [1] 2

Author Topic: Lack of Seiges  (Read 1226 times)

dakenho

  • Bay Watcher
    • View Profile
Lack of Seiges
« on: November 16, 2009, 02:32:04 pm »

I have seen many topics like this and was just curious of why I have a lack of sieges in my fortress

I have about 110 dwarfs am several years in, and have a lot of wealth (with about half a dozen artifacts with the least valuable one being worth 30k).  I have yet to see a siege in my fortress.  I press C and see both goblins and Kobolds and have received ambushes from goblins on occasion but have not been siege.  I did try to start a new fortress in the same area, hitting tab does show goblins.  I am fairly sure they have access to me (otherwise how could I not get ambushed).  This is an unmodified version of the game (complete with original graphics pack).  The only thing I do notice is that the goblin town on the world map is in a mountainous area and may be cut off from me, but why in this case do I receive ambushes?  Also what determines how strong a siege is?  I also do not know if this has an effect but I did just recently fill the broker position and as such my fortress actually has a wealth indicator in the z menu.

   With this I would like to make a suggestion for the game, my suggestion is a siege modifier in the area location tool.  Setting this to 0 would indicate to a player that he may never be siege setting this to 10 would indicate lots of heavy sieges with lots of enemies)  5 would indicate moderate sieges with moderate amounts of enemies.
Logged
From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.

Grendus

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #1 on: November 16, 2009, 02:41:05 pm »

You can put that suggestion in the Suggestions forum if you want. If you want lots of sieges, you need to mod in a race that both breeds fast and sieges early. Try the Orc Mod or Dig Deeper if you're brave. Just be forewarned, the orcs are hardcore. They can start sieging as early as the first summer (like, one season in) and are both stronger and better equipped than the goblins.

As for your problem, I really don't know. The goblins should siege you, in fact I get sieges much earlier. Is it possible you accidentally disabled sieges in the init.txt file? Check to see if the goblins have a king or local leader ('c' then hit tab until you get to the leadership page). If you kill the king, they stop showing up for a while and siege in fewer numbers when they do come back. It's possible their king was a snatcher or came in an ambush, it happens occasionally.
Logged
A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Lack of Seiges
« Reply #2 on: November 16, 2009, 02:44:17 pm »

Try increasing your wealth. 30k for an artifact is a pittance.

Try smoothing every wall in your fortress, churn out rock crafts constantly, start several new industries, like the cloth industry or steel making industry.

If you create enough wealth in a season, you should get sieged. It's only a matter of time.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.

dakenho

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #3 on: November 16, 2009, 02:52:37 pm »

I am currently doing massive digging tunnels looking for resources. So I can smooth those tunnels to increase my wealth and will try that.   I will also give an exact wealth number latter tonight.
Logged
From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.

dakenho

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #4 on: November 16, 2009, 03:18:06 pm »

As for Grendus post.  I did notice when I pressed ‘c’ that there was a goblin leader (and a named goblin in every position).  It could be possible that the goblin king did show up as a kidnapper or during a raid and I did kill him (though I wish the game would of told me so I would of loved that achievement :D).  I think I will try the orc mod, I tend to get board of goblin sieges.  I have also heard that you can edit a file the increase the number of goblin camps on world generation.  Would this help increase the frequency of goblin sieges and number of goblins in the siege?

Things I will try tonight:
Assigning 2-4 dwarfs to smoothing walls and floors
Try to create a chest for each dwarf and some other rock and wooden items.
Max out my food/ale stock piles
Create a massive amount of mechanisms (to build traps, and other things I will need latter)
I could also create a massive cloth stock pile as I create and pump out massive amounts of thread in one year (not worth that much but it did buy my fortress its first anvil).
Smelt all of my gold and turn them into coins
Create enough bins/barrels that hold all of the listed above
Wait one year for a siege.
(though I may start fresh with the Orc mod anyways).
Logged
From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.

dakenho

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #5 on: November 16, 2009, 07:14:53 pm »

created wealth 602,000
Logged
From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.

Nexii Malthus

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #6 on: November 17, 2009, 12:40:14 am »

I think my siege in my new fort started around a million created wealth.

dakenho

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #7 on: November 17, 2009, 11:09:29 am »

it could be the case that I do not have enough wealth yet.  Can anyone tell me how much wealth one needs or needs to create per session to get sieges?  Also do Orcs from Orc mod fallow the 80 dwarf rule for sieges?  (from what you guys said earlier I am going to say no but I just want to be sure).  (at this point its almost tempting to install a fresh copy of DF to ensure that I do not have a problem)
Logged
From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.

pluckcitizen

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #8 on: November 17, 2009, 11:23:34 am »

I have the same problem as you.

I have about 1.32 million wealth been playing for 14 years and I've only been sieged once. I'm going to start over with a mod as soon as I'm done with my exams ;(
Logged

Grendus

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #9 on: November 17, 2009, 11:32:10 am »

Orcs kill you dead. They start as soon as you do, you'll be getting multi-squad sieges with your starting seven. Not even exaggerating, it happens. I've gotten orc sieges as early as the second season after embark (you know, that peaceful, carefree time when you leisurely dig maybe some rooms or start production for the dwarf caravan). Orcs are a pretty funtm challenge.
Logged
A quick guide to surviving your first few days in CataclysmDDA:
http://www.bay12forums.com/smf/index.php?topic=121194.msg4796325;topicseen#msg4796325

dakenho

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #10 on: November 17, 2009, 01:43:33 pm »

odd I am one year in and have not seen a single Orc.  or a sign of Orcs, I am fairly sure that they were in my area in the tab menu too...  I think if i do not get a single Orc by year two I am just deleting the DF folder and grabbing a fresh down load (I got a little scared and even prepared some early game traps).  forgot to check my int file (though I have never touched the darn thing).  may check that tonight other than that I DF is getting deleted and re downloaded tonight
Logged
From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.

Auldrin

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #11 on: November 17, 2009, 02:48:20 pm »

Orcs are trap immune, so good luck with that :D I find embarking with 2-5 dwarves intended for military with the others establishing the fort works well (DigDeeper orcs, not orc mod, though)- Managed to stop seiges like that.
Logged

dakenho

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #12 on: November 17, 2009, 03:08:53 pm »

… … …
I would really like to know how, blood thirsty, orcs with brains smaller than a caterpillas are smart enough  to not to set off, disable, or avoid traps.  Luckily in the hall way that I have placed the stone fall traps in I can flood fairly easily and drown the bloody green skins to death (though I am going to attempt to avoid a cheap tactic like that, if it comes to it I think I would rather flood the fortress and kill everyone all together.
Logged
From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.

dakenho

  • Bay Watcher
    • View Profile
Re: Lack of Seiges
« Reply #13 on: November 17, 2009, 05:13:40 pm »

When you say immune to traps, does this mean the creature will not set off a trap or that a creature will not take damage from a trap

For instance, if an orc walks over a stone fall trap, dose the tarp still get set off (presumably if it does the orc takes no damage).  If a dwarf steps on a pressure plate activating a spear/spike trap, would an orc over a spear spike trap still take damage?  I suppose the real question is dose trap immune mean they take no damage from traps or does it mean they just do not set them off?
Logged
From the description of the event, I think that your copy of Dwarf Fortress was on drugs when this happened. That's surely the only logical explanation for a human werewolf with deadly farts dying from it's own excrement after slaughtering some goblins comrades.

Jim Groovester

  • Bay Watcher
  • 1P
    • View Profile
Re: Lack of Seiges
« Reply #14 on: November 17, 2009, 05:17:22 pm »

… … …
I would really like to know how, blood thirsty, orcs with brains smaller than a caterpillas are smart enough  to not to set off, disable, or avoid traps.

It's for the sake of challenge. That's primarily what the orc mod was designed for.

When you say immune to traps, does this mean the creature will not set off a trap or that a creature will not take damage from a trap

For instance, if an orc walks over a stone fall trap, dose the tarp still get set off (presumably if it does the orc takes no damage).  If a dwarf steps on a pressure plate activating a spear/spike trap, would an orc over a spear spike trap still take damage?  I suppose the real question is dose trap immune mean they take no damage from traps or does it mean they just do not set them off?

[trAP_IMMUNE] implies that they will not set off any traps, not that they will take no damage.
Logged
I understood nothing, contributed nothing, but still got to win, so good game everybody else.
Pages: [1] 2