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Author Topic: Siege modes & Siege being a mjaor threat.  (Read 932 times)

Vulkanis

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Siege modes & Siege being a mjaor threat.
« on: March 24, 2010, 12:14:29 am »

In the present build of Dwarf Fortress Sieges caused by almost every race can be shrugged off and ignored with the locking of doors and the use of a bridge over some large pit, this seems rather unsatisfying because enemies dont seem to try and destroy my fort rather then kill all the inhabitants, and creates a form of devoidness in the challenge of enjoying Dwarf Fort. Albeit the learning curve is steep and finnaly understanding the game and messing around with all the mods is entertaining but Enemies dont seem to be a threat once you are self sufficent enough to just remiain under-ground for the rest of eternity.

So why not allow enemies to bring siege weapons of their own such as Hand-held battering rams (2x1) and siege ladders (fills appropriate area) to cross gaps and avoid the common trap bridges. All of these would be constructed at siege camps that are around 18 x 18 or 9 x 9 areas
(up for debate)  But not all enemies could have this capability such as Goblins and other lesser humanoids. But of course enemies such as Humans, Elves and possibly other dwarves could besiege and attack you with said equipment. 

But there are also some people that play for the sheer fact of constructing outposts and citys and nice looking fortifications, well why not let us customize what kind of enemies we encounter to fit our purposes.

                                         Disscuss, but I'm not sure weather or not this idea will burn at the stake or be a hot topic for discussion, forgive me if I am opening old wounds  :-\
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Safe-Keeper

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Re: Siege modes & Siege being a mjaor threat.
« Reply #1 on: March 24, 2010, 12:17:31 am »

Finally. It's been a whole week since the last siege thread.
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"Sieging humans brought some war polar bears, and one of them started a camp fire. Highly trained!" --Today One accidentally introduces the panserbjørn into Dwarf Fortress lore

Capntastic

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Re: Siege modes & Siege being a mjaor threat.
« Reply #2 on: March 24, 2010, 12:20:22 am »

Finally. It's been a whole week since the last siege thread.

Not even that.
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sweitx

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Re: Siege modes & Siege being a mjaor threat.
« Reply #3 on: March 24, 2010, 12:11:11 pm »

I would suggest using the search function.  As this had been suggested for quite a few times.
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One of the toads decided to go for a swim in the moat - presumably because he could path through the moat to my dwarves. He is not charging in, just loitering in the moat.

The toad is having a nice relaxing swim.
The goblin mounted on his back, however, is drowning.

Vulkanis

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Re: Siege modes & Siege being a mjaor threat.
« Reply #4 on: March 24, 2010, 02:04:21 pm »

I would suggest using the search function.  As this had been suggested for quite a few times.

I had. I came up with four results only one was related to this topic and it was talking about enemies that dug to your fortress and nothing about the idea of designating what we can encounter.
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Hyndis

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Re: Siege modes & Siege being a mjaor threat.
« Reply #5 on: March 24, 2010, 02:50:44 pm »

I would suggest using the search function.  As this had been suggested for quite a few times.

I had. I came up with four results only one was related to this topic and it was talking about enemies that dug to your fortress and nothing about the idea of designating what we can encounter.

Been dozens and dozens of pages on digging siegers.
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Pilsu

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Re: Siege modes & Siege being a mjaor threat.
« Reply #6 on: March 24, 2010, 04:07:46 pm »

The game is built around modding it to your likes so it's pretty redundant to suggest that. Battering rams, ladders and everything else you suggested have indeed been talked to death. We'll probably see them eventually, AI is the main problem really. Right now the troll siege weapons are broken so you might get a taste of what you speak of in the next version
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