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Author Topic: Siege Weapons Speculation  (Read 1515 times)

Lex Talionias

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Siege Weapons Speculation
« on: January 09, 2011, 05:39:45 am »

Siege's and siege weapons are 2 of the biggest things myself and many others want to see improved and expanded.

i would love to have siege weapons be made into seriously deadly toys, being able to shoot down z-levels and aim at enemies properly.
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Max White

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Re: Siege Weapons Speculation
« Reply #1 on: January 09, 2011, 06:03:54 am »

Well I think this will get most interesting once moving things like wagons are fixed up. Would love to deploy ballistas...

tfaal

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Re: Siege Weapons Speculation
« Reply #2 on: January 09, 2011, 09:18:44 pm »

This is probably better suited to the suggestions forum. But, regardless, I agree. Siege weapons should also pose a threat to the integrity of the fortress itself, forcing you to send troops out to counteract them, so they don't bust down your walls/doors.
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Cruxador

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Re: Siege Weapons Speculation
« Reply #3 on: January 09, 2011, 10:37:03 pm »

Seige weapons might get some love in the upcoming army arc, which is after the bug fixing that is after the current update.
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AzureAngelic

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Re: Siege Weapons Speculation
« Reply #4 on: January 09, 2011, 10:52:16 pm »

More forms of ammo for catapults.

  • Throw booze barrels to make enemies susceptible to fire.
  • Throw platinum rocks to gib goblins across several tiles.
  • Throw +5 legendary adamantine-clad dwarven warriors to invade human siege camps.
  • Throw captured animals/prisoners/megabeasts to kill two birds one stone.
  • Throw skeletal carp to win.
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Fredd

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Re: Siege Weapons Speculation
« Reply #5 on: January 10, 2011, 12:33:58 am »



Azure, you left out flinging discarded dwarven clothing, as a gas attack
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Lex Talionias

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Re: Siege Weapons Speculation
« Reply #6 on: January 10, 2011, 03:12:37 am »

lol, love the clothing bit and this thread isn't for suggestions. also this thread is your wild speculation not actual real ideas, also most of this stuff has been mentioned before.

i would like to send alcohol barrels that are already on fire so they light everything else up when they burst open.

flaming blots that need to be lit from like braziers, blots that are specially Armour piercing i think would be awesome. also on the topic of improving ranged infantry, fortifications should be harder to shoot through over distance. so your 10 dorfs at the walls can take on 50 goblins without all dieing instantly.

also catapults should totally shoot in an arc.
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Roflcopter5000

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Re: Siege Weapons Speculation
« Reply #7 on: January 10, 2011, 06:00:13 pm »

Man, diggers and siege weapons will be awesome to fight against, but I really hope that there is some conservation of matter/material laws written in as well, so that you don't end up with weird awkward patches in your pristine wall because after 50 years, your fort ran out of that particular rock, or w/e. Also, on a side note, perhaps the length of NPC tunnels should be limited, that way you don't enemies popping up in utterly random locations...
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BodyGripper

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Re: Siege Weapons Speculation
« Reply #8 on: January 10, 2011, 06:20:02 pm »

  • Throw booze barrels to make enemies susceptible to fire.

Or barrels of venom, to make enemies dead.   :D

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Lex Talionias

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Re: Siege Weapons Speculation
« Reply #9 on: January 12, 2011, 09:14:15 pm »

BOILING POISON TRAPS!!! sprayed on the goblins and watch the fuckers melt!!!

i would also like steam traps, something that would let me super heat water really fast to cook my enemies.
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612DwarfAvenue

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Re: Siege Weapons Speculation
« Reply #10 on: January 12, 2011, 10:40:09 pm »

Catapults to throw THE ENTIRE FREAKING FORTRESS ONTO THE HEADS OF THOSE ELVES!
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GotIt_00

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Re: Siege Weapons Speculation
« Reply #11 on: January 13, 2011, 04:01:39 pm »

I would be happy with getting the siege workshop built, period. Many fortresses, many attempts to get one running, and it always sits awaiting construction. I've got building designers, machinery operators, etc., but no one will build the place.

Even if catapults rarely work well, I still want to have a bunch set up at my main entrance.
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EmperorNuthulu

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Re: Siege Weapons Speculation
« Reply #12 on: January 13, 2011, 04:07:12 pm »

Use the new rock nut oil to deep fry everyone! Basically have a giant cauldron of it on wheels. It would provide food and safety!
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Xvareon

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Re: Siege Weapons Speculation
« Reply #13 on: January 13, 2011, 04:35:03 pm »

siege ladders to climb up walls? just a unit that if it makes it to a constructed wall it will instantly build an up stairway on that Z-level and a down stairway above it so invaders can get up.

Disguised trade wagons carrying boozebombs and hidden goblin suicide crews, using subverted human/elf/dwarf races as the face of the operation. Can avoid by checking each wagon to see what they are carrying. Even better disguised trade wagons in a 'trojan horse' manner that deploy highly skilled infiltration experts to cause havoc inside the walls.

Fake migrants who actually work for the Goblins, a sleeper cell who will activate and kill Dwarves and pull levers like crazy when a Goblin siege force or ambush arrives.

Goblin attack through the caverns instead of above ground for tunnel warfare.

Invaders intentionally dump poisons, contaminants or bodies into running water in an attempt to poison you. Can be avoided by running all water through filters (screw pumps).

Invaders bring a massive army and just hole up outside your walls laying siege. After so many months/years of this going on your Dwarves start to get worried and may consider surrendering to them, or just gives Dwarves a bad thought.

Grappling hooks to pull drawbridges down.

Sappers who attempt to cause a cave-in by channeling underneath the walls.

Jake

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Re: Siege Weapons Speculation
« Reply #14 on: January 13, 2011, 07:16:35 pm »

In the Suggestions thread I made about catapult ammunition, someone proposed a 'designate as catapult ammo' option for items lying around your fortress. Refuse, old furniture, amphorae full of poisonous snakes... The possibilities are endless.
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