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What do you think of goblin ambushes and sieges?

They come too early. Ambushes should be at 50 pop and sieges at 100 pop.
- 22 (15.8%)
They are fine right now, dont fix what's not broken.
- 38 (27.3%)
Sieges are fine, but ambushes should come earlier
- 8 (5.8%)
Sieges should come earlier, like at 50 pop, but ambushes are just fine
- 36 (25.9%)
They should both come sooner.
- 35 (25.2%)

Total Members Voted: 139

Voting closed: January 29, 2011, 01:53:18 pm


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Author Topic: Do you think sieges are not well challenged?  (Read 4992 times)

Girlinhat

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Re: Do you think sieges are not well challenged?
« Reply #45 on: January 26, 2011, 08:09:11 am »

I've heard rumors of ways further along development to make sieges tougher, like grappling hooks that allow goblins to climb walls, and deployable bridges to cross moats, and possibly allowing siegers to mine (which would be OFF by default) thus allowing them to dig under your walls.  Still, as with all forts, you can theoretically overdo it.  10 Z high walls probably can't be grappled up, and 20 wide moats probably can't be bridged over.

Sutremaine

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Re: Do you think sieges are not well challenged?
« Reply #46 on: January 26, 2011, 11:02:41 am »

Quick question regarding leaders and the enemy ability to use mounts: if the enemy leader is captured but not killed, does the next siege come with mounts?

Still, as with all forts, you can theoretically overdo it.
I read this as 'theatrically overdo it'.

I wonder how deep siegers would be willing to mine if confronted by warm stone (or would they go right through it regardless? XD). Dig a really deep narrow moat and fill it with magma to one level below the surface, then divert some sourced water into a wide inner moat. Actually, that would be pretty cool to do anyway.
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Erkki

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Re: Do you think sieges are not well challenged?
« Reply #47 on: January 26, 2011, 11:07:04 am »

If they can dig in solid stone of any kind, they could also take down walls built of those stones. Making some creatures able to destroy constructions(even if slowly) would already add a lot of challenge.
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NewSheoth

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Re: Do you think sieges are not well challenged?
« Reply #48 on: January 26, 2011, 11:21:05 am »

The sieges are just fine. Their main challenge isn't in their strength, but in making you seal your fortress (if you can't take them head-on) and make your dwarves emo themselves to death one way or another.
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Girlinhat

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Re: Do you think sieges are not well challenged?
« Reply #49 on: January 26, 2011, 11:32:41 am »

Actually, I'd heard of mobile siege engines, including battering rams, that can possibly destroy walls, with the time taken depending on the material of the wall.  Steel walls, expensively life-saving!

TheyTarget

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Re: Do you think sieges are not well challenged?
« Reply #50 on: January 26, 2011, 02:02:57 pm »

I think they both come at the right time. The only annoying part is that you dont get one ambush, you get 1-3 at a time. Also I hate the constant caravan slaughter. Caravans should have a guard strong enough to last against a single ambush at least, along with the liason.
Caravans have 1 guard assigned to each trader. You can make caravan stronger by giving them massive profits. That way they'd send bigger caravans and along with it, more guards.

I will do that and see if it helps.
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rephikul

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Re: Do you think sieges are not well challenged?
« Reply #51 on: January 26, 2011, 02:04:29 pm »

Actually, I'd heard of mobile siege engines, including battering rams, that can possibly destroy walls, with the time taken depending on the material of the wall.  Steel walls, expensively life-saving!
I've heard of them too. But then, just like how random zealots claimed hearing gospels, it was just wind blowing through the cracks on the wall.
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Girlinhat

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Re: Do you think sieges are not well challenged?
« Reply #52 on: January 26, 2011, 02:41:22 pm »

I dunno.  Comparatively speaking, this game is updating pretty fast (even though it's like 6 years old?).  It was just a few weeks I got it, and already seen new stuff implemented.

UristMcDwarf

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Re: Do you think sieges are not well challenged?
« Reply #53 on: January 28, 2011, 04:17:34 pm »

Actually, I'd heard of mobile siege engines, including battering rams, that can possibly destroy walls, with the time taken depending on the material of the wall.  Steel walls, expensively life-saving!

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Karakzon

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Re: Do you think sieges are not well challenged?
« Reply #54 on: January 28, 2011, 05:06:34 pm »

in my current fort ive just got my first ever hammer lord, who has an artifact forgotten beast bone warhammer and is decked out in exceptional iron armour due to the better stuff being nabbed by the sadisticaly bad ass pick axe weilder who is millatery commander.

in short: most stuff, including the tones of forgotten beasts that have tried to attack, end up in many peices fairly fast. goblin ambushes take out a few of my guys almost every time, i still dislike how a spear, essentialy a pointed stick, can take off limbs but hell.
if its a seige i direct it over the trap corridor with silver serrated discs in it. a cheep, practical use to level up a weaponsmith.
ambushes get rushed by about 30 millatery dudes with assorted weaponry if i have building projects ongoing. if not i let them walk into the traps like the seigers. cage traps before the killing ones always ensure that i have some opponents to strip down and use as meatbag practice for my millatery to level on.

to be fair: i think population, wealth, and perhaps a check of none artifact wealth or somert like that would be best for seiges and ambushes. But with seiges coming in sooner with the areas savagry etc level. Give a terryfing glacier something to be terrified about.
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Rollory

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Re: Do you think sieges are not well challenged?
« Reply #55 on: January 28, 2011, 05:36:54 pm »

Thanks to everyone who participated in my previous poll, the feedback and data was very helpful.

1) Helpful to whom?  For what purpose?  Aren't seige and ambush settings hardcoded by Toady?

2) Of course sieges aren't challenging enough, and of course these options have nothing to do with why.  Sieges need to be able to get past a raised drawbridge or a constructed wall.  Until they can, they're hardly worthy of the name.
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Girlinhat

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Re: Do you think sieges are not well challenged?
« Reply #56 on: January 28, 2011, 05:48:02 pm »

Did it occur to you that the development of DF might consist of more than one person, and that the creator of this poll is able to whisper in Toady's ear?

GreatWyrmGold

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Re: Do you think sieges are not well challenged?
« Reply #57 on: January 28, 2011, 06:44:35 pm »

On one hand, I don't think any of my forts right now could handle a siege except by sealing the entrance-if that. On the other hand, I'd like to lose a fort to something other than dehydration and abandonment.
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IT 000

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Re: Do you think sieges are not well challenged?
« Reply #58 on: January 28, 2011, 07:35:35 pm »

Sieges really need to come earlier. I've only seen one siege in my entire DF career. The idea of sieges being based off of population is absolutely flawed. Why would a siege attack a granite fort rather then a fort with walls of platinum, filled with dwarves that drink molten gold and eat silver biscuits?
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Girlinhat

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Re: Do you think sieges are not well challenged?
« Reply #59 on: January 28, 2011, 07:40:09 pm »

That's vanilla.  You can mod the entity_default file to change the timings of sieges, and set a population and/or wealth cap, whichever comes first, and it's actually extremely straightforward to make this alteration.

Granted, having it better by default would help, since not everyone wants to mess with files, but still.  It's not like it's flawed beyond repair.
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