v50 Steam/Premium information for editors
  • v50 information can now be added to pages in the main namespace. v0.47 information can still be found in the DF2014 namespace. See here for more details on the new versioning policy.
  • Use this page to report any issues related to the migration.
This notice may be cached—the current version can be found here.

40d Talk:Siege

From Dwarf Fortress Wiki
Jump to navigation Jump to search

Trigger?

Just noticed that I got my first (Goblin) siege at 100000 wealth. Anyone else confirm that this is the trigger? Runspotrun 00:06, 9 November 2007 (EST)

I had my first goblin siege at about 600k wealth. They sieged me at 15 levels above ground level, where I had a stairway to my fortress. They loitered around for a season and left. Kaivosukeltaja 07:31, 9 November 2007 (EST)
Thanks. I removed my addition from the article. Runspotrun 09:35, 9 November 2007 (EST)

I think part of the trigger is killing a Goblin. I'd captured several Goblin thieves, but it was only after I'd dispatched them that I was besieged. So, (wealth > certain amount) and (has killed Goblins) maybe? Runspotrun 23:09, 12 November 2007 (EST)

Actually, according to Toady (http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&f=10&t=000033), Goblins will start sieging now roughly around 80 dwarves and/or some odd amount of wealth.

I had 3 goblin snatchers show up at a population of 40 dwarves and created wealth of 63,793 (v0.27.169.33g). --Frond 22:17, 16 January 2008 (EST)

I think that the trigger amount is off by a bit- I just received my first siege, by goblins, at 57 population and about 411,000 wealth. --Linktoreality 04:58, 18 February 2008 (EST)

Troll squads

I had 3 troll squads of exactly 8 trolls in each during a siege. Had a goblin king that time but no beak dogs. Can it be that no beak dogs in goblin civ=better chance for trolls?

I been sieged at least half a dozain time in my current fortress, and I've never encountered trolls or anything bigger than skilled goblins. In my latest siege, all the goblins are specialised in something but I have no trolls or wolves or whatever to show for. Any idea on this behavior? --Eagle of Fire 14:16, 26 November 2007 (EST)
Apperently they haven't access to any chasm biome for trolls and to whatever biome for beak dogs.--Another 15:42, 26 November 2007 (EST)

Mounts

Woe betide those who anger humans. I added a second human race with [BABYSNATCHER] instead of [SIEGER] for barbarian raiding action. When they sieged, every last one of them was riding a horse. When I approached the buggers kept running away and going all Parthian shot on me, too. It was pretty bad ass. -EarthquakeDamage 02:23, 10 November 2007 (EST)

Still bugged?

Are sieges still bugged in 33b? If someone knows for certain, could they add the version number to the statement in the article? Ta. Runspotrun 19:52, 18 November 2007 (EST)

i just got siege and i think the bug is still there cause just redownloaded it for erroring reasons...the goblins just sit there and wait for something...

im wondering if (thanks to the bug) the goblins well just die of thirst or something?? or well just o away?

Yup, still bugged. Toady needs to rewrite the siege AI, 'tis not a simple bug. Goblins will go away on their own after a while, but that beats all the fun. Noctis 15:04, 21 November 2007 (EST)
Some people suggested on the forum building siege engines near the golin groups and fire to them to death. I'm trying to do just that in my current game. Alternatively, I think there is a flag in the init file where you can disable sieges. --Eagle of Fire 16:33, 21 November 2007 (EST)
Has anyone looked into changing the raws for the goblins to have them a similar behavior to werewolves and other predatory creatures? They roam around the map looking for something to kill, and while they might not stay together in a squad, or move toward your base directly, at least they would do *something*... if it works. Any thoughts? --Gotthard 12:24, 30 November 2007 (EST)
As of 33g I think they're still somewhat bugged. They will charge but if they find something to attack, it seems like their AI turns off and they stop on the spot. So I guess as long as you don't give them anything to attack on the way to your front gate, they will work fine. Lightning4 22:45, 30 December 2007 (EST)

Siege as a blockade

"A siege is a military blockade of a city or fortress with the intent of conquering by force or attrition, often accompanied by an assault. The term derives from the Latin word for "seat" or "sitting."[1] A siege occurs when an attacker encounters a city or fortress that refuses to surrender and cannot be easily taken by a frontal assault." --wikipedia

A siege isn't just a blind charge into your cage traps, either. Moller 14:38, 3 December 2007 (EST)

Best way to counter sieges?

So far, the best way I've found to counter sieges is to create a line of traps all around the map. You can't build them just next to the border of the map, only 5 or 6 squares away from it... However, goblins still walks around a little and often hit the traps. It's hard to create enough casualties in this way to stop them, but they hardly ever leave without giving me free stuff and free kills. :) Alternatively, setting up balistas or catapults in front of them and firing away is also very rewarding. Too bad it's almost impossible to do without forbidding your dwarves from fetching everything outside, which usually mean that they'll get in the way even if you manage to forbid everything in time. I wish there was a way to allow military dwarves to operate siege engines...--Eagle of Fire 14:47, 3 December 2007 (EST)

Human Leader / Mercenary?

I got my third or fourth goblin siege in the current game, and they arrived with a Human Spearmaster in one of their squads. Anyone else got this? Is it worth mentioning in this page?

Confirmed: third siege. One of invaders is Human Macelord. He is a best attraction at my zoo right now :). Think, i'll add this. Whoops... someone already has :)--Dorten 23:33, 16 January 2008 (EST)

Nifty defense plan

On an unrelated note, I figured a pretty nifty way to kill a lot (or all) of a siege by making an outdoors gatehouse with marksdwarves on the battlements... except instead of making it face OUT, I make it face IN, so I let the enemy inside and they get totally annihilated, as they are shot as soon as they appear :)

Something like this:

########
=bolts=#
######@#
     +@#   g
     +@# g
   g +@#   <- goblins on ground floor come this way
     +@#  g
     +@#    g
######@# g
=bolts=#
########

This work specially well again enemy shooters, they don't even get a chance to shoot back (and it seems it's nearly impossible to hit my dwarves on higher ground AND behind fortifications).

--Sergius 23:23, 11 January 2008 (EST)

Stealth Sieges

It seems that in the new version that sieges don't give announcements anymore. I was still getting my fortress together when one of my woodcutters was ambushed by 10 or so goblins. They proceeded to charge my fort and get killed by the merchants and dogs. Then like 30 seconds later the second wave appeared unannouced at my door. The merchants were in no shape to stand against them and the dogs were all dead. --Ikkonoishi 15:31, 8 February 2008 (EST)

This sounds more like an ambush than a siege. I've had four seemingly seperate goblin ambush squads all assault my fortress at the same time (four seperate "An ambush! Curse them!"s), each of which was a lot more dangerous than my first siege! -- Raumkraut 13:00, 2 April 2008 (EDT)

quote from toady, december 27

(so maybe parts of it changed)

"Humans and elves will come some time after they are angry enough at you.

Kobolds will start sending thieves once your pop hits 20 or you've traded a bit (value 500) or you've produced a bit more (value 5000). If they successfully steal objects, they'll come back with more thieves, and if they continue to be successful, they'll bring (buggy) archers. The power of the next attack is based only on how many objects were stolen during the last raid. They'll start sending archers if three or more objects are stolen.[]..they can send as many as 17 thieves and 36 archers, but this is incredibly unlikely. If the stolen object number is five or more, they'll start sending important historical figures.

Goblins start sending kidnappers when your population has hit 50 or you have traded a bit or produced a bit more (5x the kobold numbers). Once your population hits 80, they'll start to send more serious attacks instead of kidnappers on occasion. The numbers sent during the serious attacks depend only on how many attacks you've been through. If they have mounts or monsters(trolls?), they'll start using them on the second attack, with multiple monster packs on the third. Important historical figures also come with the third attack, but master weapon users can come on the second. Important kidnappers come on the second kidnapping attempt.

All of this will be obsolete once I get the armies working properly on the world map, though there will still have to be some artificial mechanism in place to stop early forts from being wiped out."