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Difference between revisions of "v0.34 Talk:Siege"
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Anyone know how the dwarven civilization acts when you start a war with them in a modded game? I'm currently playing a variation with elves as the playable race and just decided to antagonize the dwarven caravan, so I'm pondering what the results will be. Would be easier if I knew whether the game already offers the possibility of dwarf vs dwarf warfare, though the "loyalty cascade" bug implies that the game doesn't consider that scenario normal. --[[Special:Contributions/184.20.23.17|184.20.23.17]] 21:36, 22 September 2013 (UTC) | Anyone know how the dwarven civilization acts when you start a war with them in a modded game? I'm currently playing a variation with elves as the playable race and just decided to antagonize the dwarven caravan, so I'm pondering what the results will be. Would be easier if I knew whether the game already offers the possibility of dwarf vs dwarf warfare, though the "loyalty cascade" bug implies that the game doesn't consider that scenario normal. --[[Special:Contributions/184.20.23.17|184.20.23.17]] 21:36, 22 September 2013 (UTC) | ||
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+ | == Immigration == | ||
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+ | Does a in progress siege stop immigration waves? Or are they stopped because they get slaughtered outside? --[[User:Soyweiser|Soyweiser]] ([[User talk:Soyweiser|talk]]) 14:25, 22 July 2014 (UTC) |
Revision as of 14:25, 22 July 2014
humans camped at map edge for me too so i'll remove the verify tag
Kartofius al andalus 18:18, 4 June 2012 (UTC)
A goblin siege arrived, 14 swordsmen and no squad leader, the invaders camped at the edge of the map and didn't do anything, I thought somehow their leader must of died after checking the siege page a few times, but I also checked the dead/missing list and no goblin leader, the invaders did have to cross a river to path into my fortress but I didn't think that would be a problem in 1/8 depth water, eventually the invaders left and instantly after, I got a trade caravan from the Elves, I thought it was highly unlikely to get trade caravans after sieges unless you stopped the siege quickly, am I missing something big?
Environments effects on sieges
Can anybody verify whether or not the length of a siege is effected by things like temperature or natural resources surrounding your fort? --Dissimulation 22:33, 17 June 2012 (UTC)
update on what i've found. I'm in a freezing biome, very close to the north pole. I've reached 160 dwarves but i've only received snatchers from the gobbos. I'm not sure if this is because of the temperature or some other factor. I'm assuming it's not because of the civilizations nearby because i have recieved the snatchers. If i see any new developments i will report. any extra information is appreciated --Dissimulation 04:06, 23 June 2012 (UTC)
- I've embarked in glaciers and had full sieges. It definitely doesn't outright prevent them, although the distance from other civilizations might help reduce them. -- Qazmlpok 12:42, 23 June 2012 (UTC)
Another reason they may not be coming is my fort has very little created wealth/exported wealth due to lack of resources. About 190k created and 6k exported --Dissimulation 12:48, 24 June 2012 (UTC) Alright, the winter right after my exported was increased to 10k I recieved a Giant and then right after the giant a goblin siege. I'm going to test the theory that exported wealth effects sieges in another type of biome. --Dissimulation 17:44, 24 June 2012 (UTC)
- If it has to do with exported wealth, then it's no where near 10k. I think it might have to do with the amount of time you've had the fortress. I normally start getting Goblin sieges around the 2nd or 3rd year of the fortress being alive. I can't remember what season, but I remember that once I had a siege end, a caravan (I think it was elven) arrive, then another siege begin all within 5 minutes of each other. Needless to say, that caravan was slaughtered. Anyway, I'm off topic. I only had 1-2k exported wealth that entire time. Maybe it's created wealth? My created wealth had 6 digits on it, but I can't remember exactly what it was. I wasn't really taking notes at the time. lol. --Zackman0010 00:17, 2 July 2012 (UTC)
I'll still run my test fort, it's going slow due to my job. --96.237.176.159 01:13, 2 July 2012 (UTC)
I've just thought of something. the fort that had a low exported wealth also had a very vigilant guard dog that never let any snatchers into the fort as well. the only thing the goblins could have known I had would be the front gate, a chain, and a dog. did your fort have tight defenses versus thieves? --Dissimulation 13:24, 4 July 2012 (UTC)
- Actually, no. I was actually getting sick and tired of being interrupted by 'Snatcher! Protect the children!' or 'Thief!'. One time, I even found a goblin snatcher 5 levels below my entrance. He had managed to get through the front hallway and down 5 flights of stairs before being spotted in the hallway to the dining room. I really need to start using guard dogs more often. --Zackman0010 03:10, 6 July 2012 (UTC)
Goblin Leader
I saw this posted somewhere on the forums once, but I cannot remember where. In my world, after I killed the Goblin leader, no more mounts appeared the next siege. I added the 'Verify' to make sure it wasn't just a one time thing. I lost the fortress before a second mountless siege could arrive, so I can't test any further for now. If I manage to kill the leader again and I don't see any more mounts, I'll remove the 'Verify' myself if it isn't already removed. --Zackman0010 02:15, 30 June 2012 (UTC)
- I think you may be referring to this (although the interwebs are extensive). At any rate what I would like to know is how civilization leaders appearing in sieges affect the future. I.e if i kill/capture him would goblins stop coming or if they will try to rescue their leader at full cost.--Doktoro Reichard (talk) 08:21, 11 January 2014 (UTC)
The entry under "Goblins" repeats the data that if the Goblin General is killed (or simply enters leading a siege and then departs) that the goblin civilization ceases to get mounts after that point. I have seen the behavior with mounts ceasing to appear once the general is gone. However, in v34.11 I saw this happen and the goblins continued to get mounts in the sieges following the one in which the civilization's general appeared. Said general did, however, disappear from the civilization's leader list. So, at this point this particular game behavior varies by which version is being run. --Oaktree 19:55, 27 July 2012 (UTC)
Breaking sieges off quickly
It is unknown if they will arrive if a siege is quickly broken
I managed to kill off a Goblin siege that started around 5th Felsite, 255, by the 15th Felsite, 255; four days later, an Elven caravan arrived on 19th Felsite, 255. I think this means that yes, a caravan will arrive if you quickly break a siege. - Jevon 10:58, 5 September 2012 (UTC)
If and when the Jerrys come, it is entirely possible to kill em fast enough to get a caravan. -nproteau 1/14/12
Entity modding and dwarven sieges
Anyone know how the dwarven civilization acts when you start a war with them in a modded game? I'm currently playing a variation with elves as the playable race and just decided to antagonize the dwarven caravan, so I'm pondering what the results will be. Would be easier if I knew whether the game already offers the possibility of dwarf vs dwarf warfare, though the "loyalty cascade" bug implies that the game doesn't consider that scenario normal. --184.20.23.17 21:36, 22 September 2013 (UTC)
Immigration
Does a in progress siege stop immigration waves? Or are they stopped because they get slaughtered outside? --Soyweiser (talk) 14:25, 22 July 2014 (UTC)