- 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.
Difference between revisions of "40d Talk:Siege"
m (→Still bugged?: Editing goblin AI) |
|||
Line 26: | Line 26: | ||
: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. [[User:Noctis|Noctis]] 15:04, 21 November 2007 (EST) | :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. [[User:Noctis|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. --[[User:Eagle of Fire|Eagle of Fire]] 16:33, 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. --[[User:Eagle of Fire|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) |
Revision as of 17:24, 30 November 2007
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)
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)