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40d Talk:Siege

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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)

My last few goblin seiges, have been actual seiges, instead of running around into my traps. The first of 3 squads ran in, about half fell victim to my traps, then ran, then the other 2 squads have been just waiting outside my fort, for 3 months and counting. User:OmegaX 15-September-2008

Just to check, you didn't do anything that would break their pathfinding like triggering cave-ins, locking doors, or raising bridges? -Fuzzy 14:41, 15 September 2008 (EDT)

They left after a season, but there were no pathfinding issues, the fort was open, just waiting for them. --OmegaX 21:10, 15 September 2008 (EDT)

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)

I agree. Traps are a great thing. I also save VERY often, and when a siege occurs, I will 'force quit' and revert to a previously saved game. Then I make all my dwarves soldiers and give them time to pick up their equipment. This has proven very successful.--Keesto 23:46, 5 September 2008 (EDT)
 Later...I have found that traps are the best/only defense.  I have set up about 200 cage traps around the map, and also 20 stone fall traps around the entrances. Soldiers are only useful to me now when I release the goblins from their cages- in confined spaces -for a mass slaughter.  Very satisfying.

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)
My roommate had one in a group of ambushers. He was wearing a human leather earring, so that's lovely ;) --FloodSpectre 20:04, 6 September 2008 (EDT)

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)

Yeah, I recently tried a system like that, where the entrance hall is two floors tall, and I have a marksdwarf barracks on the floor above. They shoot plenty of goblins, and of course I have about 60 stonefall traps there too. I watched laughing as 66% of the goblins thought "AAAH RUN AWAY" and they retreated like sissies :D --AlexFili 11:25, 4 June 2008 (EDT)

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."

Good, then I shall start war with the elves because there are no goblins.--CrazyMcfobo 18:22, 12 April 2008 (EDT)

Human Sieges

I am, right now in v0.28.181.39b, being besieged by about 14 humans, one of which is on a horse carrying a bow. "An enemy is laying siege" or some such came up instead of the usual "A vile force of darkness has arrived". Even stranger is that they built A Campfire and are just milling about around it. There is a clear path straight into the heart of my fortress. There is no sign of war on the civ screen. -Namako 09:21, 22 July 2008 (EDT)
It's even worse than that! They're actually doing siege tactics - they sit in their camp until someone goes outside, at which point they all set off to kill that poor sot. Then they return to camp. If it's not outside, they don't care. They also don't seem to be affected by any of my traps. -Namako 11:52, 22 July 2008 (EDT)

just wait until the campfire has burned down and then they will move to the fortress as the goblins do. It might take a while, so no need for hurry. I only had two human sieges in my current fortress until now, but they seem to increase in numbers as the goblins do.
  • first year: ~10 humans, not mounted, campfire
  • second year: ~20 humans, 2 squads, mounted. 1 squad with campfire, the second one just waited and had no campfire. After a while, they moved to the fortress, but not both squads at once.
In my case (v0.28.181.39c), they were affected by my 2 weapon traps. At least at the second siege when they were mounted, during the first one when they had no horses, I had no traps, so I don't know if this has an effect.
The text of the human siege is "The enemy have come and are laying siege to the fortress"
In my fort the human guild representative died and once a caravan was slaughtered by an ambush.
Imajia 18:24, 22 July 2008 (EDT)
now in the 3rd year, a human diplomat arrived instead of the next siege and he offers the following options:
Peace is calling out to us. How do you respond?
Enter: I hear her voice. Let us stop this war.
Space: We will drown her out with the screams of your dying. Begone.
As I'm a beginner, as far as wikis are concerned, it would be nice if someone could update the article.
Imajia 12:34, 24 July 2008 (EDT)
I've added it in, although I'm also a n00b at this wiki stuff, and kept forgetting important stuff. -Namako 14:22, 25 July 2008 (EDT)
thanks. As there aren't many reports about human sieges right now, it is a good start. -Imajia 03:09, 28 July 2008 (EDT)
I have also received a human siege (v0.28.181.39e). Accidentally had the merchant diplomat locked in my fort - he 'left unhappy' (but he and the caravan were otherwise unscathed.) First summer - 10 unmounted humans; second summer - 50 humans, all mounted. Their campfire died down in Fall - it is now mid-Winter and they still haven't entered my fort. Instead they ride their horses in circles outside my gate. I have tried to bait them with expendable dwarfs but they just take them out with crossbows. Dwarven caravan did not even attempt to come in the Fall; also, no goblins or kobolds have dared to raid during the siege. All in all, a pretty effective siege as I do not have yet a military capable of attacking. (3rd year of fort). By the way, when the first siege force arrived I had fewer than 80 dwarves.
Pavlov 21:27, 28 July 2008 (EDT)