Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  
Pages: 1 2 [3] 4 5 ... 37

Author Topic: Orcs: More things to kill - Now for DF2010!  (Read 152908 times)

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Orcs: More things to kill
« Reply #30 on: November 07, 2008, 05:47:31 pm »

I'm in the Summer of my second year, at a site which is at the intersection of two Orcish domains (according to the legends map anyway).

Still no attacks.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Orcs: More things to kill
« Reply #31 on: November 07, 2008, 08:08:08 pm »

I got a 16 orc siege in the first summer of my fort.
Are your INVADERS even turned on?
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

Rysith

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill
« Reply #32 on: November 07, 2008, 09:04:02 pm »

I'm in the Summer of my second year, at a site which is at the intersection of two Orcish domains (according to the legends map anyway).

Still no attacks.

If you aren't trading or producing, they won't come without lots of dwarves (tales of wealth, remember?), which given Snakefeasts, may not be happening. What are your produced/imported wealth numbers?

On the other hand, if you can see two civs of orcs, when they do attack they will likely come in massive numbers. And maybe kill each other (I'm not sure if you can get two sieges of them at the same time, haven't tested that yet. I think the no-speaking might make them hostile to each other, so they might kill each other in the absence of dwarves)
Logged
Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

Thuellai

  • Bay Watcher
  • Nobody's business but the Turks
    • View Profile
Re: Orcs: More things to kill
« Reply #33 on: November 07, 2008, 09:08:43 pm »

Dude, seriously.  Two sieges at once?  You'd better be able to close that place up entirely - that's the only way my current (human) fort has survived as long as it is
And nobody's going outside until the entire trade tunnel is filled with cage traps.
And even then!

*gonna catch three or four sieges and build them a pit, then remove the wall someday when I finally get bored*
Logged
When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Orcs: More things to kill
« Reply #34 on: November 07, 2008, 09:39:33 pm »

Dude, seriously.  Two sieges at once?  You'd better be able to close that place up entirely - that's the only way my current (human) fort has survived as long as it is
And nobody's going outside until the entire trade tunnel is filled with cage traps.
And even then!

*gonna catch three or four sieges and build them a pit, then remove the wall someday when I finally get bored*

I'm not sure that having them overlap and fight each other is possible right now; later when the Army Arc gets fleshed out better, maybe.

As far as wealth goes right now:

Pop. 19 (just got immigrants; was 20 before I offed a useless punk with pets)
Created wealth: 34300
Imported: 50056
Exported: 630

Probably not enough to warrant attack. As far as defense systems go, I'm working on a magma moat with a wildfire starting system integrated into it at four points.

Of course, it would be cowardly of me to seal the moat off completely, so I'll be making zig-zaggy floor bridges. That way, an archer or two can slow them down some before they get to the center.

For the record, I've deduced that axes are the best way to handle these buggers. Since most forms of organ damage (pain) won't slow them down, severed limbs and bisections/decapitations are the most assured means of stopping them. Barring that, hammers and maces to knock them into the moat, and possibly collapse bombs to splash them with magma.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Thuellai

  • Bay Watcher
  • Nobody's business but the Turks
    • View Profile
Re: Orcs: More things to kill
« Reply #35 on: November 07, 2008, 09:52:36 pm »

Good call, I'll start using that.

I've only seen them siege post-20 people, when I had a Sheriff.  But as soon as you do...
Logged
When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Orcs: More things to kill
« Reply #36 on: November 07, 2008, 11:28:14 pm »

Good call, I'll start using that.

I've only seen them siege post-20 people, when I had a Sheriff.  But as soon as you do...

I never get a Sheriff. Don't have to worry about failed mandates killing anyone that way, or needing a retard-suicidal Fortress Guard.

It's early Autumn now, and the caravan is here. I hope I get sieged now, the magma moat/firestarter isn't ready.

Edit: For the record, my firestarter system is hardwired such that I cannot use it to flood the perimeter of my fortress with magma. v__v
« Last Edit: November 07, 2008, 11:32:19 pm by Warlord255 »
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Jay

  • Bay Watcher
  • ☼Not Dead Yet☼
    • View Profile
Re: Orcs: More things to kill
« Reply #37 on: November 08, 2008, 06:47:20 pm »

I don't know what your problem is that they're waiting until 20 dwarves.
I got them in the first summer, when I had 7 and no defenses whatsoever.
It's probably your fortress wealth isn't high enough.
Logged
Mishimanriz: Histories of Pegasi and Dictionaries

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Orcs: More things to kill
« Reply #38 on: November 08, 2008, 07:49:12 pm »

A VILE FORCE OF DARKNESS HAS ARRIVED

Only one 12-pack, but still.

HELL YES.

This is at ~40 dwarves.
« Last Edit: November 08, 2008, 08:09:16 pm by Warlord255 »
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Thuellai

  • Bay Watcher
  • Nobody's business but the Turks
    • View Profile
Re: Orcs: More things to kill
« Reply #39 on: November 08, 2008, 08:22:27 pm »

Weird, I usually get two or three times the number of orcs as I have dwarfs, or at least 1.5x.  Well, maybe once you finish off this siege, the next one will be worse.
Logged
When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Orcs: More things to kill
« Reply #40 on: November 08, 2008, 10:27:00 pm »

Weird, I usually get two or three times the number of orcs as I have dwarfs, or at least 1.5x.  Well, maybe once you finish off this siege, the next one will be worse.

Does it help that this particular Orcish empire - according to Legends mode - has an area of influence that is big enough that it contains 20 human ruins?

Or that I'm at the intersection of this and another orcish civ?
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Orcs: More things to kill
« Reply #41 on: November 08, 2008, 11:44:36 pm »

Last siege took a massive toll. Three squads, managed to kill them with help from the caravan guards. Unfortunately, I set off my firestarter prematurely, and now cannot stop it as my defenders stand trapped outside...

Annoying note: the Orcs never come with their names, even if they have them on the civ screen. This is somewhat saddening.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Rysith

  • Bay Watcher
    • View Profile
Re: Orcs: More things to kill
« Reply #42 on: November 08, 2008, 11:56:20 pm »

Last siege took a massive toll. Three squads, managed to kill them with help from the caravan guards. Unfortunately, I set off my firestarter prematurely, and now cannot stop it as my defenders stand trapped outside...

Annoying note: the Orcs never come with their names, even if they have them on the civ screen. This is somewhat saddening.

Were they three squads of 12? I also thought that 12 was a bit low for them with ~40 dwarves, but 36 would be a perfectly acceptable number.

I'm now trying to tweak the parameters to see if I can get massive (>80) orc sieges to happen, or if 80 is a hard limit somewhere.
Logged
Lanternwebs: a community fort
Try my orc mod!
The OP deserves the violent Dwarven equivalent of the Nobel Peace Prize.

Warlord255

  • Bay Watcher
  • Master Building Designer
    • View Profile
Re: Orcs: More things to kill
« Reply #43 on: November 09, 2008, 12:40:20 am »

I... oh god.

They slaughtered us. They slaughtered everything.

...

...

...

THANK YOU.
Logged
DF Vanilla-Spice Revised: Better balance, more !!fun!!
http://www.bay12forums.com/smf/index.php?topic=173907.msg7968772#msg7968772

LeadfootSlim on Steam, LeadfootSlim#1851 on Discord. Hit me up!

Thuellai

  • Bay Watcher
  • Nobody's business but the Turks
    • View Profile
Re: Orcs: More things to kill
« Reply #44 on: November 09, 2008, 09:48:24 am »

Related to the axe revelation, serrated discs seem to be an effective weapon-trap addition.  Perhaps it truly is as Urist McLincoln said:

"An orc divided from his legs cannot stand."
Logged
When you're following an angel, does it mean you have to throw your body off a building?

"So kids, what story do you want me to read to you tonight?"
"Oooh!  Oooh!  Goldibeard and the The Rotting Corpses!"
~LegacyCWAL
Pages: 1 2 [3] 4 5 ... 37