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DF2010:Siege

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v0.31.12 · v0.28.181.40d · v0.23.130.23a
This article is about the current version of DF.

Sieges are large scale assaults on your fortress by other civilizations. They are announced with the message screen "A vile force of darkness has arrived!", and the main screen shows "SIEGE" tag along the top for the duration.

Contents

[edit] Structure of a siege

Siege forces usually consist of several unit groups. Using the goblins as an example, they typically attack with several 'squads', each consisting of several goblins of one military class (ex swordsman, lasher, etc) and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads). Occasionally, a squad will be mounted - this means each of its members will be riding a suitable creature, though the creatures typically vary between members. These mounts can change the combat dynamics, since some can fly, are building destroyers, or have substantially different combat traits than a goblin (for example a Jabberer tends to grab body parts and tear them off).

After being sufficiently "successful" at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the "SIEGE" tag will go away.

Different races will favor different styles of attack during sieges. The following attack styles were observed in 40d; it remains to be seen if these traits are still present in 31.

[edit] Goblin sieges

Sometimes goblins will charge blindly toward your fortress and attempt kill your dwarves.

Goblins sieges often include groups of Trolls or Ogres, that can break buildings. Unlike the squads, however, these 'groups' usually enter the map in single file, somewhat akin to arriving migrants, usually possess random civilian classes, and show little of the organized behavior of the squads.

Goblins may bring elite human or even dwarven fighters as leaders of their squads. Sometimes goblins come with cave crocodiles or giant olms for mounts. Any underground animals with MOUNT_EXOTIC, really. Giant olms and crocodiles can breathe under water, which means they are able to swim through your moat, often resulting in the death of the goblin riding said animal. Goblins can also ride tamed giant bats or Giant cave swallows making them able to fly over you fortress walls. Other possible mounts include creatures such as the voracious cave crawler.

[edit] Elven sieges

It is possible to have elven attacks as well, but that usually requires some effort on part of the player. If you don't want to be attacked by elves, you should not offer them goods made of wood. You might also avoid to clear too much woodland, since elves can feel offended by that.
Elves use stealthed squads, a la goblin ambushes, to hide their numbers and locations.Verify

[edit] Human sieges

Humans may also siege you should their diplomat die while visiting your fortress or if too many of their trade wagons get destroyed.
Humans would sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress.Verify Humans often ride animals like horses, camels or war grizzly bears, and may bring along further war animals like trained cheetahs.

Be warned that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his last visit. A removed and rebuilt trap counts as "new", even if it's the same type of trap in the same tile.

This topic needs expanding. Please contribute if you can!

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