The second fort in my current world was doing pretty well in the first savage biome i ever played until i decided to clearcut to get ahead of the elves' lumber limits. Retribution from the wildlife was swift and eternal. I grew the fortress to a massive 500 dwarves, humans, elves, goblins and even a wombat woman and dingo woman. I trained up four squads of marksdwarves that functioned as surprisngly effective AA batteries to ward off the swarms of angry birds, and i had other squads in steel equipment having to escort the caravans and visitors. It got really tiring and after several years of this i gave up. My current fortress is in an untamed wilds biome which is far easier to deal with. The idea of the savage biomes is fun but dealing with continuous and massive animal attacks kind of ruins the fun, the agitation decay needs to be considerably faster so that you can actually come out of it after a little while.
Cool writeup!! Pinned bc interesting. Thanks for sharing! And I definitely agree. The "feedback loop" as currently exists makes agitation enjoyable at first but mostly kind of annoying as the map continues.
It's also applied on classic v5 in bay12. When fighting an animal or any creatures, skill only improved from action of dwarf, if only dodge, dodge skill will improves, if they did one swing with a sword and kill the animal instantly, they got 1 exp sword skill.
Oh cool, I didn't realize it was applied to classic as well! And thank you very much for clarifying about the skill gains! This comment clears it up for me.
Fighting will improve the potency of physical attributes involved in combat but not any skills. Learning a skill is controlled by sapience in dwarf fortress
Ah, I think I understand now. So the animals themselves are somewhat limited in terms of how they can improve in combat-relevant skills, because of the lack of sapience? I'll have to go back and reread those comments with this in mind. Thank you!
Thanks for confirming this! Yeah, I definitely agree about cage traps being insanely OP. That's why I love em! Ah, and maybe what I'm thinking of is a different token which specifically prevents clowns and forgotten beasts from being caged? I think maybe it's called "massive" or something?
Size only affects drawbridges, big creatures can't be crushed by drawbridges and will stop them from raising, the trapavoid tag isn't related to size, giant elephants are twice the size of a bronze colossus and around 4 times the size of a forgotten beast, the elephant and the colossus can be trapped, but not the forgotten beast
Right! That's what I was thinking of; the "massive" token that clowns and forgotten beasts get, and that's the only thing that specifically keeps them out of cage traps. And interesting! I didn't consider the webbing aspect either... Cool, yeah now I'm curious about tactical webbing!
In my last Fortress i had a selection of a dozen of Dust/vapor/spittle forgotten beasts captured and used for Fortress defense :) ... with mixed results
@@twanzai2218whoa! I really need to practice with this more often. In fact you just inspired me! I now want to build automated defenses using captured beasties.
@@SSBURD Happy to have inspierd you! To that end I advise the use of giant cave spiders. I have modded my df to have them lay many eggs so to not have shortage of them, I dont Remember if they do in the current version vanilla. Also you may mod them to spawn more often, or make them pets available from embark, or better mod in your web spitting Beast of choice also available from embark to not mess with the original spiders
I had to learn the lesson the hard way firsthand. First time ever in an untamed wilds biome. A few years go by with the wildlife being pretty friendly, besides the random occasional Bearman coming in and fighting my dogs/stealing my food. Dogs really don't like them, it seems. I thought the giant animals and mosquitopeople were pretty cool, and I was weeks away from the nearest elf or goblin site, so out of arrogance (and general disrespect to the elves, stupid treehuggers) I decided to build a massive log-cabin-tavern on 2z wood stilts. The first month was fine. One day, as my dwarves were laying the wall, the skies began to darken. Weird, no weather in sight, they probably thought... Then the birds attacked. Over a dozen agitated giant birds attacked my base at once, sweeping through the layers of caverns and making literal mincemeat of the dwarves. Within minutes, a 73-dwarf strong fortress was reduced to a graveyard. Not even the livestock were spared.
Right! I realized after I made this that I was probably confusing actual size details with the "massive" token that gets applied mostly only to clowns and forgotten beasts. That's what keeps them out of cage traps, not literal size.
The second fort in my current world was doing pretty well in the first savage biome i ever played until i decided to clearcut to get ahead of the elves' lumber limits. Retribution from the wildlife was swift and eternal. I grew the fortress to a massive 500 dwarves, humans, elves, goblins and even a wombat woman and dingo woman.
I trained up four squads of marksdwarves that functioned as surprisngly effective AA batteries to ward off the swarms of angry birds, and i had other squads in steel equipment having to escort the caravans and visitors. It got really tiring and after several years of this i gave up. My current fortress is in an untamed wilds biome which is far easier to deal with.
The idea of the savage biomes is fun but dealing with continuous and massive animal attacks kind of ruins the fun, the agitation decay needs to be considerably faster so that you can actually come out of it after a little while.
Cool writeup!! Pinned bc interesting. Thanks for sharing! And I definitely agree. The "feedback loop" as currently exists makes agitation enjoyable at first but mostly kind of annoying as the map continues.
yeah my last fortress was a complete warzone because of those giant birds
The agitated birds are the worst!
Yeah the fliers are particularly challenging. Thank Armok for crossbows and plentiful bolts!
Agitated giant keas killed my dwarfs and stole my anvil and booze
@@sald4971Stole an anvil?? Grand Theft Anvil.
It's also applied on classic v5 in bay12.
When fighting an animal or any creatures, skill only improved from action of dwarf, if only dodge, dodge skill will improves, if they did one swing with a sword and kill the animal instantly, they got 1 exp sword skill.
Oh cool, I didn't realize it was applied to classic as well! And thank you very much for clarifying about the skill gains! This comment clears it up for me.
Fighting will improve the potency of physical attributes involved in combat but not any skills. Learning a skill is controlled by sapience in dwarf fortress
Ah, I think I understand now. So the animals themselves are somewhat limited in terms of how they can improve in combat-relevant skills, because of the lack of sapience? I'll have to go back and reread those comments with this in mind. Thank you!
Caging is op, entity size doesn't affect trapabillity. Only entities with trap avoid in their raws can't be caged without web cheese
Thanks for confirming this! Yeah, I definitely agree about cage traps being insanely OP. That's why I love em! Ah, and maybe what I'm thinking of is a different token which specifically prevents clowns and forgotten beasts from being caged? I think maybe it's called "massive" or something?
Size only affects drawbridges, big creatures can't be crushed by drawbridges and will stop them from raising, the trapavoid tag isn't related to size, giant elephants are twice the size of a bronze colossus and around 4 times the size of a forgotten beast, the elephant and the colossus can be trapped, but not the forgotten beast
@@guimaciel7457 Right! Right, I think I understand it now. Thanks for clarifying!!
With the new planet stuff on factorio I've been looking at really trying to play it again. Id watch
Nice! Okay, I'm getting some positive feedback so I'll definitely get started on a Factorio vid
so like...
any savage embark is now Boatmurdered
Love the factorio shout out. Would def be interested in a vid
Beautiful! That's coming up then!
I had more than One Fortress destroyed by agitated horses
Ever heard "wild horses couldn't tear me away"? Well, it's sometimes easier said than done I guess, lol
I think only megabeasts dont fit in a Cage. Unless it has webs on it, in than case a Cage can catch anything
Right! That's what I was thinking of; the "massive" token that clowns and forgotten beasts get, and that's the only thing that specifically keeps them out of cage traps. And interesting! I didn't consider the webbing aspect either... Cool, yeah now I'm curious about tactical webbing!
In my last Fortress i had a selection of a dozen of Dust/vapor/spittle forgotten beasts captured and used for Fortress defense :) ... with mixed results
@@twanzai2218whoa! I really need to practice with this more often. In fact you just inspired me! I now want to build automated defenses using captured beasties.
@@SSBURD Happy to have inspierd you! To that end I advise the use of giant cave spiders. I have modded my df to have them lay many eggs so to not have shortage of them, I dont Remember if they do in the current version vanilla.
Also you may mod them to spawn more often, or make them pets available from embark, or better mod in your web spitting Beast of choice also available from embark to not mess with the original spiders
@@twanzai2218Very cool! I'll look into this!
I had to learn the lesson the hard way firsthand.
First time ever in an untamed wilds biome. A few years go by with the wildlife being pretty friendly, besides the random occasional Bearman coming in and fighting my dogs/stealing my food. Dogs really don't like them, it seems. I thought the giant animals and mosquitopeople were pretty cool, and I was weeks away from the nearest elf or goblin site, so out of arrogance (and general disrespect to the elves, stupid treehuggers) I decided to build a massive log-cabin-tavern on 2z wood stilts. The first month was fine. One day, as my dwarves were laying the wall, the skies began to darken. Weird, no weather in sight, they probably thought... Then the birds attacked. Over a dozen agitated giant birds attacked my base at once, sweeping through the layers of caverns and making literal mincemeat of the dwarves. Within minutes, a 73-dwarf strong fortress was reduced to a graveyard. Not even the livestock were spared.
Birds are truly the most dangerous factor when it comes to animal agitation. I agree, mosquitopeople do sound pretty cool!
If it has the token of captureable, then it can be cage trapped. Yes, you can put Giant UD whales in cages too
Right! I realized after I made this that I was probably confusing actual size details with the "massive" token that gets applied mostly only to clowns and forgotten beasts. That's what keeps them out of cage traps, not literal size.
Factorio played poorly, would be an excellent name for the next video
Hahaha, I like it! Might take you up on that. Only problem is I'm actually GREAT at Factorio? But yeah, I see the marketing appeal of that title...
@SSBURD have you played the space mod? It is absurdly great.
@@SWA81No, not yet! I need to check that out...
@@SSBURD I play modded but very lightly... I'm down for a series!
@@SWA81Very cool, I appreciate the motivation to get started! Will definitely have a look at the mods workshop too.