I Imagine it'd be hard for the goblins to learn their lesson when none of them make it back to tell the other goblins how dangerous it is. They probably thought to themselves "gee, that raiding party we sent hasn't come back. It must have been some kind of paradise for them to want to stay" which would have made the fort a hot tourist destination. I don't think they're very smart.
I'm usually drawn to having a master crafter of each kind of job I want. What if we did that with the weapons? One master of each? Sword, axe, hammer, mace, spear and crossbow. Pickaxe optional.
@@arthurbarros5189 does pickaxe still scale with mining when used as a weapon? Years ago my militias were my miners for that reason... also because they needed armor when going through caverns for saftey
@@Morlair yes, for fighting with a pickaxe, mining works like a weapon skill. The problem is the uniform thing. Hard to make activable mining squads that can also work normally. I don't think it's impossible. . Gonna make a squad of warrior miners called DeepRock tonight!
@@arthurbarros5189 Thats a good Idea. The way I did it before was just assigning everyone in the squads to always wear their gear, pick, and a shield. I think some dwarves are so small they use both hands for picks, but most are big enough for one handing them. Especially after you strengthen them up.
@2:15: "All she wanted to do was get drunk and yell at the mayor" - the funniest part is it kind of all makes sense. Like I'm imagining her screaming at the mayor - Soldier: "MR. MAYOR! I AM THE *ONLY* THING STANDING BETWEEN OUR SETTLEMENT AND THE MONSTERS! MR. MAYOR!!! ARE YOU REALLY OKAY WITH THAT?!?!?! Mayor: "Yes. You're doing just fine, run along and train now" Soldier: "MAYOR, PLEASE!!! I AM BEGGING YOU!!! JUST ONE MORE SOLDIER!!! WHAT IF I DIE?!" Mayor: "Well then I'll hire two more soldiers to replace you because one won't be as good as the soldier you've trained to be" Soldier: "...I'm going to go have a drink"
Since exhaustion is the issue with well-armored dwarves, consider augmenting your one dwarf army by turning them undead if you have a necromancer citizen I had one undead soldier lose both arms then dodge a bronze colossus for 4 months before finally going down
Thats what you get when you only quickly gloss over the details, that was no ordinary necromancer, it was the NecroDancer venturing out of their crypt!
“Superior training and superior weaponry have, when taken together, a geometric effect on overall military strength. Well-trained, well-equipped troops can stand up to many more times their lesser brethren than linear arithmetic would seem to indicate.” - Spartan Battle Manual (quote from Sid Meier's Alpha Centauri)
I like to imagine the failed siege went something like "guys our last group got entirely wiped out by ONE dwarf. Imagine what would happen if their entire army fought us!"
@@arthurbarros5189The optimal character would be someone with indefatigable, strong, and very fast. Upgrade them with necromancy some admantine gear and they would be unstoppable
*"Against all the evil that Hell can conjure, all the wickedness that dwarfkind can produce, we will send unto them... only you. Rip and tear, until it is done"*
that... honestly isn't *as* hard as it might seem (full set of armor not withstanding) the craft that dwarves make with strange moods will go off their highest of the "moodable" skills, so what you do is you use the manager system to have one forge with a permanently repeating craft weapon task that only allows completely untrained dwarves to use it. in a relatively short amount of time every dwarf will have skill level 1 weaponsmithing, you can also reasonably easily control which metals get used in crafting by forbidding all other metals when a dwarf gets a fey mood. repeat with level 2 armor smithing once a suitable artifact weapon is crafted.
The reason they dont wear boots is because you nned to put the "Wear instead of clothes" order (or was it replace clothing?) when creating an armor set for a squad. Otherwise, they absolutely refuse their boots, and prefer their linen flip-flops or whatever in combat.
While it probably goes against the spirit of the challenge, I bet using a locked door to only let the sieging goblins in a handfull at a time would give any dwarf super soldier enough of a break to weather basically any goblin attack.
once invaders go through a door they claim it and you can't control it till it is retaken so I don't think doors would work. Same idea but with bridges and I think you could survive just about anything though.
@@hoodiehair It actually does work since a door can't be "captured" if it's operated by a lever. I use lever door contraptions in my entrance to break invading armies into manageable chunks. The only thing is that doors can be blocked from closing if something is inside, so don't just use one door, you will want at least 3 adjacent doors to use as buffers.
What I love most about you is how you just go into a Fortress and accept the most horrendous outcomes in order for an interesting story to play out! (Or plan the horrendous outcomes ahead)
See I always make large 2 or 3 wide halls with grand rooms since I always felt like there wasn't enough room for the dwarves to go around. Maybe I should be a bit more compact. It'd probably make things go so much quicker in my forts! Great video!
Think the trick is to do both. The 3 wide hallways can be blocked with a drawbridge during a siege leaving the 1 wide entrance the only option until after the siege.
@@JAPerson34 That definitely works. In my current fort there's something similar. The main entryway is a 3 wide hall with a drawbridge to close it off, but there's a 1 wide side entrance with simple doors that leads straight into my barracks just next to the bridge, and then from there another hall goes from the barracks to the main hall. My intention was to close up the bridges and force the invaders/monster to push into the barracks to fight the soldiers that were stationed there. The main thing I was referencing though was that all of my halls are 2-3 wide, and it'd probably cut down the time to dig out my fort by a ton if I went with 1 wide halls for much of it.
@@glassramen 1 wide hallways will make everything go slower once built. The dwarwes will have to clamber over one another to get anywhere, slowing them and your computer down.
The biggest flaw I felt I was seeing was the long hallways. The small winding hallways went well due to a lack of range for the goblins. It makes me wonder if you had a large number of winding hallways drastically increasing the distance so it could easily handle a 100 goblin army without increasing line of sight.
Man, I used to play DF around... 10, 11 years ago must be? My tactic was always: - 2 lucky dwarves in small pass-through barracks - set them to eternal training with wooden weapons, shields, and whatever armor I could scrounge up - in the meantime, dig a long snaking 2 tile wide corridor - dig two channels in the corridor, remove ramps, place draw bridges - one pit/bridge at thr very entrance to the surface, the other just outside the barracks on the fortress side - turtle up, wait two years. Gather resources, find cotton candy, forge weapons and armor. Whistle a bit. Make sure the soldiers are still training. - when a siege comes, let them in, make sure every enemy is in the long snake corridor - raise the surface-side bridge - take a moment to behold my two sweaty oiled up blue-clad deities - watch the goblins, trolls, beak dogs etc be ground into fine paste by the pain train Good times, always fun to watch. I tended to always have a mace dwarf with a lead or preferably gold/platinum mace, and the other was whatever was my mood for the current playthrough. Once I did it with two legendary wrestlers, that was maybe less effective but somehow more metal with the two of them just manually dismantling the whole siege force limb by limb.
I remember one time being besieged by an army of elves and the macelord captain of my squad ran out on his own and fought like a bear, killing 37 elves on his own until he met his match with an actual bear whom he traded mortal wounds with
reminds me of the "superdwarvinly strong, superdwarvenly tough, superdwarvenly agile" days where one soldier really could handle a whole siege single handedly with good steel equipment.
This is like if you had adventure mode but restricted to one fort and your job was just killing threats as the fortress was built around you. That actually sounds like a fun game now that I think of it
this has inspired me to optimize my military by simply placing them each in their own sequential 3x3 room. If one dwarf is doing all that then why would I waste the others' time
people are out here suggesting all these ideas to make this challenge more feasible but in reality all you need is a windier hallway. the dwarf only died when they went up the stairs where they got swarmed - a longer hallway that splits up the invaders better would have easily solved the issue.
I don't know why I got recommended it, but this video was a bit like seeing someones life story. I was hooked for some reason. I never even played Dwarf Fortress. I think I gonna give it a try! Thanks :)
Awesome idea and challenge. It's cool that you were strong and never considered changing the rules to 2 or 3 soldiers instead. :D Looking forward to your Adventure Mode videos!
Heavily armoured like an Ironbreaker with combat skills and experience akin to those of a Longbeard. This pint size terminator was a death dealer among the dark and narrow corridors of the once mighty fortress. I am on a tangent here but I have always thought that the Dwarfs are extremely deadly in underground tunnel combat due to spacial restriction. The giant cave battles shown in Warhammer wouldn't make much sense because they were too spacious and didn't go well with the dwarf "blockage" tactics or the Skaven's ambushes.
You gotta force them to remove their civilian clothes when in armour, since they won't be smart enough to remove their own boots. And they can't fit the armoured boots over their civilian ones.
Nothing beats cage traps to me. It is more to manage, but I can disarm them and do what I want. Including drowning, throwing them in magma pits, use as live exercise or even use as live bait in a giant cave spider silk farm. Goblins don't die of old age, so they're better than the last blue peahen.
ye i tried this once when i discovered my manager was a intelligent undead when they cut a clown in half with a pickaxe as a result her stats limits were insane and they did not get tried the only thing that could kill them was Webs with eventually was the case
So the main reasons why your militia dies is either recklessness or militia not wearing their equipment properly... sounds like some things never change. You can still make terminator dwarves though. Though they seem less godlike than in the really old versions.
Probably would have get tired a little later, but would still fall. Combat invincibility involves being inexhaustible, like being a vampire, necromancer or inteligent undead. (I don't recommend necros as they would raise dead and fight them at the same time).
I've been wondering if I make the minerals generation sparse on my world, does that prevent my world to enter on a goblin era? Since they will have little to not access to good metals
Yep my militia commander had all the best character description to indicate that they'll be an unstoppable killer. But after the 1st or 2nd siege, they became incurably depressed. It's a game-breaking bug in my opinion. The fighters are too mentally fragile.