Last night I gave 30E a good long run-through. I had a thriving colony, 47 colonists around day 18, and had mastered the new farming mechanics. I built gabions all along the coast to keep the fishmen away from my crops (and people too I guess). Then on day 18, it happened. I got the familiar Fishman Invasion notification, set the usual rally points, and wasn't too worried. I had survived 2 or 3 invasions already, handily disposing of the 3 or 4 invading creatures. This time was different. I watched in growing horror as no less than 20 fishmen began rounding my gabions and pouring into my colony proper. Two military crews picked a couple off, but couldn't handle the sheer number, many equiped with clubs and fish pistols (fishtols?). I tried to mitigate the damage by converting some of my existing crews to militia to no avail. Death notifications flooded my screen as my colony descended into pure chaos. When the dust settled, my colony population was more than cut in half (down to 23) and my crops were wiped out. A couple strange things about this - because the invasion was so massive, and it took so long for the remaining surviving soldiers finish off the fishpeople, my colonists were running in fear for 2 days straight. By the time the invaders were gone, people were on the verge of starving. If it had continued much longer, fish guns would be the least of my worries. If I had a couple fewer soldiers, or if a couple more fishpeople joined it, it could have easily been a full colony wipe. The survivors were only able to recover via desperate measures (long pork was the primary meal on the menu). Also, as far as I could tell, this attack was completely unprovoked. I was careful to avoid the coast, I hadn't touched a single egg pod. I fended off a couple invasions, but I hadn't killed any fishmen other than in self defense. Is there something that could have triggered this that I don't know about? Is there a way I could have avoided it? I'm not sure why the fishpeople decided they needed to suddenly attack in such huge numbers. And why 20+ when previous invasions had been 3 or 4 at a time? If this is just something that can happen at any time, that's fine and I will just try to be better prepared in the future. I'm just hoping there is something I could have done to avoid or lessen the severity of the attack. On an unrelated note, 30E is great! The job flow seems to have been greatly improved, farming works well, and even on day 18 with 47 colonists and 20 fish people attacking, it all ran really well (no AZDO)! Keep up the great work!
Glad you're having Fun Regarding fishpeople invasion logic: The invasion event has a chance of not triggering and storing up more "invasion points" to fire at a later point. If this happens a few times, you can easily get 20+ raiders with no provocation. It's set up like this right now to make the game dangerous, to offer a challenge and purpose to have combat at all (in lieu of all the other random bad guys we're going to be throwing at players for various reasons). So, yes, ultimately we shall have a much more sophisticated cause & effect relationship with fishpeople.
Did you have your soldier squad assigned to *ANY* tasks other than hunting? I've found giving them anything else to do other than simply being ready to defend chokepoints at all times will lead to tragedy. They are currently too incompetent to be entrusted with anything else. Even if carrying a snack to eat they will happily let a fishman murder at will, or delay crucial seconds in getting where they need to be. As long as you've got at least 4-5 guards available to rally to chokepoints, I've never seen them have any real trouble fighting off any number of fishmen. I recommend establishing chokepoints with buildings, not gambion. It's a more effective use of resources, and more importantly, it doesn't take your entire guard squad out of the game while building, during which time they will happily watch your colony get massacred. This will all change as the game gets more sophisticated, but it works right now.
I have to second the use of buildings as walls, over gambions, at present. Buildings are permable to gunfire, which generally works out in your favour. And long, narrow bunkhouses consume far fewer Logs than a comparable length of gabions - those require one Log per square, where a Bunkhouse of the same length might need only a quarter of that. If you must build gambions, I recommend you do so in short segments, to minimize soldier downtime. The issue of soldiers ignoring attacks while building them is known to the Devs, however, and I imagine it's being fixed.
I have noticed the soldiers watching and going to sleep when getting invaded too!! Due to my imperialistic qualities as a slave leader
Just you wait when they give fish people the sufficient knowledge to burn down all these wooden structures! Then we will see who is laughing.... Bah! Why am I even suggesting such a thing, you never heard that, by god it certainly won't be me anyway! Our brave soldiers will hold the line at all costs, whatever they throw at us. And I shall be standing right there.......about a few hundred yards behind of course......with my cup of.....cabbage soup and wearing my monocle, observing that they do so!
A couple of versions ago (pre saved games) I had a 30 plus invasion. I had three squads of infantry, and had been smacking down ten or twelve at a time. It was getting late, and since there were no saves, I decided " bugger you fishfolk!" and designated all the caviar on the map for harvest. Actually got the fishfolk down to single fidgets before the end.
If you request guns from colonial ship a few time you can throw militia in one squad and kill large fish person raids if you use gabaions as a way to hold them off. Experimenting with ways to slow them down. Trying to use low gabions as abatis. The OP has inspired me to make my settlements fish person killing machines.
I haven't had much trouble with fish invasions myself. I can handle upwards to 30-40 with small losses and no crop damage. A group of 5 soldiers kills a fish person instantly so they aren't usually much trouble. By the time you get a huge invasion of like 30-40 you probably have like 8 soldiers or more. The fish people don't group together enough for them to get past my firing squad of death. Then afterwards, I can't butcher any of the fishpeople and I am sad.
Right.... seems there might be time to add a third option. - Chap with the gills, five rounds rapid! - Oh dear. Everyone hide! - Write your wills then say goodbye to your loved ones!
Does the "Oh dear. Everyone hide!" option even do anything? My Colonists seem to behave about the same way regardless of which option I select.
Spoiler: Attack code ["real_start"] = function(state,tags) state.counter = 60 --state.spawnLocation = spawnLocations[ rand(1,5) ] --printl("events", "They're coming from the " .. state.spawnLocation.direction) local recPlayer = rand( 0, getNumberOfPlayers() - 1) if getPlayerNumber() == recPlayer then send("scriptUIManager","createSelectionDialogBox", SELF, "fishpeopleAttackConfirm", "Fishpeople Attack!", "The Fishpeople have seen fit to send " .. state.numAttackers .. " raiders to attack colony! What shall we do?", { ["Chap with the gills, five rounds rapid!"] = "confirmed", ["Oh dear. Everyone hide!"] = "confirmed" }, "ui\\eventart\\fishPeople.png" ) end Doesn't look that way. If you go with the fire rounds it seems it's "confirmed" and if you say fleeee it's also "confirmed". So I'm assuming it's (at this time, at least) no other function than informing you are getting attacked, a bit of flavour text and/or place holder for further functions.