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Meanwhile, in my game, I watch a Goblin climb a tree, post up in an upper level of my fort and begin raining arrows upon my livestock. Eventually one of my military dwarfs goes to handle the situation and even without some stupid little character tile animation, I could tell that my dwarf freaking kicked the goblin off the upper balcony to the floor, then jumped down himself and started beating the crap out of the goblin. I didn't need animations or even to open the combat logs to see it, it happened in game with sprites. Combat is also definitively NOT the primary focus of this game.
DF is a "story telling generator." not a Total War game. Accept that. Yes things can be improved. But withonly 1-2 devs, youre not gonna get what you want right tf now. Despite DF not being perfect its still amazingly fun - at least for me. So if its not fun for you, play something else. peace
Yeah, currently I have a wall fort that I leave open. Yesterday a bunch of keas got in and kept chasing the horses and sheep out of the fort and my dwarfs had to keep herding them back in. Then a siege came and I was trying to get everyone inside, I shut the outer bridge, but a dwarf I missed comes running from nowhere and gets chased all over the map by goblin bowmen, so I closed my inner bridge and open the outer one to try and get her inside (and hopefully get some goblins to walk over traps) but she ran in and then back out again for no reason and they started chasing her again. She was lasting quite a long time for a non-military dwarf. Instead of just turtling up and letting her die, I decided to call up my militia for a rescue mission. I stationed them up behind my outer bridge and opened it... then more dwarfs started running out to haul things because I forgot to set all the siege rules, oops. So I just had to yolo my militia out there to rescue everyone. The first dwarf I was trying to save died, plus a second one that got caught out. Several of my militia ended up with broken arms and stitches but nothing life threatening. I could have just shut the bridge and left the first dwarf to die, but it was more fun this way.
What DF really needs to do:
1) Reduce survivability of everything for shorter combat logs. I like detail, but the amount of things that happen in a DF fight are genuinely too complex to be realistic. And as someone who's willing to read combat logs, there's a difference between willing to read a couple dozen lines and reading a couple hundred.
2) Persistent and clear logs, if I dismiss a combat notification, there should be a tab for me to find it again. Combat logs for some reason often use a dwarf's job not their name, which makes it very frustrating for instance to see who was infected in a werebeast fight, because it will just say something like "monster extract injected into axe dwarf" which is useless because I have like 10 axe dwarves involved in that fight
3) Civilian alerts. Currently burrows do not cancel tasks outside of burrows, so without locking all the doors it's not really possible to protect your dwarves in a raid because they will just wonder outside. Even when I manually cancel all tasks, disable all labor, and enable my burrows, there are always a few dwarves who run outside towards the invaders to pick up a sock. There needs to be a way to force your dwarves into an area.
4) Siege weapons. If you just lock your doors invaders will just sorta give up and wander around to kill the next wave of migrants or traders. It would be much more tense if they approached your walls with battering rams and siege towers. The game is especially lacking in the explosion department, you know that Helm's deep scene where the orc runs into the wall and explodes it? We need more stuff like that.
5) Aggression. Right now military missions are just sending your dwarves into an abyss to do whatever and come back. I would MUCH prefer a system where you actually go to the place you are attacking, and firstly have a bit of control, and secondly see how everything plays out. For a simulation game, it's kinda lame that attacking a fortress isn't fully simulated. There would have to be some limits for performance, but tbh the biggest thing this game is missing is going on the offense and conquering nearby fortresses. It might be a bit awkward to pause time on your main fortress to focus on your attack, but it would be worth the awkward time jumps.
I also just want to apologize for the community, a lot of the fans have become like a cult where any critique of the game is met with a response like "This game isn't for you play something else." Like jeez, it's possible to have an issue with a game but still enjoy the overall experience. Chill DF fans.
As controversial as it is, this is exactly the perfect use case for AI art/animation in game development. Everything else in this game is procedurally driven, why not leverage the power of AI for some animations or still images of the possible actions (which can run from the prompts the game itself provides, literally using the combat log description to generate the image/animation- alongside the stored character information for prompting descriptions of the characters)?
AI can even be used to give Dwarves natural sounding (or dwarfy sounding) conversations with each other. If the ethical minefield of AI can be navigated in any way, Dwarf Fortress is the perfect use case for how it can be implemented in a natural way that improves the game and experience.
Good criticism needs to be with respect to what the media is ATTEMPTING to be. I wouldn't judge a romance novel for lacking a good murder mystery arc.
I just think that ultimately, what is being offered and what you desire are not the same here. For myself, I greatly enjoy the combat, and think it fits its niche in the game rather nicely. I HOPE my dwarves win and try to balance the odds, but its a gamble in the end.
Edit: you can also hope while watching them fight like a proper medieval army, and not just spinning around like dizzy roaches without any proper systems implemented, this isn't a combat model, it's the lack of one.
Source : https://www.nme.com/features/gaming-features/project-zomboids-chris-simpson-talks-about-a-decade-of-zomboid-and-build-41-3129604
DF sits in the "massive depth" category. As I said, animations would be irrelevant, but moreover the combats couldn't offer the same level of details.
What is missing is the health screen (https://dwarffortresswiki.org/index.php/Health_screen)
but we know that the developers are already working on it.
Depends on how well the formations work with the existing individual and siege AI systems.