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Author Topic: Making it harder...  (Read 654 times)

Shaostoul

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Making it harder...
« on: December 11, 2008, 02:39:24 pm »

So I've tried changing the year between 1 - 10000 and nothing is really harder. I'm at year 7 now and hoping for megabeasts to show up, but nothing so far.

I'm playing on a terrifying area in hopes for harder monsters... zombie slugmen and snailmen and alligators was not what I had in mind.

Is there a way to make more monsters show up, in bigger numbers, which are more lethal? I don't see how zombie slugmen and snailmen are hard at all. Maybe a way for way more megabeasts?

Is there a specific place to embark that'd be a hard place? Only problems I had was getting sneak attacked from my underwater river and a magma pipe right outside my walls. Goblins and Kobold are no issues. I can never seem to piss of humans and elves enough for them to start sieging.
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Worldwaker

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Re: Making it harder...
« Reply #1 on: December 11, 2008, 03:02:30 pm »

Orcs. I had ONE elite Orc kill an entire fort. Yeah, they're pretty goddamn hardcore. After I got wtf pwn'd by that one guy, I checked his legends. Over 300 notable kills, and that's just from one Orc. Oh and FYI, Megabeasts aren't going to be any harder until the next update.
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Footkerchief

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Re: Making it harder...
« Reply #2 on: December 11, 2008, 03:06:42 pm »

Apparently the trick to pissing off humans and elves is killing the liaisons.  Elven liaisons tend not to show up often, though.

But yeah, mods.  Make goblins bigger or something.
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Tormy

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Re: Making it harder...
« Reply #3 on: December 11, 2008, 03:30:42 pm »

If you find the vanilla game too easy, I suggest that you should try out the Legendary Lands mod. It's really cool, and quite challenging also.  8)
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Magua

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Re: Making it harder...
« Reply #4 on: December 11, 2008, 03:45:15 pm »

Also:

1) Don't play with traps.  It doesn't matter how big you make the megabeasts, it doesn't matter how many orcs are rampaging outside, if part of your difference is a big ol' Hall O' Traps, then you're not going to get a challenge.

2) Similarly, constructing your entranceway so that the enemy has to navigate 600 tiles of corridor flanked by fortifications and marksdwarves on either side will give you no challenge.

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toast

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Re: Making it harder...
« Reply #5 on: December 11, 2008, 05:04:41 pm »

i recently added orcs. they are awesome. One squad of them can pwn you hard, and even better, they dont drop the narrow leather crap. Although you can take that out of the gobbo profile.
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Hectonkhyres

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Re: Making it harder...
« Reply #6 on: December 11, 2008, 05:21:10 pm »

Now if only they were Warhammer 40k orcs I could die happily.
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Shaostoul

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Re: Making it harder...
« Reply #7 on: December 12, 2008, 12:43:42 am »

I'll have to check out the Legendary Lands mod.

Ya, I normally just have my entrance... maybe 10 or so tiles long and anywhere from 1 - 6 wide. If I do put any "defense" it's mostly just 2-4 defending dwarves. I almost never use dogs. I never use traps. I rarely use marksdwarves.

I'm tried to make a base (current one) on terrifying, flat, "marshy" aquifer... etc. etc. etc.

My fort is mostly wood. I have one true defending dwarf. My doors are always open.

Maybe I should take my masterpiece steel armor and masterpiece warhammer and artifact shield off...

O.o
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Kazindir

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Re: Making it harder...
« Reply #8 on: December 12, 2008, 08:12:10 am »

DF is a true civilisation simulator - most civilisations collapse for internal reasons, the same is true in DF. Sure, external pressures like goblin hordes might push a teetering fortress over the edge into chaos and fire but only if the fortress is at that point due to internal troubles already - tantrum spirals, insane demands, a psychotic Hammerer, catastophic engineering failures and suchlike.  ;)

Limit or eliminate automatic trap useage and marksdwarves. Don't brick yourselves in either, dwarves have no reason to fear lesser racers and such have no need for defensible entrances. Impressive entrances, yes, but none of this 6-steel-doors-in-a-row business!

Wildlife in general isn't that dangerous if you are careful no matter what. So the key is not to be excessively careful - build structures out in the open, lets dwarves wander about and protect them your your military rather than by keeping them behind a massive wall. It won't suddenly make it "hard" but it will give you more to do whilst increasing the risk and thus the fun in the process - every random champion impaled by a raging unicorn is one less to fight the goblins and one more to build a nice big monument to. Every goblin ambush that happens in the middle of your "city" suddenly becomes something urgent to focus on rather than a minor event to note only because the increased hauling will delay projects slightly. And so on. :)
« Last Edit: December 12, 2008, 08:15:55 am by Kazindir »
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jester

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Re: Making it harder...
« Reply #9 on: December 12, 2008, 08:23:10 am »

Dont know if it still works but removing the babysnatcher tag used to send full seiges instead of single babysnatchers, lots of fun to be seiged in your second spring.  Other than that just like everybody else I say mods.  Try the zombie mod for a very differnt style of fort.
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