Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: Embarking near Necromancer tower  (Read 563 times)

sum1overthere

  • Escaped Lunatic
    • View Profile
Embarking near Necromancer tower
« on: December 09, 2023, 01:44:10 pm »

As the title states, I am looking to have some fun and have some sieges early game and during my game. Looking for some tips and what i might be getting into.
Logged

anewaname

  • Bay Watcher
  • The mattock... My choice for problem solving.
    • View Profile
Re: Embarking near Necromancer tower
« Reply #1 on: December 09, 2023, 04:47:43 pm »

You won't be able to fight off the sieges with hand-held weapons for many years. Before summer ends, make sure you have a place where all of your dwarfs and animals can hide, and make sure you have multiple layers of doors or gates, in case some of them fail. Buy every available book or scroll if you receive traders, your folk will need the distraction from their thoughts about what is happening outside their burrow.
Logged
Quote from: dragdeler
There is something to be said about, if the stakes are as high, maybe reconsider your certitudes. One has to be aggressively allistic to feel entitled to be able to trust. But it won't happen to me, my bit doesn't count etc etc... Just saying, after my recent experiences I couldn't trust the public if I wanted to. People got their risk assessment neurons rotten and replaced with game theory. Folks walk around like fat turkeys taunting the world to slaughter them.

Justiceface

  • Bay Watcher
    • View Profile
Re: Embarking near Necromancer tower
« Reply #2 on: December 18, 2023, 01:39:06 pm »

Definitely your first priority should be getting your dwarves and their stuff inside and securing it. I mean, that's ordinarily top priority in my opinion because keas or gray langurs can come round and nick your only battle axe/mining pick and then you're up a tree. The zombies might not attack you your first season, but then again, they might. Multiple layers of doors etc is a great suggestion. You never know when Urist McShoeless will leave a -pig leather shoe- in the doorway, propping it open. Because dwarves. >.<

That said, I've actually had some interesting (if also simultaneously frustrating) situations when the strategy of 'keep the dwarves in and the zombies out' fails, like when I cut down trees and forget about the 'leaves hole if excavated area underneath' bug. A fort I ran was barely clinging on, three of seven dwarves left, with the hastily-appointed Chief Medical Dwarf who had no experience running her butt off to save everyone whilst I desperately worked to safely dig in the aquifer to create a water source. Those three dwarves became kind of custom nobles in my fort: they were the saviours, the lynchpins of the place.

But yeah, probably better to keep the zombies out in the first place. :D
Logged
If you have okay wrestling, you can stab someone in the lower body, making their guts pop out. If you then wrestle and pinch the guts, you can sever them. By then, the guy's probably unconscious. If he's not, strangle him until he is and cave in his skull with the guts.

No, really.