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Author Topic: An interesting 6x6 location (dig deeper mod required)  (Read 886 times)

Troas

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An interesting 6x6 location (dig deeper mod required)
« on: September 24, 2009, 10:44:06 am »

I generated this world with the "Dig Deeper" mod.  I haven't explored it much but on embark it has the following:

human/elf trade, orc/goblin sieges
high cliffs
black sand
marble
surface visible magnetite, silver, galena, tetrahedrite, silver, gold, aluminum
magma pipe
cave river (no surface river but some surface pools)
cave pool
chasm
hfs
some woods
Terrifying surroundings with zombie and skeletal wildlife, including undead giant bats, and a first for me at least - skeletal fire imps. (so much for "kill it with fire")

Generation Params
Spoiler (click to show/hide)

embark location:

« Last Edit: September 24, 2009, 11:16:29 am by Troas »
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You'd think handing out the crossbows to brain damaged dwarfs would be a bad idea but it isn't

Save the catgirls!

Troas

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Re: An interesting 6x6 location (dig deeper mod required)
« Reply #1 on: September 24, 2009, 04:37:17 pm »

Unfortunately the first caravan was generated on the other side of the chasm and was set upon by undead giant bats, ratmen, and antmen.  I sent my one axedwarf over to assist and had everyone else drop what they were doing to salvage items from the destroyed wagons.

And my party was ambushed...

by a Zombie Giant Cave Spider.

Amazingly in a display of superb axedwarfship Logem Thimshurbomrek, Lumberjack managed to carve the spider into six separate pieces without taking damage.
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You'd think handing out the crossbows to brain damaged dwarfs would be a bad idea but it isn't

Save the catgirls!

durt101

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Re: An interesting 6x6 location (dig deeper mod required)
« Reply #2 on: September 24, 2009, 05:50:30 pm »

Total death count?
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Troas

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Re: An interesting 6x6 location (dig deeper mod required)
« Reply #3 on: September 24, 2009, 09:11:47 pm »

5 skeletal antmen, 3 zombie antmen, 3 merchants, 4 green slimes, 3 zombie ratmen, 2 skeletal ratmen, 2 merchant wagons, 2 skeletal giant bats, 2 merchant horses, 1 merchant llama, 1 zombie troglodyte, 1 zombie giant cave spider, and 6 Rhesus Macaques that showed up after the fight and tried to steal the caravan goods before I could.

The merchant guards actually acquitted themselves quite well, they were outnumbered about 4 to 1 yet half of the caravan managed to escape.  Also the outpost liaison managed to survive.  Now if only I could find where "bring more guards" is on the merchant request screen...
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You'd think handing out the crossbows to brain damaged dwarfs would be a bad idea but it isn't

Save the catgirls!

Zruku

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Re: An interesting 6x6 location (dig deeper mod required)
« Reply #4 on: September 24, 2009, 11:05:46 pm »

What year did you stop it around?
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durt101

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Re: An interesting 6x6 location (dig deeper mod required)
« Reply #5 on: September 25, 2009, 01:12:10 am »

I additionally ask, what year did you stop it at?
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Troas

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Re: An interesting 6x6 location (dig deeper mod required)
« Reply #6 on: September 25, 2009, 09:44:07 am »

Worldgen stopped in 300 due to the megabeast death trigger (see the worldgen parms).  So far I've only played through autumn of the first year - 301.
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You'd think handing out the crossbows to brain damaged dwarfs would be a bad idea but it isn't

Save the catgirls!