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Author Topic: Wild, Dangerous Embarks  (Read 742 times)

Thelogman

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Wild, Dangerous Embarks
« on: June 11, 2010, 10:30:19 pm »

I love embarking on a wild area, it makes things interesting and lets you hunt and eat cool, dangerous stuff, not to mention it gives you access to some great stuff to cage and train.

But sometimes, you embark and your wagon ends up next to a pack of wild alligators.

What do you do?

I don't like to spend a lot of my embark money on training a soldier and buying equipment, so when this happens, I usually just draft my entire party and have them take out the immediate threat.

But this slows my early developments, and sometimes it gets my guys hurt.

How do you deal with hostiles right next to the embark?
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Eagle_eye

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Re: Wild, Dangerous Embarks
« Reply #1 on: June 11, 2010, 11:07:42 pm »

hide and hope they don't notice. no joke.
« Last Edit: June 11, 2010, 11:20:11 pm by Eagle_eye »
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Flaede

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Re: Wild, Dangerous Embarks
« Reply #2 on: June 11, 2010, 11:15:39 pm »

yep. best plan, really. I wish I could turn off caravans like I can invaders. Them getting plastered across the map by a dragon I'm hiding from is really annoying.
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Toady typically doesn't do things by half measures.  As evidenced by turning "make hauling work better" into "implement mine carts with physics".
There are many issues with this statement.
[/quote]

Vehine

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Re: Wild, Dangerous Embarks
« Reply #3 on: June 11, 2010, 11:36:56 pm »

Considering that by default you embark with two axes and two picks, it's usually easiest for me to take out the nearby threat, assuming they aren't all in a pack.

However, I've stopped doing that, as I've noticed my soldiers will drop their weapons entirely after killing a single creature. So I can't really embark on the Fun maps anymore. If you can't take the risk with at least a reasonable chance of dramatic, entertaining survival, why bother? :-\
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SpacemanSpiff

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Re: Wild, Dangerous Embarks
« Reply #4 on: June 12, 2010, 06:51:57 pm »

One method I've used on terrifying glaciers is to quickly channel a two-tile-wide perimeter around the wagon.  As soon as your dwarves finish that, remove the upward ramps from the outer tiles, so you have an impassable dry moat with your wagon sitting on a little island in the middle.  Now you can dig at your leisure, safe from any ground-based attack.  Your dwarves can still be interrupted just by seeing enemies on the surface, so transferring supplies off the wagon can take a while, but nothing will actually kill them.

If you try this, I recommend extra picks and minimal pets, because they always seem to want to hang out on the surface just as you're about to channel out the last outer tile and seal your dwarves off...
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