Bay 12 Games Forum

Please login or register.

Login with username, password and session length
Advanced search  

Author Topic: "Sinister" maps aren't really that sinister..  (Read 1112 times)

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
"Sinister" maps aren't really that sinister..
« on: August 12, 2006, 10:35:00 pm »

I'm currently playing a Dwarf Fort map that's classed as "No Trees, No Bushes, 'Sinister' Environment" And it's something of a laugh... The entire outside is FLAT, which makes for an easy trade route creation. Further, there are no enemies or river. This makes creating the trade route (and a speedy passage into the fort for migrants) even easier. Wood issue aside, it seems like it'd be somewhat too simple to survive in such a map, given that no enemies harrass you, steal your items, etc. However, a few very serious questions:

1) I've read that there are mushrooms that grow in the fort after the third year, and that they are a source of wood. Is this true? And how often do these 'shrooms appear?

2) Is there anything special to monster generation on "Sinister" maps, inside or outside the fort? I'm expecting some sort of nasty creature to pop up when i hit a coal vein and own everyone in my entire fort.

3) I've read that there are chasms within the mountain. I assume that a mining pick could be lost when you first find one, correct? Also, does anything happen to spring up from these eternally-deep pits? The game's intro seems to suggest so...    :roll:

Also, very soon i'll post something for the newbies from my own personal experience with fort mode (kinda like a FAQ but crappier) because everyone should be able to play this incredible game mode to an enjoyable state!

[ August 12, 2006: Message edited by: Mechanoid ]

[ August 12, 2006: Message edited by: Mechanoid ]

Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

ussdefiant

  • Bay Watcher
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #1 on: August 12, 2006, 10:50:00 pm »

I've seen all sorts of skeletal wild creatures on the one sinister map i've played.
Logged

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #2 on: August 12, 2006, 11:15:00 pm »

Oh, joy, a werewolf just appeared on the map and is eating one of my horses.

 :(

Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

JimmyJ

  • Bay Watcher
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #3 on: August 12, 2006, 11:24:00 pm »

You see, things like werewolfs are why i tend to stay away from sinister maps.
Logged
et out of my signiture!!!!!!!!!!

Captain Mayday

  • Bay Watcher
  • A Special Kind of Terrible
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #4 on: August 12, 2006, 11:30:00 pm »

quote:
Originally posted by Mechanoid:
<STRONG>Oh, joy, a werewolf just appeared on the map and is eating one of my horses.

  :(</STRONG>


It could always be worse, it could be tearing through your fortress!

Logged
Why not join us on IRC? irc.newnet.net #bay12games

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #5 on: August 12, 2006, 11:34:00 pm »

quote:
Originally posted by Mayday:
<STRONG>

It could always be worse, it could be tearing through your fortress!</STRONG>


He almost did, and killed my metalsmith.

Good thing i didn't need him yet.

Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

Aquillion

  • Bay Watcher
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #6 on: August 12, 2006, 11:48:00 pm »

So...  if they'd survived, can your dwarves become werewolves, too?  That'd be just lovely, having your blacksmith turn into a monster and eat half your fortress every full moon.
Logged
We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: "Sinister" maps aren't really that sinister..
« Reply #7 on: August 13, 2006, 02:03:00 am »

Ha ha ha, punished.

Various things deeper in, though not as much as I would have liked, of course.

Yeah, when you find the river, you might notice some sapling tiles there, and if you look at them with [k] they are called "Young Tower-caps".  These will grow up in 3ish years, and be a modest source of wood, mostly for beds I think.  To get coal, you'll probably have to get through to the chasm.

FAQs and things are cool, since it is "resolutely inaccessible" I'm told.

I apologize for the crappiness of my werewolves.  I mean, there are full moons and everything, but the werewolves are just static monster things.

Logged
The Toad, a Natural Resource:  Preserve yours today!

Mechanoid

  • Bay Watcher
  • [INTELLIGENT]
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #8 on: August 13, 2006, 02:23:00 am »

It's alright about the werewolves. Something to fight is better then nothing! One of my mules that were attacked became berserked and crushed the werewolves' chest. It then immediately learnt it's lesson and continued to limp around near the southern end of the map.

Eventually quit the game when i ran out of food due to my pathetic farming abilities and knowledge that migrants would arrive at any moment.

Logged
Quote from: Max White
"Have all the steel you want!", says Toady, "It won't save your ass this time!"

JT

  • Bay Watcher
  • Explosively Canadian
    • View Profile
    • http://www.jtgibson.ca/df/
Re: "Sinister" maps aren't really that sinister..
« Reply #9 on: August 13, 2006, 01:48:00 pm »

If your Legends screen says that your dwarves didn't vanish without trace after they abandoned the fortress, I am going to be very upset.
Logged
"The very existence of flamethrowers proves that some time, somewhere, someone said to themselves, 'You know, I want to set those people over there on fire, but I'm just not close enough to get the job done.'" --George Carlin

Svirfneblim

  • Bay Watcher
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #10 on: August 13, 2006, 02:57:00 pm »

A FAQ is a good idea, but how about combining our efforts in writing it? How about a wiki for this purpose? Everybody could add the info he discovered.
Logged

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: "Sinister" maps aren't really that sinister..
« Reply #11 on: August 13, 2006, 02:59:00 pm »

That would be cool, but I have no idea how to do that.  I'm sure various people know.
Logged
The Toad, a Natural Resource:  Preserve yours today!

Aquillion

  • Bay Watcher
    • View Profile
Re: "Sinister" maps aren't really that sinister..
« Reply #12 on: August 13, 2006, 03:42:00 pm »

We could just make a page on Dwarf Fortress and add a guide at  gameinfo.wikia.com; they're for any game ever made.  Wesnoth has its guide there, for instance.

[ August 13, 2006: Message edited by: Aquillion ]

Logged
We don't want another cheap fantasy universe, we want a cheap fantasy universe generator. --Toady One

Toady One

  • The Great
    • View Profile
    • http://www.bay12games.com
Re: "Sinister" maps aren't really that sinister..
« Reply #13 on: August 13, 2006, 03:48:00 pm »

If that's a good place for it, I'm all for it.  Once there's something there I can link from the Dwarves site.
Logged
The Toad, a Natural Resource:  Preserve yours today!