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Author Topic: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.  (Read 4586 times)

Crustypeanut

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And I don't even get evil snow or reanimating bodies :( This happens to be the second evil biome I've checked out in this world that took me 2 hours to generate, and neither of them have had reanimation or any EVIL evil rain.. just alcoholic slime rain that made all my dwarves, livestock, and visitors dizzy. 

I will be a sad dwarf indeed if I have to gen a new world.. 233 years is a long time on a large world with tons of civs >.< over 200k dead, 3 million events.. oh well.

Hey I have a question though - if I abandon a fortress, can the survivors return as immigrants later on? I'll have to keep an eye out for this, and look for previous memberships to SpecialSurprise and SpecialSurprises...
« Last Edit: February 19, 2012, 12:49:45 pm by Crustypeanut »
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Ehndras

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Re: Embarked on Terrifying Glacier.. thought it would be ‼Fun‼...
« Reply #1 on: February 19, 2012, 09:51:56 am »

And I don't even get evil snow or reanimating bodies :( This happens to be the second evil biome I've checked out in this world that took me 2 hours to generate, and neither of them have had reanimation or any EVIL evil rain.. just alcoholic slime rain that made all my dwarves, livestock, and visitors dizzy. 

I will be a sad dwarf indeed if I have to gen a new world.. 233 years is a long time on a large world with tons of civs >.< over 200k dead, 3 million events.. oh well.

Hey I have a question though - if I abandon a fortress, can the survivors return as immigrants later on? I'll have to keep an eye out for this, and look for previous memberships to SpecialSurprise and SpecialSurprises...

Yes they'll go back to being immigrants, depending on where the go when you abandon.
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Feb

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Re: Embarked on Terrifying Glacier.. thought it would be ‼Fun‼...
« Reply #2 on: February 19, 2012, 10:23:19 am »

Spin your world with advanced setting each time and increase your evil region by a lot, just make sure you don't accidentally wipe out the elves  ;)
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Crustypeanut

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Re: Embarked on Terrifying Glacier.. thought it would be ‼Fun‼...
« Reply #3 on: February 19, 2012, 10:27:36 am »

Spin your world with advanced setting each time and increase your evil region by a lot, just make sure you don't accidentally wipe out the elves  ;)

Might just have to do that.. but I've found a few more evil areas I need to test out first, as i'd rather just stick with this world if possible.


Edit: Aaand apparently, this area just has abhorrant slime that does -nothing-. Perhaps its extremely flammable? Need to still see if anything reanimates, but I'm betting it wont.
« Last Edit: February 19, 2012, 10:52:43 am by Crustypeanut »
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Feb

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #4 on: February 19, 2012, 05:27:45 pm »

Pray to Armok that isn't so, I had rain that burned everything burnable that I had shortly after embark, glacier with no food and booze = death :<
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DungeonJerk

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #5 on: February 19, 2012, 05:57:09 pm »

So far I have only gotten zombie apocalypses. Not from any rain or other FUN mind you. Just Zombies reanimating and spreading their zombie aids. Not that it wasn't FUN. I was kinda hoping to get the chance to weaponize husks. But, eh, it'll come up.
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Nan

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #6 on: February 19, 2012, 11:39:39 pm »

I had a map which rained putrid slush, which caused first nausea puking and blistering and with prolonged exposure rotting-off of skin and flesh, and was crawling with zombies including giant zombies and flying zombies and giant flying zombies, and the dead revived. As a 2x2 embark, it took 3-4 tries to get everyone underground with enough supplies to pierce the aquifer. The life expectancy of a dwarf outside was somewhat less than 2 minutes, they couldn't even fight back due to being made so sick by the sludge. And after dying... they'd get back up again.
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Crustypeanut

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #7 on: February 20, 2012, 01:43:48 am »

I found a jewel of a location in this new world I genned.  Its a completely flat, frozen over all year round, temperate shrubland with an acrid muck that causes dizzyness, fever, and blisters, although nothing fatal.  The dead rise, and I've even seen undead harpies and ogres.  The Ogers killed my first attempt at a fort there as I didn't know they were building destroyers..

So far in my new fort I'm doing well.  Three of my seven original dwarves are zombies (two of which died from a tantruming dwarf and who's shambling corpses are locked in a broomcloset, the other is either outside or in a cage), the first migration wave completely died, and four of the ~10 dwarves of the second migration wave made it into the fortress, which has a single-tile hallway entrance thats near the edge of the map, lined with cage traps and doors.  I've also locked the caravan into the trade depot, and am awaiting their death by insanity, with cage traps ready to capture their undead corpses.

Luckily this world has a ton of minerals, and I have both kinds of coal, copper, silver, and iron immediately below the soil layers.  I do think I'm doing quite well so far, despite the circumstances.  Evil Savage Biomes with reanimation are exactly the ‼Fun‼ I've been looking for! :D
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Tahlin

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #8 on: February 20, 2012, 01:55:57 am »

Fun Knowledge: If you abandon a fort you can play on the same world.
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Crustypeanut

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #9 on: February 20, 2012, 02:13:55 am »

Well aware of that, but none of the evil areas of the last world were.. evil enough.   Alcoholic slime-rain.. non-undead-weasels occupying Terrifying Glaciers.. stuff like that. 


Edit: Damnit, my #1 most important dwarf in the fort went insane.. :|

Edit 2: Aaaaand time to reclaim.  Zombie Ogres breaking down doors + hordes of zombies were able to overwhelm my cage traps :\

7 unskilled dwarves, no supplies, and 41 war dogs! THIS CANNOT POSSIBLY GO WRONG!
« Last Edit: February 20, 2012, 02:46:14 am by Crustypeanut »
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Stefrist

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #10 on: February 20, 2012, 06:31:37 am »

By the way, I would advice -not- to bring that many dogs with you on an embark, which you'll expect reanimating undead.

My evil save-scumming embark was lost as soon as the first dog died, reanimating only its head and biting other dogs to death. Those dogs came back to life, biting dwarves to death etc etc

(a dog's head is better at killing stuff than a dog (corpse))
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Crustypeanut

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #11 on: February 20, 2012, 11:47:08 am »

Oh this poor, poor, poor Kobold Thief..

I mean, WHY would you come to a fortress in an frozen-over-year-round area COMPLETELY covered in a slime that makes you dizzy, gives you a fever, and makes you blister all over, let alone heavily occupied by zombie dwarves/ogres/harpies/badgers?!

Is it because the fortress is named Peacefulmeadows?
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Shinotsa

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #12 on: February 20, 2012, 11:53:29 am »

I'm kicking myself for not thinking about cage traps for the zombie plague. Right now I just have all of my fights in the entrance to the fortress directly beside a hallway with burial rooms and a corpse pit. All fallen citizens are buried and the door locked (it's worked well twice) while the badgers are dumped down the hole by one of five idlers... Is that going to prevent more wildlife from spawning, or am I going to have the equivelant of a zombie rave party going on down there eventually?

(Note: Fortress is dying. Apparently once you have to cart your dead citizens more than 10 steps to the nearest locked room they get up again)
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Ehndras

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #13 on: February 20, 2012, 12:04:13 pm »

I'm kicking myself for not thinking about cage traps for the zombie plague. Right now I just have all of my fights in the entrance to the fortress directly beside a hallway with burial rooms and a corpse pit. All fallen citizens are buried and the door locked (it's worked well twice) while the badgers are dumped down the hole by one of five idlers... Is that going to prevent more wildlife from spawning, or am I going to have the equivelant of a zombie rave party going on down there eventually?

(Note: Fortress is dying. Apparently once you have to cart your dead citizens more than 10 steps to the nearest locked room they get up again)

Step 1 - Locate Magma
Step 2 - Reroute Magma
Step 3 - Fire-Purge Zombie Infestation.

Problem solved ;)

I'd make a pit a few Z deep, hell, as deep as you can, to pour the zed in. In fact, a dodge trap with a corresponding Z-fall would do wonders against those pesky undead. My trick has been 2 single-tile paths over a 10-Z level fall, weapon traps on every tile, ending in 2 doors beyond raised drawbridges. Zombies come in, dodge to their unre-deaths, or simply get chopped into gore and the pieces fall to the bottom. Have spike traps line the bottom for extra "Fuck You!" power, and then re-route magma so you can clean out the zombie infestation without a single loss. Voila!
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Crustypeanut

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Re: Embarked on Terrifying Glacier.. thought there would be ‼Fun‼... Nope.
« Reply #14 on: February 20, 2012, 01:11:55 pm »

Oh man, just lost an entire 20+ dwarf migrant wave to the local 'wildlife'.. its getting a tad bit dangerous up there, what with 40+ undead, and more rising every day.

Edit: And there goes another migrant wave of 10 dwarves.. they don't even stand a chance of getting here now. 
« Last Edit: February 20, 2012, 01:27:05 pm by Crustypeanut »
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