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Author Topic: Woah, caverns!  (Read 3773 times)

MisterMoxxie

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Woah, caverns!
« on: March 15, 2012, 07:14:12 pm »

So I just broke into my first cavern since I started playing (maybe a week ago?) 8)

I'm preparing to set up / train a small squad, but it'll be a bit as I only have a population of 11 right now. There's no connection between the cavern and my fort yet though, so no worries for now.

Question is, what to do with this cavern? I mean obviously I'm killing anything / everything I find down there, but then what?
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Update: 4/5/12 : 9:35 pm
...
So apparently, this one dwarf is just walking around with a huge, gaping hole in his chest, with a slightly smashed heart, and bleeding absolutely everywhere, and he is PUNCHING OUT ZOMBIES.

Jacob/Lee

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Re: Woah, caverns!
« Reply #1 on: March 15, 2012, 07:16:51 pm »

Cavern creatures are big and scary. You'll probably have your dwarves a little too pasty for your tastes trying to fight them with no armor or weapons...

Anywho, the caverns provide some nice water for water (hurr durr) and fishing, trees (more like giant mushrooms and the like) for cutting, plants for harvesting and mud for farming. You can supply a whole fort with the stuff down there, but it comes with a price.

MisterMoxxie

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Re: Woah, caverns!
« Reply #2 on: March 15, 2012, 07:19:20 pm »

Cavern creatures are big and scary. You'll probably have your dwarves a little too pasty for your tastes trying to fight them with no armor or weapons...
Oh, I've got lots of armor and weapons. Robbing caravans is exciting stuff. :D
I just need to get another wave of migrants and build some danger rooms and I should be alright.




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Update: 4/5/12 : 9:35 pm
...
So apparently, this one dwarf is just walking around with a huge, gaping hole in his chest, with a slightly smashed heart, and bleeding absolutely everywhere, and he is PUNCHING OUT ZOMBIES.

Michaelsoftman

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Re: Woah, caverns!
« Reply #3 on: March 15, 2012, 07:20:38 pm »

Make sure you have the exit walled off.

You might get some type of flying monster / Forgotten Beast and he slaughters your fort.
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Naryar

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Re: Woah, caverns!
« Reply #4 on: March 15, 2012, 07:24:23 pm »

First cavern is generally not dangerous... still avoid cave crocodiles, and other "giant" beasts.

Also when you see a giant cave spider, get the hell out of the cavern very fast. These tend to be nearly absolutely invulnerable in melee combat due to paralyzing and/or immobilizing attacks.

acetech09

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Re: Woah, caverns!
« Reply #5 on: March 15, 2012, 09:08:36 pm »

Also when you see a giant cave spider, get the hell out of the cavern very fast. These tend to be nearly absolutely invulnerable in melee combat due to paralyzing and/or immobilizing attacks.

A few iron bolts can drop one quite easily, though.
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Flying Dice

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Re: Woah, caverns!
« Reply #6 on: March 15, 2012, 09:12:02 pm »

Also when you see a giant cave spider, get the hell out of the cavern very fast. These tend to be nearly absolutely invulnerable in melee combat due to paralyzing and/or immobilizing attacks.

A few iron bolts can drop one quite easily, though.
Why would you waste a valuable resource? A captive GCS is well worth a dozen or so casualties.
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james296

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Re: Woah, caverns!
« Reply #7 on: March 15, 2012, 09:22:05 pm »

why any casualties? couldn't a cage-trap do just as good?
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smeeprocket

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Re: Woah, caverns!
« Reply #8 on: March 15, 2012, 09:45:29 pm »

how does one capture a beast like a GCS they want from caverns? I always have a problem with dwarves fleeing before putting up the cage trap. Then it is a matter of getting it close enough to the trap. :/
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Descan

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Re: Woah, caverns!
« Reply #9 on: March 15, 2012, 09:52:35 pm »

Trap in tight corridor, sacrificial dwarf lures it into the trap, boom. One dead dwarf, maybe. One captured SPIDEW.
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Girlinhat

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Re: Woah, caverns!
« Reply #10 on: March 15, 2012, 09:57:33 pm »

It's mainly an issue of arming traps ahead of time and then waiting.  If you try building once it's arrived, then you're gonna flub.

james296

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Re: Woah, caverns!
« Reply #11 on: March 15, 2012, 09:58:21 pm »

put up cage traps then send troops to attack the cave spider, but once they hit the spider imediatly send them back to the cage traps. (if he is agressive (i don't know i haven't met one yet) then he will chase you) he will chase you until he is over a cage and trapped
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smeeprocket

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Re: Woah, caverns!
« Reply #12 on: March 15, 2012, 10:00:09 pm »

How do I get it to the corridor though? If the dwarf is military, I can station it, but it attacks the spider, if the dwarf is not military, the dwarf runs away (probably luring the spider in, but how do I station the dwarf?)

Hmm, I build something by it, after building the corridor with a cage trap...

I'll play around when I find one. I think I have an idea.

They will shoot webs through fortifications? Or do I need an open area (can I put the spider on a chain without it escaping?)

I saw the spider silk science thread (lol), but it didn't exactly explain how to get the spider there or what it could shoot webs through.

I saw the chaining an animal near it part though.
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"I can't wait to throw your corpse on to a jump pad and watch it take to the air like a child's imagination."

Girlinhat

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Re: Woah, caverns!
« Reply #13 on: March 15, 2012, 10:04:55 pm »

Code: [Select]
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#DCC+
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Doors, cages, walls.  Plant these EVERYWHERE in the caverns.  Eventually they'll get GCS in them.  Note the 2 cages, you need them set back from the door to work right.

NW_Kohaku

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Re: Woah, caverns!
« Reply #14 on: March 15, 2012, 10:09:28 pm »

You can also drop sacrificial kittens or turkeys, which are much more expendable.

If you can shutter off a workspace in the caverns, build up some cage traps surrounding a chained animal, and several loose animals that you can leave like a trail of m&ms towards your cage traps.  Using some staged cave-ins (wall on a support linked to lever) to generate dust and stun creatures that normally are TRAP_IMMUNE helps get some other types of creatures.

So long as you have something like drawbridges to act as impromptu walls, you can airlock workspaces.
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