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Author Topic: Turning off undead invaders?  (Read 1959 times)

tborsje

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Turning off undead invaders?
« on: April 11, 2012, 05:42:47 am »

Hi all.

Is it possible to turn off necromancer\undead invaders in fortress mode? It's hard to have 'fun' playing the game when my forts get raped by the undead after my third or forth migrant wave, and I haven't even set up squads or any defence outside of basic traps. And micromanaging the position of vermin remains and mussel shells in my region isn't particularly enjoyable either. Walling myself in permanently also feels like a cop-out solution. I'd rather just turn them off, putting up with goblins, angry elves and angry humans is enough for me!

Thanks for any help.
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Garath

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Re: Turning off undead invaders?
« Reply #1 on: April 11, 2012, 05:47:25 am »

invasions of any kind can be turned off in the d_init in data/init folder. Only undead... I don't know.

You could try not to embark near a necromancer tower or town or something.
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
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And then everyone melted.

kaijyuu

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Re: Turning off undead invaders?
« Reply #2 on: April 11, 2012, 05:51:51 am »

Personally I keep invasions off until I'm ready for them anyway.

The non-cheat way to avoid it is to just not embark next to necromancer towers. You'll see them as neighbors when picking an embark location.

If neither of those are acceptable, suck it up bucko, there's Fun to be had.
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Quote from: Chesterton
For, in order that men should resist injustice, something more is necessary than that they should think injustice unpleasant. They must think injustice absurd; above all, they must think it startling. They must retain the violence of a virgin astonishment. When the pessimist looks at any infamy, it is to him, after all, only a repetition of the infamy of existence. But the optimist sees injustice as something discordant and unexpected, and it stings him into action.

NecroRebel

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Re: Turning off undead invaders?
« Reply #3 on: April 11, 2012, 11:39:22 am »

You could also stop putting off establishing a military for so long. If you're embarking on an area where undead are likely, like an Evil biome or near a tower, bringing an anvil and materials to make a bunch of bronze on embark and just setting 2 dwarves to be soldiers from the very beginning makes these areas much safer.
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Hyndis

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Re: Turning off undead invaders?
« Reply #4 on: April 11, 2012, 11:46:27 am »

You can turn off invaders in the init file. This applies to ambushes, thieves, babysnatchers, sieges, megabeasts, and FB's.

This does not apply to wildlife, which may include things like zombie trolls depending on your embark location. Wildlife will always spawn regardless of the init file.
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slink

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Re: Turning off undead invaders?
« Reply #5 on: April 11, 2012, 03:29:12 pm »

How I Survive Undead Invasions

1.  Build a bridge just inside the entrance to your fortress, that closes in the direction that blocks the entrance.
2.  Build a lever in a busy location.
3.  Attach the bridge to the lever.
4.  Define the interior of your fortress as a burrow.
5.  When undead come calling, sound the civilian alert to bring everyone in.
6.  Close the entrance with the bridge.
7.  Turn off the alert so that your Dwarves can mine freely.
8.  Continue developing your fortress in a sieged state of peaceful enjoyment, until you have a more deadly trap run or an adequate military.
9a.  When you are ready, sound the alarm again and then open the bridge.  You may need to update your burrow.
9b.  A second bridge, controlled by a different lever, can serve as a backstop in case your first "ready" state isn't sufficient.
Addendum:  Always keep your refuse underground.  Skulls, bones, hair, etc can be kept indoors without generating miasma.  The types that rot can be kept behind a door or, in a pinch, in a room with a diagonal entry.  A door is better, though, so you can lock it if you fear necromancers may successfully enter your fortress in stealth.  Once you find magma, you can periodically dump the rotting stuff down a hole.  Keep the hole covered by a floor grate in between dumpings, or else Magma Crabs may set fire to everything and everyone.
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knutor

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Re: Turning off undead invaders?
« Reply #6 on: April 11, 2012, 08:20:55 pm »

Thanks for any help.
Try Fumerole and Fairy

To try it, copy the code below into the very end of your world_gen.txt file.  This file is found in your DF/data/init folder.  Use notepad, to copy and paste it.  Then open up Adv World Gen from within DF, and choose Fumerole and Fairy.  Hope you enjoy Fumerole and Fairy.  I do.  When you first create a region, let the years run until the history stops.  That'll give you a good long history, and maybe a decent 1000+ year old Dragon to battle.  Here are some of Fumerole and Fairy's highlights.

Guaranteed water in caverns(well).
Enough elves to shake a stick at(fairys).
Interesting flux formations(fumeroles).
CSI:Armok gone.
Demons, Bogeys and Wolfmen gone.
Lotsa nonMtn caves for Kobolds.

Spoiler (click to show/hide)
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Garath

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Re: Turning off undead invaders?
« Reply #7 on: April 12, 2012, 06:55:44 am »

eh, how does that turn off undead invasions in his current fort?

go and promote mods elsewhere
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Quote from: Urist Imiknorris
Jam a door with its corpse and let all the goblins in. Hey, nobody said it had to be a weapon against your enemies.
Quote from: Frogwarrior
And then everyone melted.